Re: Problems compiling
Posted by Jokkocze on
Sun Jan 14th 2007 at 1:00am
3 posts
0 snarkmarks
Registered:
Jan 13th 2007
Location: Sweden
I hope that you dont me mind posting this here.. not sure where I can upload .txt files..<br style="color: white;">Anyway, here it is<br style="color: white;"><br style="color: white;">
** Executing...<br style="color: white;">
** Command: "d:\games\steam\steamapps\jokkocze\sourcesdk\bin\vbsp.exe"<br style="color: white;">
** Parameters: -game "d:\games\steam\steamapps\SourceMods\Fallout" "D:\FalloutMod\mapsrc\Testar"<br style="color: white;">
<br style="color: white;">
Valve Software - vbsp.exe (Aug 4 2006)<br style="color: white;">
1 threads<br style="color: white;">
materialPath: d:\games\steam\steamapps\SourceMods\Fallout\materials<br style="color: white;">
Loading D:\FalloutMod\mapsrc\Testar.vmf<br style="color: white;">
fixing up env_cubemap materials on brush sides...<br style="color: white;">
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
Processing areas...done (0)<br style="color: white;">
Building Faces...done (0)<br style="color: white;">
FixTjuncs...<br style="color: white;">
PruneNodes...<br style="color: white;">
WriteBSP...<br style="color: white;">
done (0)<br style="color: white;">
writing D:\FalloutMod\mapsrc\Testar.prt...done (0)<br style="color: white;">
Creating default cubemaps for env_cubemap using skybox materials:<br style="color: white;">
skybox/sky_day01_01*.vmt<br style="color: white;">
Run buildcubemaps in the engine to get the correct cube maps.<br style="color: white;">
<br style="color: white;">
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"<br style="color: white;">
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!<br style="color: white;">
Finding displacement neighbors...<br style="color: white;">
Finding lightmap sample positions...<br style="color: white;">
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10<br style="color: white;">
Building Physics collision data...<br style="color: white;">
done (0) (3862 bytes)<br style="color: white;">
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10<br style="color: white;">
Compacting texture/material tables...<br style="color: white;">
Reduced 14 texinfos to 6<br style="color: white;">
Reduced 3 texdatas to 3 (76 bytes to 76)<br style="color: white;">
Writing D:\FalloutMod\mapsrc\Testar.bsp<br style="color: white;">
0 seconds elapsed<br style="color: white;">
<br style="color: white;">
** Executing...<br style="color: white;">
** Command: "d:\games\steam\steamapps\jokkocze\sourcesdk\bin\vvis.exe"<br style="color: white;">
** Parameters: -game "d:\games\steam\steamapps\SourceMods\Fallout" "D:\FalloutMod\mapsrc\Testar"<br style="color: white;">
<br style="color: white;">
Valve Software - vvis.exe (May 22 2006)<br style="color: white;">
1 threads<br style="color: white;">
reading d:\falloutmod\mapsrc\Testar.bsp<br style="color: white;">
reading d:\falloutmod\mapsrc\Testar.prt<br style="color: white;">
16 portalclusters<br style="color: white;">
26 numportals<br style="color: white;">
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
Optimized: 0 visible clusters (0.00%)<br style="color: white;">
Total clusters visible: 246<br style="color: white;">
Average clusters visible: 15<br style="color: white;">
Building PAS...<br style="color: white;">
Average clusters audible: 16<br style="color: white;">
visdatasize:196 compressed from 256<br style="color: white;">
writing d:\falloutmod\mapsrc\Testar.bsp<br style="color: white;">
0 seconds elapsed<br style="color: white;">
<br style="color: white;">
** Executing...<br style="color: white;">
** Command: "d:\games\steam\steamapps\jokkocze\sourcesdk\bin\vrad.exe"<br style="color: white;">
** Parameters: -game "d:\games\steam\steamapps\SourceMods\Fallout" "D:\FalloutMod\mapsrc\Testar"<br style="color: white;">
<br style="color: white;">
Valve Software - vrad.exe SSE (May 22 2006)<br style="color: white;">
----- Radiosity Simulator ----<br style="color: white;">
1 threads<br style="color: white;">
[Reading texlights from 'lights.rad']<br style="color: white;">
[45 texlights parsed from 'lights.rad']<br style="color: white;">
<br style="color: white;">
Loading d:\falloutmod\mapsrc\Testar.bsp<br style="color: white;">
72 faces<br style="color: white;">
41756 square feet [6012928.00 square inches]<br style="color: white;">
0 displacements<br style="color: white;">
0 square feet [0.00 square inches]<br style="color: white;">
72 patches before subdivision<br style="color: white;">
6920 patches after subdivision<br style="color: white;">
1 direct lights<br style="color: white;">
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="color: white;">
transfers 897894, max 372<br style="color: white;">
transfer lists: 6.9 megs<br style="color: white;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
Bounce #1 added RGB(8859, 18, 18)<br style="color: white;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
Bounce #2 added RGB(1518, 3, 3)<br style="color: white;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="color: white;">
Bounce #3 added RGB(269, 1, 1)<br style="color: white;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
Bounce #4 added RGB(48, 0, 0)<br style="color: white;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
Bounce #5 added RGB(9, 0, 0)<br style="color: white;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
Bounce #6 added RGB(2, 0, 0)<br style="color: white;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
Bounce #7 added RGB(0, 0, 0)<br style="color: white;">
Build Patch/Sample Hash Table(s).....Done<0.0040 sec><br style="color: white;">
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="color: white;">
FinalLightFace Done<br style="color: white;">
0 of 0 (0% of) surface lights went in leaf ambient cubes.<br style="color: white;">
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10<br style="color: white;">
Ready to Finish<br style="color: white;">
<br style="color: white;">
Object names Objects/Maxobjs Memory / Maxmem Fullness <br style="color: white;">
------------ --------------- --------------- -------- <br style="color: white;">
models 1/1024 48/49152 ( 0.1%) <br style="color: white;">
brushes 10/8192 120/98304 ( 0.1%) <br style="color: white;">
brushsides 60/65536 480/524288 ( 0.1%) <br style="color: white;">
planes 60/65536 1200/1310720 ( 0.1%) <br style="color: white;">
vertexes 159/65536 1908/786432 ( 0.2%) <br style="color: white;">
nodes 43/65536 1376/2097152 ( 0.1%) <br style="color: white;">
texinfos 6/12288 432/884736 ( 0.0%) <br style="color: white;">
texdata 3/2048 96/65536 ( 0.1%) <br style="color: white;">
dispinfos 0/0 0/0 ( 0.0%) <br style="color: white;">
disp_verts 0/0 0/0 ( 0.0%) <br style="color: white;">
disp_tris 0/0 0/0 ( 0.0%) <br style="color: white;">
disp_lmsamples 0/0 0/0 ( 0.0%) <br style="color: white;">
faces 72/65536 4032/3670016 ( 0.1%) <br style="color: white;">
hdr faces 0/65536 0/3670016 ( 0.0%) <br style="color: white;">
origfaces 22/65536 1232/3670016 ( 0.0%) <br style="color: white;">
leaves 45/65536 1440/2097152 ( 0.1%) <br style="color: white;">
leaffaces 87/65536 174/131072 ( 0.1%) <br style="color: white;">
leafbrushes 20/65536 40/131072 ( 0.0%) <br style="color: white;">
areas 2/256 16/2048 ( 0.8%) <br style="color: white;">
surfedges 448/512000 1792/2048000 ( 0.1%) <br style="color: white;">
edges 253/256000 1012/1024000 ( 0.1%) <br style="color: white;">
LDR worldlights 1/8192 88/720896 ( 0.0%) <br style="color: white;">
HDR worldlights 0/8192 0/720896 ( 0.0%) <br style="color: white;">
waterstrips 21/32768 210/327680 ( 0.1%) <br style="color: white;">
waterverts 0/65536 0/786432 ( 0.0%) <br style="color: white;">
waterindices 282/65536 564/131072 ( 0.4%) <br style="color: white;">
cubemapsamples 0/1024 0/16384 ( 0.0%) <br style="color: white;">
overlays 0/512 0/180224 ( 0.0%) <br style="color: white;">
LDR lightdata [variable] 362512/0 ( 0.0%) <br style="color: white;">
HDR lightdata [variable] 0/0 ( 0.0%) <br style="color: white;">
visdata [variable] 196/16777216 ( 0.0%) <br style="color: white;">
entdata [variable] 1758/393216 ( 0.4%) <br style="color: white;">
LDR leaf ambient 45/65536 1080/1572864 ( 0.1%) <br style="color: white;">
HDR leaf ambient 0/65536 0/1572864 ( 0.0%) <br style="color: white;">
occluders 0/0 0/0 ( 0.0%) <br style="color: white;">
occluder polygons 0
Re: Problems compiling
Posted by Jokkocze on
Sun Jan 14th 2007 at 1:46am
3 posts
0 snarkmarks
Registered:
Jan 13th 2007
Location: Sweden
<span style="color: white;"><html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>I think that I might've figured it out. I should probably compile the files in the new mods folder. Im gonna run over to one of my classmates tomorrow (its 3am here right now) and borrow his Visual C++ .Net 2003 cd, and follow valves guide to compiling the mod. <br style="color: white;"></span>