CS_FAWLTY_TOWERS COMPILATION LOG -------------------------------- ** Executing... ** Command: "e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk\bin\vbsp.exe" ** Parameters: -game "e:\half-life\steam\steamapps\kevindesmet@yahoo.com\counter-strike source\cstrike" "e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk_content\cstrike\mapsrc\cs_fawlty_towers" Valve Software - vbsp.exe (Aug 4 2006) 1 threads materialPath: e:\half-life\steam\steamapps\kevindesmet@yahoo.com\counter-strike source\cstrike\materials Loading e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk_content\cstrike\mapsrc\cs_fawlty_towers.vmf fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 3620 detail faces...done (2) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (4) writing e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk_content\cstrike\mapsrc\cs_fawlty_towers.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt 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 (19) (1707277 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 7638 texinfos to 4078 Reduced 299 texdatas to 256 (10108 bytes to 8986) Writing e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk_content\cstrike\mapsrc\cs_fawlty_towers.bsp 1 minute, 5 seconds elapsed -0.055731 -0.087542 0.000000 -0.055731 -0.120499 0.000000 -0.055731 0.120499 0.000000 0.072718 0.120499 0.000000 make_triangles:calc_triangle_representation: Cannot convert ** Executing... ** Command: "e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk\bin\vvis.exe" ** Parameters: -game "e:\half-life\steam\steamapps\kevindesmet@yahoo.com\counter-strike source\cstrike" "e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk_content\cstrike\mapsrc\cs_fawlty_towers" Valve Software - vvis.exe (May 22 2006) 1 threads reading e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk_content\cstrike\mapsrc\cs_fawlty_towers.bsp reading e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk_content\cstrike\mapsrc\cs_fawlty_towers.prt 1211 portalclusters 3619 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (8) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (5952) WARNING: Cluster portals saw into cluster Optimized: 1440 visible clusters (0.00%) Total clusters visible: 360004 Average clusters visible: 297 Building PAS... Average clusters audible: 865 visdatasize:299871 compressed from 368144 writing e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk_content\cstrike\mapsrc\cs_fawlty_towers.bsp 1 hour, 39 minutes, 21 seconds elapsed ** Executing... ** Command: "e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk\bin\vrad.exe" ** Parameters: -both -game "e:\half-life\steam\steamapps\kevindesmet@yahoo.com\counter-strike source\cstrike" "e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk_content\cstrike\mapsrc\cs_fawlty_towers" Valve Software - vrad.exe SSE (May 22 2006) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk_content\cstrike\mapsrc\cs_fawlty_towers.bsp 15952 faces 10 degenerate faces 342133 square feet [49267200.00 square inches] 45 displacements 70211 square feet [10110417.00 square inches] 15942 patches before subdivision 49586 patches after subdivision 32 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (278) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (288) transfers 5835468, max 1369 transfer lists: 44.5 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(227694, 236793, 206313) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(73652, 71088, 52389) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(33043, 31002, 21465) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(16540, 15355, 10517) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(9197, 8597, 6087) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(5300, 5001, 3627) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(3302, 3172, 2377) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(2068, 2016, 1531) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(1384, 1374, 1063) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(915, 921, 714) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(642, 657, 515) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(441, 456, 357) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(321, 337, 266) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(227, 240, 189) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #15 added RGB(169, 182, 144) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(122, 133, 105) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(94, 103, 82) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #18 added RGB(69, 77, 61) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #19 added RGB(54, 61, 49) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #20 added RGB(41, 46, 37) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #21 added RGB(32, 37, 30) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #22 added RGB(25, 29, 23) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #23 added RGB(20, 24, 19) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #24 added RGB(16, 19, 15) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #25 added RGB(13, 16, 13) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #26 added RGB(10, 12, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #27 added RGB(9, 11, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #28 added RGB(7, 9, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #29 added RGB(6, 7, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #30 added RGB(5, 6, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #31 added RGB(4, 5, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #32 added RGB(3, 4, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #33 added RGB(3, 4, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #34 added RGB(2, 3, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #35 added RGB(2, 3, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #36 added RGB(2, 2, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #37 added RGB(2, 2, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #38 added RGB(1, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #39 added RGB(1, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #40 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #41 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #42 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0489 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 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 297/1024 14256/49152 (29.0%) brushes 4606/8192 55272/98304 (56.2%) brushsides 34346/65536 274768/524288 (52.4%) planes 20406/65536 408120/1310720 (31.1%) vertexes 32005/65536 384060/786432 (48.8%) nodes 6652/65536 212864/2097152 (10.2%) texinfos 4078/12288 293616/884736 (33.2%) texdata 256/2048 8192/65536 (12.5%) dispinfos 45/0 7920/0 ( 0.0%) disp_verts 1909/0 38180/0 ( 0.0%) disp_tris 2784/0 5568/0 ( 0.0%) disp_lmsamples 61628/0 61628/0 ( 0.0%) faces 15952/65536 893312/3670016 (24.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 12574/65536 704144/3670016 (19.2%) leaves 6950/65536 222400/2097152 (10.6%) leaffaces 20160/65536 40320/131072 (30.8%) leafbrushes 9203/65536 18406/131072 (14.0%) areas 3/256 24/2048 ( 1.2%) surfedges 129709/512000 518836/2048000 (25.3%) edges 83009/256000 332036/1024000 (32.4%) LDR worldlights 31/8192 2728/720896 ( 0.4%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 2098/32768 20980/327680 ( 6.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 38313/65536 76626/131072 (58.5%) cubemapsamples 5/1024 80/16384 ( 0.5%) overlays 44/512 15488/180224 ( 8.6%) LDR lightdata [variable] 1513916/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 299871/16777216 ( 1.8%) entdata [variable] 254109/393216 (64.6%) LDR leaf ambient 6950/65536 166800/1572864 (10.6%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/45140 ( 0.0%) dtl prp lght [variable] 1/14 ( 7.1%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/25440 ( 0.0%) pakfile [variable] 549210/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 1707277/4194304 (40.7%) ==== Total Win32 BSP file data space used: 9101011 bytes ==== Total triangle count: 47160 Writing e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk_content\cstrike\mapsrc\cs_fawlty_towers.bsp 9 minutes, 53 seconds elapsed Valve Software - vrad.exe SSE (May 22 2006) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk_content\cstrike\mapsrc\cs_fawlty_towers.bsp 15952 faces 10 degenerate faces 342133 square feet [49267200.00 square inches] 45 displacements 70211 square feet [10110417.00 square inches] 15942 patches before subdivision 49586 patches after subdivision 32 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (277) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (286) transfers 5835468, max 1369 transfer lists: 44.5 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(226612, 235517, 199592) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(73474, 70892, 51082) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(32988, 30947, 20989) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(16517, 15334, 10300) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(9187, 8589, 5973) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(5295, 4998, 3564) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(3299, 3171, 2340) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(2067, 2015, 1508) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(1383, 1374, 1048) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(915, 920, 705) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(642, 657, 508) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(441, 456, 353) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(320, 337, 262) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(226, 240, 187) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(169, 182, 142) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #16 added RGB(122, 133, 104) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(94, 103, 81) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #18 added RGB(69, 77, 60) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #19 added RGB(54, 61, 48) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #20 added RGB(41, 46, 36) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #21 added RGB(32, 37, 29) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #22 added RGB(25, 29, 23) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #23 added RGB(20, 24, 19) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #24 added RGB(16, 19, 15) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #25 added RGB(13, 16, 12) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #26 added RGB(10, 12, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #27 added RGB(9, 11, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #28 added RGB(7, 9, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #29 added RGB(6, 7, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #30 added RGB(5, 6, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #31 added RGB(4, 5, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #32 added RGB(3, 4, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #33 added RGB(3, 4, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #34 added RGB(2, 3, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #35 added RGB(2, 3, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #36 added RGB(2, 2, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #37 added RGB(2, 2, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #38 added RGB(1, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #39 added RGB(1, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #40 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #41 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #42 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0484 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 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 297/1024 14256/49152 (29.0%) brushes 4606/8192 55272/98304 (56.2%) brushsides 34346/65536 274768/524288 (52.4%) planes 20406/65536 408120/1310720 (31.1%) vertexes 32005/65536 384060/786432 (48.8%) nodes 6652/65536 212864/2097152 (10.2%) texinfos 4078/12288 293616/884736 (33.2%) texdata 256/2048 8192/65536 (12.5%) dispinfos 45/0 7920/0 ( 0.0%) disp_verts 1909/0 38180/0 ( 0.0%) disp_tris 2784/0 5568/0 ( 0.0%) disp_lmsamples 61628/0 61628/0 ( 0.0%) faces 15952/65536 893312/3670016 (24.3%) hdr faces 15952/65536 893312/3670016 (24.3%) origfaces 12574/65536 704144/3670016 (19.2%) leaves 6950/65536 222400/2097152 (10.6%) leaffaces 20160/65536 40320/131072 (30.8%) leafbrushes 9203/65536 18406/131072 (14.0%) areas 3/256 24/2048 ( 1.2%) surfedges 129709/512000 518836/2048000 (25.3%) edges 83009/256000 332036/1024000 (32.4%) LDR worldlights 31/8192 2728/720896 ( 0.4%) HDR worldlights 31/8192 2728/720896 ( 0.4%) waterstrips 2098/32768 20980/327680 ( 6.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 38313/65536 76626/131072 (58.5%) cubemapsamples 5/1024 80/16384 ( 0.5%) overlays 44/512 15488/180224 ( 8.6%) LDR lightdata [variable] 1513916/0 ( 0.0%) HDR lightdata [variable] 1513916/0 ( 0.0%) visdata [variable] 299871/16777216 ( 1.8%) entdata [variable] 254109/393216 (64.6%) LDR leaf ambient 6950/65536 166800/1572864 (10.6%) HDR leaf ambient 6950/65536 166800/1572864 (10.6%) 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] 1/45140 ( 0.0%) dtl prp lght [variable] 1/14 ( 7.1%) HDR dtl prp lght [variable] 1/14 ( 7.1%) static props [variable] 1/25440 ( 0.0%) pakfile [variable] 549210/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 1707277/4194304 (40.7%) ==== Total Win32 BSP file data space used: 11677767 bytes ==== Total triangle count: 47160 Writing e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk_content\cstrike\mapsrc\cs_fawlty_towers.bsp 9 minutes, 49 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "e:\half-life\steam\steamapps\kevindesmet@yahoo.com\sourcesdk_content\cstrike\mapsrc\cs_fawlty_towers.bsp" "e:\half-life\steam\steamapps\kevindesmet@yahoo.com\counter-strike source\cstrike\maps\cs_fawlty_towers.bsp"