- Jan 8, 2008
- 25
- 0
** Executing...
** Command: "c:\program files\steam\steamapps\monte73\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\monte73\team fortress 2\tf" "C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2"
Valve Software - vbsp.exe (Sep 21 2007)
1 threads
materialPath: c:\program files\steam\steamapps\monte73\team fortress 2\tf\materials
Loading C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2.vmf
Patching WVT material: maps/cp_castle_assault2/nature/blendground_canyon_wvt_patch
Patching WVT material: maps/cp_castle_assault2/nature/blendrockgroundwall004_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2022 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Overlay touching too many faces (touching 135, max 64)
Overlay signs/hazard_yellow001_decal at -2298.6 148.5 -738.0
** Executing...
** Command: "c:\program files\steam\steamapps\monte73\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\monte73\team fortress 2\tf" "C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2"
Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading c:\documents and settings\monte\my documents\my tf2 maps\cp_castle_assault2.bsp
reading c:\documents and settings\monte\my documents\my tf2 maps\cp_castle_assault2.prt
936 portalclusters
3029 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (7)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (4596)
Optimized: 3657 visible clusters (0.00%)
Total clusters visible: 439574
Average clusters visible: 469
Building PAS...
Average clusters audible: 900
DecompressVis: 0 repeat
** Executing...
** Command: "c:\program files\steam\steamapps\monte73\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\monte73\team fortress 2\tf" "C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2"
Valve Software - vrad.exe SSE (Nov 8 2007)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\documents and settings\monte\my documents\my tf2 maps\cp_castle_assault2.bsp
Setting up ray-trace acceleration structure... Done (8.83 seconds)
5860 faces
2 degenerate faces
4905212 square feet [706350528.00 square inches]
115 Displacements
797064 Square Feet [114777224.00 Square Inches]
5858 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
216880 patches after subdivision
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (222)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (327)
transfers 12715836, max 948
transfer lists: 97.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(341721, 188377, 76571)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(42796, 17442, 5579)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(5630, 1724, 471)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(939, 239, 60)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(169, 39, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(37, 9, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(10, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<2.3753 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (84)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (80)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 11/1024 528/49152 ( 1.1%)
brushes 204/8192 2448/98304 ( 2.5%)
brushsides 3227/65536 25816/524288 ( 4.9%)
planes 5180/65536 103600/1310720 ( 7.9%)
vertexes 8498/65536 101976/786432 (13.0%)
nodes 2799/65536 89568/2097152 ( 4.3%)
texinfos 676/12288 48672/884736 ( 5.5%)
texdata 27/2048 864/65536 ( 1.3%)
dispinfos 115/0 20240/0 ( 0.0%)
disp_verts 33235/0 664700/0 ( 0.0%)
disp_tris 58880/0 117760/0 ( 0.0%)
disp_lmsamples 2063741/0 2063741/0 ( 0.0%)
faces 5860/65536 328160/3670016 ( 8.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1421/65536 79576/3670016 ( 2.2%)
leaves 2811/65536 89952/2097152 ( 4.3%)
leaffaces 8032/65536 16064/131072 (12.3%)
leafbrushes 2627/65536 5254/131072 ( 4.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 33970/512000 135880/2048000 ( 6.6%)
edges 17711/256000 70844/1024000 ( 6.9%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 666/32768 6660/327680 ( 2.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8604/65536 17208/131072 (13.1%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 15145156/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 705732/16777216 ( 4.2%)
entdata [variable] 17141/393216 ( 4.4%)
LDR ambient table 2811/65536 11244/262144 ( 4.3%)
HDR ambient table 2811/65536 11244/262144 ( 4.3%)
LDR leaf ambient 14076/65536 394128/1835008 (21.5%)
HDR leaf ambient 2811/65536 78708/1835008 ( 4.3%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/2424 ( 0.0%)
pakfile [variable] 213516/0 ( 0.0%)
physics [variable] 114137/4194304 ( 2.7%)
physics terrain [variable] 73004/1048576 ( 7.0%)
Level flags = 0
Total triangle count: 16064
Writing c:\documents and settings\monte\my documents\my tf2 maps\cp_castle_assault2.bsp
12 minutes, 18 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2.bsp" "c:\program files\steam\steamapps\monte73\team fortress 2\tf\maps\cp_castle_assault2.bsp"
Why is my map wigging out?
Anyone know?
Everything keeps disapearing and reapearing, and changes i have made arent there....
** Command: "c:\program files\steam\steamapps\monte73\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\monte73\team fortress 2\tf" "C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2"
Valve Software - vbsp.exe (Sep 21 2007)
1 threads
materialPath: c:\program files\steam\steamapps\monte73\team fortress 2\tf\materials
Loading C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2.vmf
Patching WVT material: maps/cp_castle_assault2/nature/blendground_canyon_wvt_patch
Patching WVT material: maps/cp_castle_assault2/nature/blendrockgroundwall004_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2022 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Overlay touching too many faces (touching 135, max 64)
Overlay signs/hazard_yellow001_decal at -2298.6 148.5 -738.0
** Executing...
** Command: "c:\program files\steam\steamapps\monte73\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\monte73\team fortress 2\tf" "C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2"
Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading c:\documents and settings\monte\my documents\my tf2 maps\cp_castle_assault2.bsp
reading c:\documents and settings\monte\my documents\my tf2 maps\cp_castle_assault2.prt
936 portalclusters
3029 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (7)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (4596)
Optimized: 3657 visible clusters (0.00%)
Total clusters visible: 439574
Average clusters visible: 469
Building PAS...
Average clusters audible: 900
DecompressVis: 0 repeat
** Executing...
** Command: "c:\program files\steam\steamapps\monte73\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\monte73\team fortress 2\tf" "C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2"
Valve Software - vrad.exe SSE (Nov 8 2007)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\documents and settings\monte\my documents\my tf2 maps\cp_castle_assault2.bsp
Setting up ray-trace acceleration structure... Done (8.83 seconds)
5860 faces
2 degenerate faces
4905212 square feet [706350528.00 square inches]
115 Displacements
797064 Square Feet [114777224.00 Square Inches]
5858 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
216880 patches after subdivision
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (222)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (327)
transfers 12715836, max 948
transfer lists: 97.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(341721, 188377, 76571)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(42796, 17442, 5579)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(5630, 1724, 471)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(939, 239, 60)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(169, 39, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(37, 9, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(10, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<2.3753 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (84)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (80)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 11/1024 528/49152 ( 1.1%)
brushes 204/8192 2448/98304 ( 2.5%)
brushsides 3227/65536 25816/524288 ( 4.9%)
planes 5180/65536 103600/1310720 ( 7.9%)
vertexes 8498/65536 101976/786432 (13.0%)
nodes 2799/65536 89568/2097152 ( 4.3%)
texinfos 676/12288 48672/884736 ( 5.5%)
texdata 27/2048 864/65536 ( 1.3%)
dispinfos 115/0 20240/0 ( 0.0%)
disp_verts 33235/0 664700/0 ( 0.0%)
disp_tris 58880/0 117760/0 ( 0.0%)
disp_lmsamples 2063741/0 2063741/0 ( 0.0%)
faces 5860/65536 328160/3670016 ( 8.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1421/65536 79576/3670016 ( 2.2%)
leaves 2811/65536 89952/2097152 ( 4.3%)
leaffaces 8032/65536 16064/131072 (12.3%)
leafbrushes 2627/65536 5254/131072 ( 4.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 33970/512000 135880/2048000 ( 6.6%)
edges 17711/256000 70844/1024000 ( 6.9%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 666/32768 6660/327680 ( 2.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8604/65536 17208/131072 (13.1%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 15145156/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 705732/16777216 ( 4.2%)
entdata [variable] 17141/393216 ( 4.4%)
LDR ambient table 2811/65536 11244/262144 ( 4.3%)
HDR ambient table 2811/65536 11244/262144 ( 4.3%)
LDR leaf ambient 14076/65536 394128/1835008 (21.5%)
HDR leaf ambient 2811/65536 78708/1835008 ( 4.3%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/2424 ( 0.0%)
pakfile [variable] 213516/0 ( 0.0%)
physics [variable] 114137/4194304 ( 2.7%)
physics terrain [variable] 73004/1048576 ( 7.0%)
Level flags = 0
Total triangle count: 16064
Writing c:\documents and settings\monte\my documents\my tf2 maps\cp_castle_assault2.bsp
12 minutes, 18 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2.bsp" "c:\program files\steam\steamapps\monte73\team fortress 2\tf\maps\cp_castle_assault2.bsp"
Why is my map wigging out?
Anyone know?
Everything keeps disapearing and reapearing, and changes i have made arent there....