** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\flow735\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\valve\steam\steamapps\flow735\counter-strike source\cstrike" "C:\Users\Sune\Desktop\Vmex\ba_jail_electric_gaminggods_v4.vmf"
Valve Software - vbsp.exe (Oct 25 2011)
8 threads
materialPath: c:\program files (x86)\valve\steam\steamapps\flow735\counter-strike source\cstrike\materials
Loading C:\Users\Sune\Desktop\Vmex\ba_jail_electric_gaminggods_v4.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
material "ka_soccer_2006/d_orange" not found.
Material not found!: KA_SOCCER_2006/D_ORANGE
Could not locate 'GameData' key in c:\program files (x86)\valve\steam\steamapps\flow735\counter-strike source\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (-1, -1065, 296)
env_cubemap pointing at deleted brushside near (-109, -1900, 309)
env_cubemap pointing at deleted brushside near (-109, -1900, 309)
env_cubemap pointing at deleted brushside near (-109, -1900, 309)
env_cubemap pointing at deleted brushside near (-109, -1900, 309)
env_cubemap pointing at deleted brushside near (-109, -1900, 309)
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 586 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Sune\Desktop\Vmex\ba_jail_electric_gaminggods_v4.prt...Building visibility clusters...
done (0)
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
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
Building Physics collision data...
done (1) (635427 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2299 texinfos to 1376
Reduced 226 texdatas to 180 (11944 bytes to 9213)
Writing C:\Users\Sune\Desktop\Vmex\ba_jail_electric_gaminggods_v4.bsp
7 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\flow735\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\valve\steam\steamapps\flow735\counter-strike source\cstrike" "C:\Users\Sune\Desktop\Vmex\ba_jail_electric_gaminggods_v4"
Valve Software - vvis.exe (Oct 25 2011)
8 threads
reading c:\users\sune\desktop\vmex\ba_jail_electric_gaminggods_v4.bsp
reading c:\users\sune\desktop\vmex\ba_jail_electric_gaminggods_v4.prt
676 portalclusters
1608 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 494 visible clusters (0.00%)
Total clusters visible: 66714
Average clusters visible: 98
Building PAS...
Average clusters audible: 264
visdatasize:68971 compressed from 118976
writing c:\users\sune\desktop\vmex\ba_jail_electric_gaminggods_v4.bsp
4 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\flow735\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\valve\steam\steamapps\flow735\counter-strike source\cstrike" "C:\Users\Sune\Desktop\Vmex\ba_jail_electric_gaminggods_v4"
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\users\sune\desktop\vmex\ba_jail_electric_gaminggods_v4.bsp
Setting up ray-trace acceleration structure... Done (1.54 seconds)
7739 faces
18 degenerate faces
852500 square feet [122760000.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
7721 patches before subdivision
98327 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 16863309, max 872
transfer lists: 128.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(15, 29, 40)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(2, 4, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0537 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
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 (5)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 173/1024 8304/49152 (16.9%)
brushes 1516/8192 18192/98304 (18.5%)
brushsides 12805/65536 102440/524288 (19.5%)
planes 15254/65536 305080/1310720 (23.3%)
vertexes 12540/65536 150480/786432 (19.1%)
nodes 3704/65536 118528/2097152 ( 5.7%)
texinfos 1376/12288 99072/884736 (11.2%)
texdata 180/2048 5760/65536 ( 8.8%)
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 7739/65536 433384/3670016 (11.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5395/65536 302120/3670016 ( 8.2%)
leaves 3878/65536 124096/2097152 ( 5.9%)
leaffaces 8796/65536 17592/131072 (13.4%)
leafbrushes 2938/65536 5876/131072 ( 4.5%)
areas 5/256 40/2048 ( 2.0%)
surfedges 59288/512000 237152/2048000 (11.6%)
edges 34266/256000 137064/1024000 (13.4%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 15/32768 180/393216 ( 0.0%)
waterstrips 710/32768 7100/327680 ( 2.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10983/65536 21966/131072 (16.8%)
cubemapsamples 16/1024 256/16384 ( 1.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4144732/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 68971/16777216 ( 0.4%)
entdata [variable] 158343/393216 (40.3%)
LDR ambient table 3878/65536 15512/262144 ( 5.9%)
HDR ambient table 3878/65536 15512/262144 ( 5.9%)
LDR leaf ambient 2546/65536 71288/1835008 ( 3.9%)
HDR leaf ambient 3878/65536 108584/1835008 ( 5.9%)
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] 1/5046 ( 0.0%)
pakfile [variable] 1848968/0 ( 0.0%)
physics [variable] 635427/4194304 (15.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 21478
Writing c:\users\sune\desktop\vmex\ba_jail_electric_gaminggods_v4.bsp
28 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Sune\Desktop\Vmex\ba_jail_electric_gaminggods_v4.bsp" "c:\program files (x86)\valve\steam\steamapps\flow735\counter-strike source\cstrike\maps\ba_jail_electric_gaminggods_v4.bsp"
** Executing...
** Command: c:\program files (x86)\valve\steam\steam.exe
** Parameters: -applaunch 240 -game "c:\program files (x86)\valve\steam\steamapps\flow735\counter-strike source\cstrike" -sw +map "ba_jail_electric_gaminggods_v4"
Attachments: