Need help from expert
By Gh0ost37 8 months agoHi, I've a problem with compilation... if you can to help me, please do it :P
Look...
** Executing... ** Command: "E:\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "E:\Counter-Strike Source\cstrike" "e:\counter-strike source\cstrike\maps\aimcloudysunset"
Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: E:\Counter-Strike Source\cstrike\materials Loading e:\counter-strike source\cstrike\maps\aimcloudysunset.vmf Can't find surfaceprop stone for material STONE/INFWLLF, using default Can't find surfaceprop stone for material STONE/INFWLLFEDGE, using default Can't find surfaceprop stone for material STONE/INFWINDWC, using default Can't find surfaceprop stone for material STONE/INFWLLFTOP, using default Can't find surfaceprop stone for material STONE/INFWLLFTOPEDGE, using default Can't find surfaceprop stone for material STONE/INFBASEB, using default Can't find surfaceprop stone for material DETIDES/TIDESFLOORSTONE1, using default Can't find surfaceprop stone for material DETIDES/TIDESBRICKWALLE, using default Can't find surfaceprop stone for material DETIDES/TIDESBRICKWALLI, using default Can't find surfaceprop stone for material DETIDES/TIDESBRICKWALLD, using default Can't find surfaceprop stone for material DETIDES/TIDESBRICKWALLG, using default Can't find surfaceprop stone for material STONE/INFFLRA, using default fixing up envcubemap materials on brush sides... ProcessBlockThread: 0...1...2...3...4...5...6...7...8...9...10 (2) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...Bad detail brush side
** Executing... ** Command: "E:\Counter-Strike Source\bin\vvis.exe" ** Parameters: -fast -game "E:\Counter-Strike Source\cstrike" "e:\counter-strike source\cstrike\maps\aimcloudysunset"
Valve Software - vvis.exe (May 22 2006) fastvis = true 2 threads reading e:\counter-strike source\cstrike\maps\aimcloudysunset.bsp Reading unknown lump #49 (727108 bytes) reading e:\counter-strike source\cstrike\maps\aimcloudysunset.prt LoadPortals: couldn't read e:\counter-strike source\cstrike\maps\aimcloudysunset.prt
** Executing... ** Command: "E:\Counter-Strike Source\bin\vrad.exe" ** Parameters: -bounce 2 -noextra -game "E:\Counter-Strike Source\cstrike" "e:\counter-strike source\cstrike\maps\aimcloudysunset"
Valve Software - vrad.exe SSE (May 22 2006) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading e:\counter-strike source\cstrike\maps\aimcloudysunset.bsp Reading unknown lump #49 (727108 bytes) 10977 faces 114 degenerate faces 1151406 square feet [165802560.00 square inches] 32 displacements 160 square feet [23046.26 square inches] 10863 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch 61871 patches after subdivision 87 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (97) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (288) transfers 24775394, max 3214 transfer lists: 189.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(35882, 24664, 9631) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(6643, 4289, 1327) Build Patch/Sample Hash Table(s).....Done<0.0565 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. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 19/1024 912/49152 ( 1.9%) brushes 1438/8192 17256/98304 (17.6%) brushsides 14611/65536 116888/524288 (22.3%) planes 17024/65536 340480/1310720 (26.0%) vertexes 24278/65536 291336/786432 (37.0%) nodes 7178/65536 229696/2097152 (11.0%) texinfos 2156/12288 155232/884736 (17.5%) texdata 231/2048 7392/65536 (11.3%) dispinfos 32/0 5632/0 ( 0.0%) dispverts 800/0 16000/0 ( 0.0%) disptris 1024/0 2048/0 ( 0.0%) disp_lmsamples 2104/0 2104/0 ( 0.0%) faces 10977/65536 614712/3670016 (16.7%) hdr faces 10977/65536 614712/3670016 (16.7%) origfaces 4982/65536 278992/3670016 ( 7.6%) leaves 7198/65536 230336/2097152 (11.0%) leaffaces 13405/65536 26810/131072 (20.5%) leafbrushes 4799/65536 9598/131072 ( 7.3%) areas 2/256 16/2048 ( 0.8%) surfedges 74556/512000 298224/2048000 (14.6%) edges 41448/256000 165792/1024000 (16.2%) LDR worldlights 87/8192 7656/720896 ( 1.1%) HDR worldlights 87/8192 7656/720896 ( 1.1%) waterstrips 1323/32768 13230/327680 ( 4.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 21387/65536 42774/131072 (32.6%) cubemapsamples 21/1024 336/16384 ( 2.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 4249648/0 ( 0.0%) HDR lightdata [variable] 4249648/0 ( 0.0%) visdata [variable] 4212461/16777216 (25.1%) entdata [variable] 119296/393216 (30.3%) LDR leaf ambient 7198/65536 172752/1572864 (11.0%) HDR leaf ambient 7198/65536 172752/1572864 (11.0%) 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] 1/38344 ( 0.0%) pakfile [variable] 32421/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 572570/4194304 (13.7%) ==== Total Win32 BSP file data space used: 17277370 bytes ====
Total triangle count: 32443 Writing e:\counter-strike source\cstrike\maps\aimcloudysunset.bsp Writing unknown lump #49 (727108 bytes) 6 minutes, 29 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "e:\counter-strike source\cstrike\maps\aimcloudysunset.bsp" "E:\Counter-Strike Source\cstrike\maps\aimcloudysunset.bsp"


