** Executing…

** Command: “D:\Steam\steamapps\common\GarrysMod\bin\vbsp.exe”

** Parameters: -game “D:\Steam\steamapps\common\GarrysMod\garrysmod” “C:\Users\Falaxir\Desktop\Autres\rp_cityf_v2c.vmf”

Valve Software - vbsp.exe (Apr 29 2016)

8 threads

materialPath: D:\Steam\steamapps\common\GarrysMod\garrysmod\mate rials

Loading C:\Users\Falaxir\Desktop\Autres\rp_cityf_v2c.vmf

ConVarRef mat_reduceparticles doesn’t point to an existing ConVar

Could not locate ‘GameData’ key in d:\steam\steamapps\common\garrysmod\garrysmod\game info.txt

Patching WVT material: maps/rp_cityf_v2c/nature/blendrockdirt002a_wvt_patch

Patching WVT material: maps/rp_cityf_v2c/nature/rnl_wachsenburg/ah_blend_grass1_dirt2_wet_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 (1)

Processing areas…done (0)

Building Faces…done (0)

Chop Details…done (0)

Find Visible Detail Sides…

Merged 1754 detail faces…done (1)

Merging details…done (0)

FixTjuncs…

PruneNodes…

WriteBSP…

done (2)

writing C:\Users\Falaxir\Desktop\Autres\rp_cityf_v2c.prt… .Building visibility clusters…

done (0)

Creating default LDR cubemaps for env_cubemap using skybox materials:

skybox/sky_day02_10*.vmt

! Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:

skybox/sky_day02_10*.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

Building Physics collision data…

done (4) (2473941 bytes)

Placing detail props : 0…1…2…3…4…5…6…7…8…9…10

Compacting texture/material tables…

Reduced 9647 texinfos to 5055

Reduced 294 texdatas to 266 (9324 bytes to 8212)

Writing C:\Users\Falaxir\Desktop\Autres\rp_cityf_v2c.bsp

15 seconds elapsed

** Executing…

** Command: “D:\Steam\steamapps\common\GarrysMod\bin\vvis.exe”

** Parameters: -game “D:\Steam\steamapps\common\GarrysMod\garrysmod” -fast “C:\Users\Falaxir\Desktop\Autres\rp_cityf_v2c”

Valve Software - vvis.exe (Jul 2 2017)

fastvis = true

8 threads

reading c:\users\falaxir\desktop\autres\rp_cityf_v2c.bsp

reading c:\users\falaxir\desktop\autres\rp_cityf_v2c.prt

5595 portalclusters

16769 numportals

BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (5)

Optimized: 680611 visible clusters (13.93%)

Total clusters visible: 4886040

Average clusters visible: 873

Building PAS…

Average clusters audible: 2652

visdatasize:3160928 compressed from 7877760

writing c:\users\falaxir\desktop\autres\rp_cityf_v2c.bsp

6 seconds elapsed

** Executing…

** Command: “D:\Steam\steamapps\common\GarrysMod\bin\vrad.exe”

** Parameters: -game “D:\Steam\steamapps\common\GarrysMod\garrysmod” -noextra “C:\Users\Falaxir\Desktop\Autres\rp_cityf_v2c”

Valve Software - vrad.exe SSE (Jul 2 2017)

```
Valve Radiosity Simulator
```

8 threads

[Reading texlights from ‘lights.rad’]

[45 texlights parsed from ‘lights.rad’]

Loading c:\users\falaxir\desktop\autres\rp_cityf_v2c.bsp

Error! Invalid model version “models/props_foliage/urban_streettree01.mdl”

Error! Invalid model version “models/props_foliage/maple_001_l.mdl”

Error! Invalid model version “models/props_interiors/dining_table_round.mdl”

Error! Invalid model version “models/props_foliage/mall_small_palm01.mdl”

Error! Invalid model version “models/props_foliage/mall_pot_large01.mdl”

Error! Invalid model version “models/props_interiors/chairs_airport.mdl”

Error! Invalid model version “models/props_foliage/mall_bigleaves_plant03.mdl”

Error! Invalid model version “models/props_foliage/mall_big_plant01.mdl”

Error! Invalid model version “models/props_foliage/mall_bush02.mdl”

Error! Invalid model version “models/props_foliage/mall_pot_squarexl01.mdl”

Setting up ray-trace acceleration structure… Done (13.07 seconds)

30246 faces

12 degenerate faces

39537884 square feet [5693455360.00 square inches]

0 Displacements

0 Square Feet [0.00 Square Inches]

30234 patches before subdivision

zero area child patch

zero area child patch

zero area child patch

zero area child patch

188464 patches after subdivision

can’t solve quadratic for light 206.000000 206.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 206.000000 206.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 206.000000 206.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 206.000000 206.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

can’t solve quadratic for light 60.000000 60.000000

sun extent from map=0.000000

2102 direct lights

BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (31)

BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (36)

transfers 21770748, max 1815

transfer lists: 166.1 megs

GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)

Bounce #1 added RGB(905713, 865758, 753673)

GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)

Bounce #2 added RGB(156711, 141764, 115601)

GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)

Bounce #3 added RGB(29190, 25376, 20909)

GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)

Bounce #4 added RGB(7488, 6400, 5126)

GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)

Bounce #5 added RGB(2132, 1841, 1483)

GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)

Bounce #6 added RGB(685, 595, 474)

GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)

Bounce #7 added RGB(237, 208, 164)

GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)

Bounce #8 added RGB(87, 77, 59)

GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)

Bounce #9 added RGB(34, 30, 22)

GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)

Bounce #10 added RGB(14, 12, 9)

GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)

Bounce #11 added RGB(6, 5, 3)

GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)

Bounce #12 added RGB(2, 2, 1)

GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)

Bounce #13 added RGB(1, 1, 1)

GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)

Bounce #14 added RGB(0, 0, 0)

Build Patch/Sample Hash Table(s)…Done<0.1272 sec>

FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (25)

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 (67)

Writing leaf ambient…done

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness

models 718/1024 34464/49152 (70.1%)

brushes 6428/8192 77136/98304 (78.5%)

brushsides 44948/65536 359584/524288 (68.6%)

planes 24704/65536 494080/1310720 (37.7%)

vertexes 49368/65536 592416/786432 (75.3%)

nodes 18120/65536 579840/2097152 (27.6%)

texinfos 5055/12288 363960/884736 (41.1%)

texdata 266/2048 8512/65536 (13.0%)

dispinfos 0/0 0/0 ( 0.0%)

disp_verts 0/0 0/0 ( 0.0%)

disp_tris 0/0 0/0 ( 0.0%)

disp_lmsamples 0/0 0/0 ( 0.0%)

faces 30246/65536 1693776/3670016 (46.2%)

hdr faces 0/65536 0/3670016 ( 0.0%)

origfaces 20276/65536 1135456/3670016 (30.9%)

leaves 18839/65536 602848/2097152 (28.7%)

leaffaces 39582/65536 79164/131072 (60.4%)

leafbrushes 17502/65536 35004/131072 (26.7%)

areas 5/256 40/2048 ( 2.0%)

surfedges 228168/512000 912672/2048000 (44.6%)

edges 143379/256000 573516/1024000 (56.0%)

LDR worldlights 2102/8192 184976/720896 (25.7%)

HDR worldlights 0/8192 0/720896 ( 0.0%)

leafwaterdata 10/32768 120/393216 ( 0.0%)

waterstrips 3066/32768 30660/327680 ( 9.4%)

waterverts 0/65536 0/786432 ( 0.0%)

waterindices 61485/65536 122970/131072 (93.8%) VERY FULL!

cubemapsamples 0/1024 0/16384 ( 0.0%)

overlays 168/512 59136/180224 (32.8%)

LDR lightdata [variable] 8902872/0 ( 0.0%)

HDR lightdata [variable] 0/0 ( 0.0%)

visdata [variable] 3160928/16777216 (18.8%)

entdata [variable] 1049935/393216 (267.0%) VERY FULL!

LDR ambient table 18839/65536 75356/262144 (28.7%)

HDR ambient table 18839/65536 75356/262144 (28.7%)

LDR leaf ambient 77063/65536 2157764/1835008 (117.6%) VERY FULL!

HDR leaf ambient 18839/65536 527492/1835008 (28.7%)

occluders 46/0 1840/0 ( 0.0%)

occluder polygons 263/0 3156/0 ( 0.0%)

occluder vert ind 1170/0 4680/0 ( 0.0%)

detail props [variable] 1/12 ( 8.3%)

static props [variable] 1/271402 ( 0.0%)

pakfile [variable] 180217/0 ( 0.0%)

physics [variable] 2473941/4194304 (59.0%)

physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 86457

Writing c:\users\falaxir\desktop\autres\rp_cityf_v2c.bsp

2 minutes, 54 seconds elapsed

** Executing…

** Command: Copy File

** Parameters: “C:\Users\Falaxir\Desktop\Autres\rp_cityf_v2c.bsp” “D:\Steam\steamapps\common\GarrysMod\garrysmod\maps \rp_cityf_v2c.bsp”

** Executing…

** Command: “D:\Steam\steamapps\common\GarrysMod\hl2.exe”

** Parameters: -game “D:\Steam\steamapps\common\GarrysMod\garrysmod” +sv_cheats 1 +developer 1 -allowdynamicpropsasstatic +map “rp_cityf_v2c” -steam