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Post by crepracon on Feb 20, 2013 22:16:19 GMT
Hey I'm just posting this in a new thread so people can view the title of the topic and hopefully find their similar problems easily.
Basically I'm now getting a "failed with error 3". So I am just wondering what that means.
Also there are some yellow highlighted text saying that brushes are having problems and you can locate them "2003.454.352.0".
How do I find that location?
Thanks for all your help guys, Crepracon
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Post by Zeph on Feb 20, 2013 22:43:44 GMT
ctrl+shift+g, i think, and type in the coords. "(it's called "find brush" in the menus)
Remember that brushes by be fully CONVEX, meaning no "inner corners", like a punched sheet of metal.
If you've done any Vertex Editing, this could be a cause.
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Post by crepracon on Feb 20, 2013 23:39:12 GMT
Ok cool i'll try that thanks. I have done some vertex editing with the roof of a building and the ground..
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Post by crepracon on Feb 20, 2013 23:42:38 GMT
Oh also. What does
1. " Host_EndGame: Map coordinate extents are too large!! Check for errors!!" mean? and 2. "ConVarRef gpu_level doesn't point to an existing ConVar"
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Post by Zeph on Feb 21, 2013 10:01:19 GMT
1) you have something which is out of the hammer grid. Not good. Make your map in the middle of the grid (where the blue lines cross) and avoid things going near the edges. If the object is beyond the grid and is impossible to select, try selecting your whole map, copying, and pasting into a new map file. Hopefully the object outside the grid won't be selected, and therefore not copied. 2) Probably caused by something else which could be fixed.
For both issues, i'm guessing an awkward vertex edit / clip has thrown a vertex off into the outer reaches.
Attach the full compile log, it may help next time (as it'll show all errors not just the ones you think are important. These cause be caused by something else more major).
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Post by crepracon on Feb 21, 2013 16:04:53 GMT
But I am basically looking for the yellow highlighted text to point me towards errors right?
I have "solved" both problems by deleting my whole floor level from the whole map.
I think it was a vertex edit on a piece of the ground that was bugged out and I needed to place a small little square into the whole mesh of earth to patch what was taken out. Why does vertex editing screw around with the program so much?
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Post by Zeph on Feb 21, 2013 16:13:50 GMT
There are a few rules you must never break with a brush:
1) a face must not bend This means that there cannot be a fold or crease in a face of a brush, aka a polygon. They must be flat. Think about a sheet of paper: if you lower one corner, you've bent it. lower two (which share an edge) and you don't; it just slopes. 2) A volume must not be concave Think of a cardboard box. now punch it. You've bent a face 'inwards', making the box 'concave' (where the 'dent' is the 'cave' part). 3) you must not have two faces in the same plane As this is either infinitely thin volume, or you have two sides in-line to each other, which might as well be one side.
vertex editing (incorrectly) can easily cause any of the above issues. Its important, after every edit, to de-select the brush (Esc) and check if the brush is valid (Alt+P). If not valid, undo (Ctrl+Z) and try again differently. Eventually you'll learn what you can and can't do, and get better at it. Just check it early while you can undo, and not later when you'll need to delete and start again.
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Post by crepracon on Mar 1, 2013 15:35:33 GMT
Cool thanks for all the help. I've ran into a few more if you could just give me the idea of what to look for/how to handle them. 1. "Error: Material CONCRETE/CONCRETE/CONCRETEFLOOR001A Doesn't have a $bottommaterial" (I figure it is a texture issue with a face of a floor or wall, How would I locate a specific one tho?) 2. "Patching WVT material: Maps/de_the_cube/nature/rockwall007_wvt_patch" "Patching WVT material: Maps/de_the_cube/gg_tibet/blend_snow_tile_tibet_wvt_patch" "Patching WVT material: Maps/de_the_cube/cs_italy/blendstonefloor003dirtfloor006a__wvt_patch"(I figure these are decals or maybe sloppy ground/wall blocks but how can i locate specifics?) 3. "Light has _fifty_percent_distance of 30.000000 but _zero_percent_distance of 0.00000"(I think it is a spot light or light that i messed around with somewhere...again how can i specifically locate it to fix it?) So basically my problems are in locating / isolating the problems and errors. Again thanks for all the help this is really the only place I can go for specific answers and knowledge. You are slowly helping me become a pro mapper Thanks, Crepracon /PoTaTo!!!
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Post by Zeph on Mar 1, 2013 17:18:56 GMT
"Error: Material CONCRETE/CONCRETE/CONCRETEFLOOR001A Doesn't have a $bottommaterial"
Normally you get this for water. Basically, this is the "inside" texture for a brush. IE if you were inside the brush looking at a face, you'd see it's "bottom material". You should not be getting this for concrete, unless you've mixed water and concrete on the same brush.
"Patching WVT material: Maps/de_the_cube/nature/rockwall007_wvt_patch" "Patching WVT material: Maps/de_the_cube/gg_tibet/blend_snow_tile_tibet_wvt_patch" "Patching WVT material: Maps/de_the_cube/cs_italy/blendstonefloor003dirtfloor006a__wvt_patch"
Generally ignorable, i think. Basically it's creating a face (patch) without a volume (brush). I think.
"Light has _fifty_percent_distance of 30.000000 but _zero_percent_distance of 0.00000"
You should be able to fix this with alt+p. Basically the light's settings are counter intuitive. Basically change it's zero distance (when the light runs out) to be greater than the 50% distance.
Please paste you FULL compile log, as there may be other issues which can cause these ones. IE leaks.
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Post by crepracon on Mar 1, 2013 18:13:32 GMT
Thanks for the assistance. I didn't post a log because I can play my map and it looks and works fine I just don't like seeing the errors.
I don't recall mixing a concrete with water..I only have 1 block of water on the entire map and It is just "nodraw" all the way around except for the water face.
Ok so I will ignore those because it works fine and it seems to auto fix the error on map run anyways.
Alt+P is only finding the same glass errors that I constantly keep "fix"ing but never seem to resolve. It doesn't find the light errors at all.
I'll post my logs just for the hell of it below. Again I'm having no running problems at all I'm just interested in how to locate problems with the tools like Alt+P and Crtl+Shift+F
Again, thanks a lot.
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Post by crepracon on Mar 1, 2013 18:19:50 GMT
1 minute, 12 seconds elapsed
------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik e Global Offensive\bin" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G lobal Offensive\bin\vrad.exe" -both -game "C:\Program Files (x86)\Steam\steamapp s\common\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\ste amapps\common\Counter-Strike Global Offensive\sdk_content\maps\de_the_cube" -------------------------------------------------------------------------------
Valve Software - vrad.exe SSE (Feb 5 2013)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_the_cube.bsp Setting up ray-trace acceleration structure... Done (2.41 seconds) 2339 faces 2 degenerate faces 332047 square feet [47814872.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 2337 patches before subdivision zero area child patch zero area child patch 26953 patches after subdivision light has _fifty_percent_distance of 30.000000 but _zero_percent_distance of 0.0 00000 sun extent from map=0.000000 75 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (93) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7) transfers 2002954, max 473 transfer lists: 15.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(27621, 22331, 17754) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(6330, 4505, 3096) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(2056, 1434, 921) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(826, 594, 367) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(402, 298, 175) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(223, 167, 92) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(135, 100, 52) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(86, 62, 30) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(56, 40, 17) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(38, 26, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(25, 17, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(17, 11, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(12, 7, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(8, 5, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(5, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(4, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #18 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #19 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #20 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0115 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 (5) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 11/1024 528/49152 ( 1.1%) brushes 443/8192 5316/98304 ( 5.4%) brushsides 4060/65536 32480/524288 ( 6.2%) planes 4190/65536 83800/1310720 ( 6.4%) vertexes 5130/65536 61560/786432 ( 7.8%) nodes 1982/65536 63424/2097152 ( 3.0%) texinfos 210/12288 15120/884736 ( 1.7%) texdata 72/2048 2304/65536 ( 3.5%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 2339/65536 130984/3670016 ( 3.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1203/65536 67368/3670016 ( 1.8%) facebrushes 289/0 578/0 ( 0.0%) facebrushlists 2339/0 9356/0 ( 0.0%) leaves 1994/65536 63808/2097152 ( 3.0%) leaffaces 2760/65536 5520/131072 ( 4.2%) leafbrushes 1654/65536 3308/131072 ( 2.5%) areas 2/256 16/2048 ( 0.8%) surfedges 16196/512000 64784/2048000 ( 3.2%) edges 9776/256000 39104/1024000 ( 3.8%) LDR worldlights 75/8192 7500/819200 ( 0.9%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 334/32768 3340/327680 ( 1.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 5382/65536 10764/131072 ( 8.2%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1486332/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 198565/16777216 ( 1.2%) entdata [variable] 148232/393216 (37.7%) LDR ambient table 1994/65536 7976/262144 ( 3.0%) HDR ambient table 1994/65536 7976/262144 ( 3.0%) LDR leaf ambient 8642/65536 241976/1835008 (13.2%) HDR leaf ambient 1994/65536 55832/1835008 ( 3.0%) 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] 1/67400 ( 0.0%) pakfile [variable] 156340/0 ( 0.0%) physics [variable] 167125/4194304 ( 4.0%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 4
Total triangle count: 6701 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_the_cube.bsp 1 minute, 52 seconds elapsed Valve Software - vrad.exe SSE (Feb 5 2013)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_the_cube.bsp Setting up ray-trace acceleration structure... Done (2.39 seconds) 2339 faces 2 degenerate faces 332047 square feet [47814872.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 2337 patches before subdivision zero area child patch zero area child patch 26953 patches after subdivision light has _fifty_percent_distance of 30.000000 but _zero_percent_distance of 0.0 00000 sun extent from map=0.000000 75 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (91) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7) transfers 2002954, max 473 transfer lists: 15.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(27621, 22331, 17754) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(6330, 4505, 3096) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(2056, 1434, 921) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(826, 594, 367) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(402, 298, 175) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(223, 167, 92) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(135, 100, 52) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(86, 62, 30) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(56, 40, 17) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(38, 26, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(25, 17, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(17, 11, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(12, 7, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(8, 5, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(5, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(4, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #17 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #18 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #19 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #20 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0116 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 (5) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 11/1024 528/49152 ( 1.1%) brushes 443/8192 5316/98304 ( 5.4%) brushsides 4060/65536 32480/524288 ( 6.2%) planes 4190/65536 83800/1310720 ( 6.4%) vertexes 5130/65536 61560/786432 ( 7.8%) nodes 1982/65536 63424/2097152 ( 3.0%) texinfos 210/12288 15120/884736 ( 1.7%) texdata 72/2048 2304/65536 ( 3.5%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 2339/65536 130984/3670016 ( 3.6%) hdr faces 2339/65536 130984/3670016 ( 3.6%) origfaces 1203/65536 67368/3670016 ( 1.8%) facebrushes 289/0 578/0 ( 0.0%) facebrushlists 2339/0 9356/0 ( 0.0%) leaves 1994/65536 63808/2097152 ( 3.0%) leaffaces 2760/65536 5520/131072 ( 4.2%) leafbrushes 1654/65536 3308/131072 ( 2.5%) areas 2/256 16/2048 ( 0.8%) surfedges 16196/512000 64784/2048000 ( 3.2%) edges 9776/256000 39104/1024000 ( 3.8%) LDR worldlights 75/8192 7500/819200 ( 0.9%) HDR worldlights 75/8192 7500/819200 ( 0.9%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 334/32768 3340/327680 ( 1.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 5382/65536 10764/131072 ( 8.2%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1486332/0 ( 0.0%) HDR lightdata [variable] 1486332/0 ( 0.0%) visdata [variable] 198565/16777216 ( 1.2%) entdata [variable] 148232/393216 (37.7%) LDR ambient table 1994/65536 7976/262144 ( 3.0%) HDR ambient table 1994/65536 7976/262144 ( 3.0%) LDR leaf ambient 8642/65536 241976/1835008 (13.2%) HDR leaf ambient 8642/65536 241976/1835008 (13.2%) 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] 1/67400 ( 0.0%) pakfile [variable] 156340/0 ( 0.0%) physics [variable] 167125/4194304 ( 4.0%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 4
Total triangle count: 6701 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_the_cube.bsp 1 minute, 51 seconds elapsed
------------------------------------------------------------------------------- Running command: copy "C:\Program Files (x86)\Steam\steamapps\common\Counter-Str ike Global Offensive\sdk_content\maps\de_the_cube.bsp" "C:\Program Files (x86)\S team\steamapps\common\Counter-Strike Global Offensive\csgo\maps\de_the_cube.bsp"
-------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: C:\Program Files (x86)\Steam\steam.exe -applaunch 710 -game "C: \Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo " +map "de_the_cube" -------------------------------------------------------------------------------
Finished. Press a key to close.
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Post by Zeph on Mar 1, 2013 22:02:28 GMT
That was just vRad? what about vBSP and vVis?
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Post by crepracon on Mar 2, 2013 22:05:37 GMT
Hmmm I have never see any other compile, unless your talking about in-game console commands. I've watched the video but don't see much other then the compile pre-launch, sorry
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Post by Zeph on Mar 3, 2013 11:17:33 GMT
when you press F9, make sure all three are set to "normal".
You should have something like that for vBSP and vVis in the compile. These are missing from your compile.
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Post by crepracon on Mar 4, 2013 19:20:37 GMT
Ahh I see what you are saying but All 3 are and have always been set to normal.
Below is a compile log from my newer much smaller map which contains them. No different from what I was doing with the other one tho in terms of compiling.
-------------------------------------------------------------------------------
Valve Software - vbsp.exe (Feb 5 2013) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Globa l Offensive\csgo\materials Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offe nsive\sdk_content\maps\sky_light.vmf Map revision 15 ConVarRef gpu_level doesn't point to an existing ConVar 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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offe nsive\sdk_content\maps\sky_light.prt...Building visibility clusters... done (0) 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) (30987 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 92 texinfos to 51 Reduced 25 texdatas to 18 (801 bytes to 628) Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offe nsive\sdk_content\maps\sky_light.bsp 0 seconds elapsed Reference Count for Material ___error (1) != 0
------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik e Global Offensive\bin" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G lobal Offensive\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm on\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\steamapps \common\Counter-Strike Global Offensive\sdk_content\maps\sky_light" -------------------------------------------------------------------------------
Valve Software - vvis.exe (Feb 5 2013) 4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\sky_light.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\sky_light.prt 189 portalclusters 589 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 (0) Optimized: 121 visible clusters (0.00%) Total clusters visible: 18476 Average clusters visible: 97 Building PAS... Average clusters audible: 187 visdatasize:10686 compressed from 9072 writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\sky_light.bsp 0 seconds elapsed
------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik e Global Offensive\bin" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G lobal Offensive\bin\vrad.exe" -both -game "C:\Program Files (x86)\Steam\steamapp s\common\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\ste amapps\common\Counter-Strike Global Offensive\sdk_content\maps\sky_light" -------------------------------------------------------------------------------
Valve Software - vrad.exe SSE (Feb 5 2013)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\sky_light.bsp Setting up ray-trace acceleration structure... Done (0.07 seconds) 567 faces 177414 square feet [25547620.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 567 patches before subdivision 10229 patches after subdivision sun extent from map=0.000000 15 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 535310, max 327 transfer lists: 4.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(9755, 7531, 6574) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1286, 845, 647) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(178, 107, 75) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(28, 16, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(4, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0044 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 (1) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 85/8192 1020/98304 ( 1.0%) brushsides 524/65536 4192/524288 ( 0.8%) planes 308/65536 6160/1310720 ( 0.5%) vertexes 989/65536 11868/786432 ( 1.5%) nodes 385/65536 12320/2097152 ( 0.6%) texinfos 51/12288 3672/884736 ( 0.4%) texdata 18/2048 576/65536 ( 0.9%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 567/65536 31752/3670016 ( 0.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 261/65536 14616/3670016 ( 0.4%) facebrushes 137/0 274/0 ( 0.0%) facebrushlists 567/0 2268/0 ( 0.0%) leaves 387/65536 12384/2097152 ( 0.6%) leaffaces 709/65536 1418/131072 ( 1.1%) leafbrushes 254/65536 508/131072 ( 0.4%) areas 3/256 24/2048 ( 1.2%) surfedges 3745/512000 14980/2048000 ( 0.7%) edges 2115/256000 8460/1024000 ( 0.8%) LDR worldlights 15/8192 1500/819200 ( 0.2%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 69/32768 690/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 987/65536 1974/131072 ( 1.5%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 458233/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 10686/16777216 ( 0.1%) entdata [variable] 9744/393216 ( 2.5%) LDR ambient table 387/65536 1548/262144 ( 0.6%) HDR ambient table 387/65536 1548/262144 ( 0.6%) LDR leaf ambient 1662/65536 46536/1835008 ( 2.5%) HDR leaf ambient 387/65536 10836/1835008 ( 0.6%) 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] 1/2030 ( 0.0%) pakfile [variable] 151148/0 ( 0.0%) physics [variable] 30987/4194304 ( 0.7%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 4
Total triangle count: 1567 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\sky_light.bsp 6 seconds elapsed Valve Software - vrad.exe SSE (Feb 5 2013)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\sky_light.bsp Setting up ray-trace acceleration structure... Done (0.07 seconds) 567 faces 177414 square feet [25547620.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 567 patches before subdivision 10229 patches after subdivision sun extent from map=0.000000 15 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 535310, max 327 transfer lists: 4.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(9755, 7531, 6574) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1286, 845, 647) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(178, 107, 75) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(28, 16, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(4, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0044 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 (1) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 85/8192 1020/98304 ( 1.0%) brushsides 524/65536 4192/524288 ( 0.8%) planes 308/65536 6160/1310720 ( 0.5%) vertexes 989/65536 11868/786432 ( 1.5%) nodes 385/65536 12320/2097152 ( 0.6%) texinfos 51/12288 3672/884736 ( 0.4%) texdata 18/2048 576/65536 ( 0.9%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 567/65536 31752/3670016 ( 0.9%) hdr faces 567/65536 31752/3670016 ( 0.9%) origfaces 261/65536 14616/3670016 ( 0.4%) facebrushes 137/0 274/0 ( 0.0%) facebrushlists 567/0 2268/0 ( 0.0%) leaves 387/65536 12384/2097152 ( 0.6%) leaffaces 709/65536 1418/131072 ( 1.1%) leafbrushes 254/65536 508/131072 ( 0.4%) areas 3/256 24/2048 ( 1.2%) surfedges 3745/512000 14980/2048000 ( 0.7%) edges 2115/256000 8460/1024000 ( 0.8%) LDR worldlights 15/8192 1500/819200 ( 0.2%) HDR worldlights 15/8192 1500/819200 ( 0.2%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 69/32768 690/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 987/65536 1974/131072 ( 1.5%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 458233/0 ( 0.0%) HDR lightdata [variable] 458233/0 ( 0.0%) visdata [variable] 10686/16777216 ( 0.1%) entdata [variable] 9744/393216 ( 2.5%) LDR ambient table 387/65536 1548/262144 ( 0.6%) HDR ambient table 387/65536 1548/262144 ( 0.6%) LDR leaf ambient 1662/65536 46536/1835008 ( 2.5%) HDR leaf ambient 1662/65536 46536/1835008 ( 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] 1/2030 ( 0.0%) pakfile [variable] 151148/0 ( 0.0%) physics [variable] 30987/4194304 ( 0.7%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 4
Total triangle count: 1567 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\sky_light.bsp 6 seconds elapsed
------------------------------------------------------------------------------- Running command: copy "C:\Program Files (x86)\Steam\steamapps\common\Counter-Str ike Global Offensive\sdk_content\maps\sky_light.bsp" "C:\Program Files (x86)\Ste am\steamapps\common\Counter-Strike Global Offensive\csgo\maps\sky_light.bsp" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: C:\Program Files (x86)\Steam\steam.exe -applaunch 710 -game "C: \Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo " +map "sky_light" -------------------------------------------------------------------------------
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