** Executing...<br style="color: silver;">
** Command: "d:gamessteamsteamappshackz@bs-army.comsourcesdkbinvbsp.exe"<br style="color: silver;">
** Parameters: -game
"d:gamessteamsteamappshackz@bs-army.comhalf-life 2
deathmatchhl2mp"
"D:GamesSteamSteamAppshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3"<br style="color: silver;">
<br style="color: silver;">
Valve Software - vbsp.exe (Jan 19 2005)<br style="color: silver;">
1 threads<br style="color: silver;">
materialPath:
d:gamessteamsteamappshackz@bs-army.comhalf-life 2 deathmatchhl2mpmaterials<br style="color: silver;">
Loading
D:GamesSteamSteamAppshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3.vmf<br style="color: silver;">
fixing up env_cubemap materials on brush sides...<br style="color: silver;">
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="color: silver;">
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: silver;">
Processing areas...done (0)<br style="color: silver;">
Building Faces...done (0)<br style="color: silver;">
Chop Details...done (0)<br style="color: silver;">
Find Visible Detail Sides...<br style="color: silver;">
Merged 378 detail faces...done (1)<br style="color: silver;">
Merging details...done (0)<br style="color: silver;">
FixTjuncs...<br style="color: silver;">
PruneNodes...<br style="color: silver;">
WriteBSP...<br style="color: silver;">
done (1)<br style="color: silver;">
writing
D:GamesSteamSteamAppshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3.prt...done (0)<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
Creating default cubemaps for env_cubemap using skybox sky_day01_09...<br style="color: silver;">
Run buildcubemaps in the engine to get the correct cube maps.<br style="color: silver;">
Finding displacement neighbors...<br style="color: silver;">
Finding lightmap sample positions...<br style="color: silver;">
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10<br style="color: silver;">
Building Physics collision data...<br style="color: silver;">
done (1) (418993 bytes)<br style="color: silver;">
Emitting linux collision data (use -nolinuxdata to disable).<br style="color: silver;">
Building Physics collision data...<br style="color: silver;">
done (1) (565061 bytes)<br style="color: silver;">
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10<br style="color: silver;">
Writing
D:GamesSteamSteamAppshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3.bsp<br style="color: silver;">
30 seconds elapsed<br style="color: silver;">
Memory leak: mempool blocks left in memory: 48<br style="color: silver;">
Memory leak: mempool blocks left in memory: 16<br style="color: silver;">
<br style="color: silver;">
** Executing...<br style="color: silver;">
** Command: "d:gamessteamsteamappshackz@bs-army.comsourcesdkbinvvis.exe"<br style="color: silver;">
** Parameters: -game
"d:gamessteamsteamappshackz@bs-army.comhalf-life 2
deathmatchhl2mp"
"D:GamesSteamSteamAppshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3"<br style="color: silver;">
<br style="color: silver;">
Valve Software - vvis.exe (Dec 15 2004)<br style="color: silver;">
1 threads<br style="color: silver;">
reading
d:gamessteamsteamappshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3.bsp<br style="color: silver;">
reading
d:gamessteamsteamappshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3.prt<br style="color: silver;">
687 portalclusters<br style="color: silver;">
2217 numportals<br style="color: silver;">
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)<br style="color: silver;">
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (128)<br style="color: silver;">
Optimized: 705 visible clusters (0.00%)<br style="color: silver;">
Total clusters visible: 124368<br style="color: silver;">
Average clusters visible: 181<br style="color: silver;">
Building PAS...<br style="color: silver;">
Average clusters audible: 367<br style="color: silver;">
visdatasize:86333 compressed from 120912<br style="color: silver;">
writing
d:gamessteamsteamappshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3.bsp<br style="color: silver;">
2 minutes, 14 seconds elapsed<br style="color: silver;">
<br style="color: silver;">
** Executing...<br style="color: silver;">
** Command: "d:gamessteamsteamappshackz@bs-army.comsourcesdkbinvrad.exe"<br style="color: silver;">
** Parameters: -game
"d:gamessteamsteamappshackz@bs-army.comhalf-life 2
deathmatchhl2mp"
"D:GamesSteamSteamAppshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3"<br style="color: silver;">
<br style="color: silver;">
Valve Software - vrad.exe (Mar 8 2005)<br style="color: silver;">
----- Radiosity Simulator ----<br style="color: silver;">
1 threads<br style="color: silver;">
[Reading texlights from 'lights.rad']<br style="color: silver;">
[45 texlights parsed from 'lights.rad']<br style="color: silver;">
<br style="color: silver;">
Loading
d:gamessteamsteamappshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3.bsp<br style="color: silver;">
14680 faces<br style="color: silver;">
1051103 square feet [151358912.00 square inches]<br style="color: silver;">
6 displacements<br style="color: silver;">
6574 square feet [946750.06 square inches]<br style="color: silver;">
14680 patches before subdivision<br style="color: silver;">
56256 patches after subdivision<br style="color: silver;">
46 direct lights<br style="color: silver;">
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4146)<br style="color: silver;">
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (433)<br style="color: silver;">
transfers 1861419, max 213<br style="color: silver;">
transfer lists: 14.2 megs<br style="color: silver;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="color: silver;">
Bounce #1 added RGB(12989, 20033, 14834)<br style="color: silver;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: silver;">
Bounce #2 added RGB(507, 773, 593)<br style="color: silver;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: silver;">
Bounce #3 added RGB(37, 52, 42)<br style="color: silver;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: silver;">
Bounce #4 added RGB(4, 5, 4)<br style="color: silver;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: silver;">
Bounce #5 added RGB(0, 1, 1)<br style="color: silver;">
Build Patch/Sample Hash Table(s).....Done<64.0090 sec><br style="color: silver;">
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (138)<br style="color: silver;">
FinalLightFace Done<br style="color: silver;">
Ready to Finish<br style="color: silver;">
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10<br style="color: silver;">
9 of 31 (29% of) surface lights went in leaf ambient cubes.<br style="color: silver;">
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10<br style="color: silver;">
<br style="color: silver;">
Object names Objects/Maxobjs Memory / Maxmem Fullness <br style="color: silver;">
------------ --------------- --------------- -------- <br style="color: silver;">
models
14/1024
672/49152 ( 1.4%) <br style="color: silver;">
brushes
935/8192
11220/98304 (11.4%) <br style="color: silver;">
brushsides
8724/65536 69792/524288
(13.3%) <br style="color: silver;">
planes
9970/65536 199400/1310720 (15.2%) <br style="color: silver;">
vertexes
23037/65536 276444/786432
(35.2%) <br style="color: silver;">
nodes
1981/65536 63392/2097152 (
3.0%) <br style="color: silver;">
texinfos
1836/12288 132192/884736
(14.9%) <br style="color: silver;">
texdata
104/2048
3328/65536 ( 5.1%) <br style="color: silver;">
dispinfos
6/0
1056/0 ( 0.0%) <br style="color: silver;">
disp_verts
582/0
11640/0 ( 0.0%) <br style="color: silver;">
disp_tris
960/0
1920/0 ( 0.0%) <br style="color: silver;">
disp_lmsamples
144615/0
144615/0 ( 0.0%) <br style="color: silver;">
faces
14680/65536 822080/3670016 (22.4%) <br style="color: silver;">
origfaces
2865/65536 160440/3670016 ( 4.4%) <br style="color: silver;">
leaves
1996/65536 111776/3670016 ( 3.0%) <br style="color: silver;">
leaffaces
17088/65536
34176/131072 (26.1%) <br style="color: silver;">
leafbrushes
2151/65536
4302/131072 ( 3.3%) <br style="color: silver;">
surfedges
80102/512000 320408/2048000 (15.6%) <br style="color: silver;">
edges
44463/256000 177852/1024000 (17.4%) <br style="color: silver;">
worldlights
45/8192
3