** Executing…
** Command: “d:programmeverschiedenesteamsteamappsNAMEsourcesdkbinsource2009binvbsp.exe”
** Parameters: -game “d:programmeverschiedenesteamsteamappsNAMEhalf-life 2 episode twoep2” “D:NAMEModdingHammerdazed_v22.vmf”
Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: d:programmeverschiedenesteamsteamappsNAMEhalf-life 2 episode twoep2materials
Loading D:NAMEModdingHammerdazed_v22.vmf
Could not locate ‘GameData’ key in d:programmeverschiedenesteamsteamappsNAMEhalf-life 2 episode twoep2gameinfo.txt
Patching WVT material: maps/dazed_v22/concrete/blendconcreterock001a_wvt_patch
Patching WVT material: maps/dazed_v22/concrete/blendconcdirt004a_wvt_patch
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
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…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing D:NAMEModdingHammerdazed_v22.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.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_09*.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 (0) (218260 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 1536 texinfos to 875
Reduced 378 texdatas to 273 (16058 bytes to 11667)
Writing D:NAMEModdingHammerdazed_v22.bsp
4 seconds elapsed
** Executing…
** Command: “d:programmeverschiedenesteamsteamappsNAMEsourcesdkbinsource2009binvvis.exe”
** Parameters: -game “d:programmeverschiedenesteamsteamappsNAMEhalf-life 2 episode twoep2” “D:NAMEModdingHammerdazed_v22”
Valve Software - vvis.exe (Sep 15 2011)
4 threads
reading d:NAMEmoddinghammerdazed_v22.bsp
reading d:NAMEmoddinghammerdazed_v22.prt
927 portalclusters
3123 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (1)
PortalFlow: 0…1…2…3…4…5…6…7…8…9…10 (2278)
Optimized: 2291 visible clusters (0.00%)
Total clusters visible: 400266
Average clusters visible: 431
Building PAS…
Average clusters audible: 894
visdatasize:205985 compressed from 222480
writing d:fredis datenmoddinghammerdazed_v22.bsp
37 minutes, 59 seconds elapsed
** Executing…
** Command: “d:programmeverschiedenesteamsteamappsNAMEsourcesdkbinsource2009binvrad.exe”
** Parameters: -game “d:programmeverschiedenesteamsteamappsNAMEhalf-life 2 episode twoep2” “D:NAMEModdingHammerdazed_v22”
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]
Loading d:NAMEmoddinghammerdazed_v22.bsp
Setting up ray-trace acceleration structure… Done (0.91 seconds)
2665 faces
621179 square feet [89449784.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2665 patches before subdivision
30009 patches after subdivision
36 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (5)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (7)
transfers 3892959, max 907
transfer lists: 29.7 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(96491, 84239, 49610)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #2 added RGB(21568, 17351, 8949)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(5460, 4273, 2030)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(1504, 1157, 509)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #5 added RGB(441, 333, 134)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(137, 101, 37)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #7 added RGB(44, 31, 10)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(15, 10, 3)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(5, 3, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #10 added RGB(2, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0105 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (3)
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 (7)
Writing leaf ambient…done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
models 2/1024 96/49152 ( 0.2%)
brushes 639/8192 7668/98304 ( 7.8%)
brushsides 4077/65536 32616/524288 ( 6.2%)
planes 1616/65536 32320/1310720 ( 2.5%)
vertexes 4284/65536 51408/786432 ( 6.5%)
nodes 1635/65536 52320/2097152 ( 2.5%)
texinfos 875/12288 63000/884736 ( 7.1%)
texdata 273/2048 8736/65536 (13.3%)
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 2665/65536 149240/3670016 ( 4.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1531/65536 85736/3670016 ( 2.3%)
leaves 1638/65536 52416/2097152 ( 2.5%)
leaffaces 3198/65536 6396/131072 ( 4.9%)
leafbrushes 1081/65536 2162/131072 ( 1.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 18969/512000 75876/2048000 ( 3.7%)
edges 11413/256000 45652/1024000 ( 4.5%)
LDR worldlights 36/8192 3168/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 273/32768 2730/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4581/65536 9162/131072 ( 7.0%)
cubemapsamples 48/1024 768/16384 ( 4.7%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 1138368/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 205985/16777216 ( 1.2%)
entdata [variable] 33029/393216 ( 8.4%)
LDR ambient table 1638/65536 6552/262144 ( 2.5%)
HDR ambient table 1638/65536 6552/262144 ( 2.5%)
LDR leaf ambient 8369/65536 234332/1835008 (12.8%)
HDR leaf ambient 1638/65536 45864/1835008 ( 2.5%)
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] 1/6258 ( 0.0%)
pakfile [variable] 5254896/0 ( 0.0%)
physics [variable] 218260/4194304 ( 5.2%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 7530
Writing d:NAMEmoddinghammerdazed_v22.bsp
28 seconds elapsed
** Executing…
** Command: Copy File
** Parameters: “D:NAMEModdingHammerdazed_v22.bsp” “d:programmeverschiedenesteamsteamappsNAMEhalf-life 2 episode twoep2mapsdazed_v22.bsp”