Okay, so.. everything compiles fine, but some walls are turning up just
pitch black in-game when I test my map. Does this have to do with
lighting?
** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk"
** Executing...
** Command: Copy File
** Parameters: "C:\Program
Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk\hl2mp_sample_content\maps\dm_prison.vmf"
"C:\Program
Files\Valve\Steam\SteamApps\rtd23@drexel.edu\half-life
2\hl2\maps\dm_prison.vmf"
** Executing...
** Command: "C:\Program Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk\bin\vbsp.exe"
** Parameters: -game "C:\Program
Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk\sdkcontent"
"C:\Program
Files\Valve\Steam\SteamApps\rtd23@drexel.edu\half-life
2\hl2\maps\dm_prison"
Valve Software - vbsp.exe (Nov 22 2004)
2 threads
materialPath: C:\Program
Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk\sdkcontent\materials
Loading C:\Program
Files\Valve\Steam\SteamApps\rtd23@drexel.edu\half-life 2\hl2\maps\dm_prison.vmf
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 24 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program
Files\Valve\Steam\SteamApps\rtd23@drexel.edu\half-life 2\hl2\maps\dm_prison.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_09...
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 (0) (53594 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program
Files\Valve\Steam\SteamApps\rtd23@drexel.edu\half-life 2\hl2\maps\dm_prison.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 49
** Executing...
** Command: "C:\Program Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk\bin\vvis.exe"
** Parameters: -game "C:\Program
Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk\sdkcontent"
"C:\Program
Files\Valve\Steam\SteamApps\rtd23@drexel.edu\half-life
2\hl2\maps\dm_prison"
Valve Software - vvis.exe (Nov 22 2004)
2 threads
reading c:\program
files\valve\steam\steamapps\rtd23@drexel.edu\half-life 2\hl2\maps\dm_prison.bsp
reading c:\program
files\valve\steam\steamapps\rtd23@drexel.edu\half-life 2\hl2\maps\dm_prison.prt
192 portalclusters
668 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 (3)
Optimized: 39 visible clusters (0.00%)
Total clusters visible: 15223
Average clusters visible: 79
Building PAS...
Average clusters audible: 191
visdatasize:10609 compressed from 9216
writing c:\program
files\valve\steam\steamapps\rtd23@drexel.edu\half-life 2\hl2\maps\dm_prison.bsp
3 seconds elapsed
** Executing...
** Command: "C:\Program Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk\bin\vrad.exe"
** Parameters: -game "C:\Program
Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk\sdkcontent"
"C:\Program
Files\Valve\Steam\SteamApps\rtd23@drexel.edu\half-life
2\hl2\maps\dm_prison"
Valve Software - vrad.exe (Dec 1 2004)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program
files\valve\steam\steamapps\rtd23@drexel.edu\half-life 2\hl2\maps\dm_prison.bsp
558 faces
39651 square feet [5709791.00 square inches]
0 displacements
0 square feet [0.00 square inches]
558 patches before subdivision
zero area child patch
2240 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 62156, max 158
transfer lists: 0.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(696, 653, 572)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(147, 129, 97)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(30, 25, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(6, 5, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0019 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models
4/1024
192/49152 ( 0.4%)
brushes
150/8192
1800/98304 ( 1.8%)
brushsides
996/65536
7968/524288 ( 1.5%)
planes
408/65536 8160/1310720
( 0.6%)
vertexes
1172/65536 14064/786432
( 1.8%)
nodes
358/65536 11456/2097152 (
0.5%)
texinfos
242/12288 17424/884736
( 2.0%)
texdata
31/2048
992/65536 ( 1.5%)
dispinfos
0/0
0/0 ( 0.0%)
disp_verts
0/0
0/0 ( 0.0%)
disp_tris
0/0
0/0 ( 0.0%)
disp_lmsamples
0/0
0/0 ( 0.0%)
faces
558/65536 31248/3670016 (
0.9%)
origfaces
424/65536 23744/3670016 (
0.6%)
leaves
363/65536 20328/3670016 (
0.6%)
leaffaces
833/65536
1666/131072 ( 1.3%)
leafbrushes
309/65536
618/131072 ( 0.5%)
surfedges
4624/512000 18496/2048000 ( 0.9%)
edges
2897/256000 11588/1024000 ( 1.1%)
worldlights
3/8192
264/720896 ( 0.0%)
waterstrips
74/32768
740/327680 ( 0.2%)
waterverts
0/65536
0/786432 ( 0.0%)
waterindices
1740/65536
3480/131072 ( 2.7%)
cubemapsamples
9/1024
144/16384 ( 0.9%)
overlays
0/512
0/180224 ( 0.0%)
lightdata
[variable]
156520/0 ( 0.0%)
visdata
[variable] 10609/16777216 ( 0.1%)
entdata
[variable]
2147/393216 ( 0.5%)
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]
1/272 ( 0.4%)
pakfile
[variable]
93893/0 ( 0.0%)
Win32 Specific Data:
physics
[variable] 53594/4194304 (
1.3%)
Total Win32 BSP file data space used: 491137 bytes
Linux Specific Data:
physicssurface
[variable]
0/6291456 ( 0.0%)
Total Linux BSP file data space used: 437543 bytes
Total triangle count: 1824