VoteSkipper
Newbie
- Joined
- Nov 1, 2011
- Messages
- 1
- Reaction score
- 0
hi, 1st time post
i have a problem with building my maps, they all look like this
you see those bright lines? what im i doing wrong? every map i build is like that, other source maps are all perfect and doesnt have any of that nonsense,
help!
i have a problem with building my maps, they all look like this
you see those bright lines? what im i doing wrong? every map i build is like that, other source maps are all perfect and doesnt have any of that nonsense,
help!
Code:
Welcome to VBCT
Session Date: Tuesday, November 01, 2011, 3:41:07 AM
VBCT Version: 1.0t
Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
Steam will likely prevent it from compiling there.
Move your VMF to somewhere else like C:\mapsrc
Invalid Map location: D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.vmf
Final Compile Selected!
Compile Start Time: Tuesday, November 01, 2011, 3:41:11 AM
-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!
VBSP: d:\steam\steamapps\skip\sourcesdk\bin\orangebox\bin\vbsp.exe -game "d:\steam\steamapps\skip\counter-strike source\cstrike" "D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom"
Valve Software - vbsp.exe (Oct 17 2011)
12 threads
materialPath: d:\steam\steamapps\skip\counter-strike source\cstrike\materials
Loading D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.vmf
Could not locate 'GameData' key in d:\steam\steamapps\skip\counter-strike source\cstrike\gameinfo.txt
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 80 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_08*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_08*.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 (0) (43169 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 15 texinfos to 11
Reduced 5 texdatas to 5 (138 bytes to 138)
Writing D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp
0 seconds elapsed
Compile Complete for this module.
VBSP Completed: Tuesday, November 01, 2011, 3:41:12 AM
VBSP: Compile time: 0 seconds elapsed
-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!
VVIS: d:\steam\steamapps\skip\sourcesdk\bin\orangebox\bin\vvis.exe -game "d:\steam\steamapps\skip\counter-strike source\cstrike" "D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom"
Valve Software - vvis.exe (Oct 17 2011)
12 threads
reading d:\steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp
reading d:\steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.prt
31 portalclusters
50 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 (2)
Optimized: 2 visible clusters (0.00%)
Total clusters visible: 603
Average clusters visible: 19
Building PAS...
Average clusters audible: 31
visdatasize:500 compressed from 496
writing d:\steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp
2 seconds elapsed
Compile Complete for this module.
VVIS Completed: Tuesday, November 01, 2011, 3:41:14 AM
VVIS: Compile time: 2 seconds elapsed
-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!
VRAD: d:\steam\steamapps\skip\sourcesdk\bin\orangebox\bin\vrad.exe -final -game "d:\steam\steamapps\skip\counter-strike source\cstrike" "D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom"
Valve Software - vrad.exe SSE (Oct 17 2011)
Valve Radiosity Simulator
12 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp
Setting up ray-trace acceleration structure... Done (0.03 seconds)
820 faces
84840 square feet [12216960.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
820 patches before subdivision
77500 patches after subdivision
sun extent from map=0.000000
7 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (37)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 11019766, max 455
transfer lists: 84.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(327001, 197496, 91275)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #2 added RGB(75353, 48799, 29476)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(21337, 13885, 10624)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(6298, 4026, 3982)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(1914, 1176, 1508)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(597, 345, 579)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(191, 101, 223)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(63, 30, 87)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(21, 9, 34)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(7, 3, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(3, 1, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0163 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 127/8192 1524/98304 ( 1.6%)
brushsides 762/65536 6096/524288 ( 1.2%)
planes 200/65536 4000/1310720 ( 0.3%)
vertexes 1226/65536 14712/786432 ( 1.9%)
nodes 131/65536 4192/2097152 ( 0.2%)
texinfos 11/12288 792/884736 ( 0.1%)
texdata 5/2048 160/65536 ( 0.2%)
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 820/65536 45920/3670016 ( 1.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 281/65536 15736/3670016 ( 0.4%)
leaves 133/65536 4256/2097152 ( 0.2%)
leaffaces 822/65536 1644/131072 ( 1.3%)
leafbrushes 204/65536 408/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5217/512000 20868/2048000 ( 1.0%)
edges 3134/256000 12536/1024000 ( 1.2%)
LDR worldlights 7/8192 616/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 63/32768 630/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1128/65536 2256/131072 ( 1.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1784092/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 500/16777216 ( 0.0%)
entdata [variable] 11181/393216 ( 2.8%)
LDR ambient table 133/65536 532/262144 ( 0.2%)
HDR ambient table 133/65536 532/262144 ( 0.2%)
LDR leaf ambient 421/65536 11788/1835008 ( 0.6%)
HDR leaf ambient 133/65536 3724/1835008 ( 0.2%)
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] 1/12 ( 8.3%)
pakfile [variable] 86742/0 ( 0.0%)
physics [variable] 43169/4194304 ( 1.0%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 2453
Writing d:\steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp
46 seconds elapsed
Compile Complete for this module.
VRAD Completed: Tuesday, November 01, 2011, 3:42:02 AM
VRAD: Compile time: 46 seconds elapsed
One Line Summary: 11/1/2011 3:42:02 AM, testroom.vmf, Counter-Strike Source, normal , normal, final, 00:00:01, 00:00:02, 00:00:47, 00:00:51
History.csv was updated.
Compile Summary - job mode: FINAL
Map Name: testroom.vmf
VBSP - mode:normal , 0 seconds, 00:00:01 elapsed
VVIS - mode:normal, 2 seconds, 00:00:02 elapsed
VRAD - mode:final, 46 seconds(LDR), n/a(HDR), 00:00:47 elapsed
Total Compile time: 00:00:51
NOTE: old BSP file deleted: d:\steam\steamapps\skip\counter-strike source\cstrike\maps\testroom_old.bsp
NOTE: old BSP file renamed to : d:\steam\steamapps\skip\counter-strike source\cstrike\maps\testroom_old.bsp
File copied: D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp to d:\steam\steamapps\skip\counter-strike source\cstrike\maps\testroom.bsp