Code: Select all
** Executing...
** Command: "l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "l:\programmes\steam\steamapps\...\half-life 2 deathmatch\hl2mp" "L:\Programmes\Steam\SteamApps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.vmf"
Valve Software - vbsp.exe (Oct 31 2012)
2 threads
materialPath: l:\programmes\steam\steamapps\...\half-life 2 deathmatch\hl2mp\materials
Loading L:\Programmes\Steam\SteamApps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Could not locate 'GameData' key in l:\programmes\steam\steamapps\...\half-life 2 deathmatch\hl2mp\gameinfo.txt
Patching WVT material: maps/deathrun_metal_city/nature/blenddirtgrass001a_wvt_patch
fixing up env_cubemap materials on brush sides...
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 12 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing L:\Programmes\Steam\SteamApps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_07_hdr*.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_07_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 (1) (192815 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 766 texinfos to 357
Reduced 85 texdatas to 66 (3434 bytes to 2702)
Writing L:\Programmes\Steam\SteamApps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.bsp
8 seconds elapsed
** Executing...
** Command: "l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "l:\programmes\steam\steamapps\...\half-life 2 deathmatch\hl2mp" "L:\Programmes\Steam\SteamApps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city"
Valve Software - vvis.exe (Oct 31 2012)
2 threads
reading l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.bsp
reading l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.prt
191 portalclusters
374 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 (1)
Optimized: 41 visible clusters (0.17%)
Total clusters visible: 24036
Average clusters visible: 125
Building PAS...
Average clusters audible: 165
visdatasize:10000 compressed from 9168
writing l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.bsp
1 second elapsed
** Executing...
** Command: "l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "l:\programmes\steam\steamapps\...\half-life 2 deathmatch\hl2mp" "L:\Programmes\Steam\SteamApps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city"
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.bsp
Setting up ray-trace acceleration structure... Done (0.74 seconds)
2735 faces
1 degenerate faces
4679671 square feet [673872640.00 square inches]
21 Displacements
6431 Square Feet [926171.19 Square Inches]
2734 patches before subdivision
48936 patches after subdivision
56 direct lights
BuildFacelights: 0
WARNING: Too many light styles on a face at (597.437500, 10026.921875, 94.999992)
WARNING: Too many light styles on a face at (394.924805, 10250.945313, 95.000000)
WARNING: Too many light styles on a face at (250.927734, 10585.786133, 95.000000)
...1...2...3...4...5...
WARNING: Too many light styles on a face at (683.346619, 9765.293945, 33.709713)
WARNING: Too many light styles on a face at (626.725159, 9834.632813, 8.883054)
WARNING: Too many light styles on a face at (460.449402, 10188.351563, 32.694263)
WARNING: Too many light styles on a face at (569.889587, 10026.996094, 12.433768)
WARNING: Too many light styles on a face at (609.189392, 10033.351563, 111.556564)
WARNING: Too many light styles on a face at (640.503357, 10038.495117, 28.052170)
WARNING: Too many light styles on a face at (264.058899, 10462.779297, 97.526512)
WARNING: Too many light styles on a face at (360.572693, 10363.466797, 94.237823)
WARNING: Too many light styles on a face at (311.428070, 10420.178711, 27.473881)
WARNING: Too many light styles on a face at (538.065674, 10342.981445, 31.687376)
WARNING: Too many light styles on a face at (197.289337, 10577.060547, 14.410004)
WARNING: Too many light styles on a face at (72.226616, 10715.123047, 32.885555)
6...7...8...9...10 (22)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 5285324, max 517
transfer lists: 40.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(91062, 174700, 157621)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(14103, 30764, 25922)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2005, 5122, 4073)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(309, 904, 669)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(46, 158, 109)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(7, 28, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 5, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0264 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (9)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 116/1024 5568/49152 (11.3%)
brushes 405/8192 4860/98304 ( 4.9%)
brushsides 3680/65536 29440/524288 ( 5.6%)
planes 4816/65536 96320/1310720 ( 7.3%)
vertexes 4088/65536 49056/786432 ( 6.2%)
nodes 2323/65536 74336/2097152 ( 3.5%)
texinfos 357/12288 25704/884736 ( 2.9%)
texdata 66/2048 2112/65536 ( 3.2%)
dispinfos 21/0 3696/0 ( 0.0%)
disp_verts 1701/0 34020/0 ( 0.0%)
disp_tris 2688/0 5376/0 ( 0.0%)
disp_lmsamples 25132/0 25132/0 ( 0.0%)
faces 2735/65536 153160/3670016 ( 4.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1456/65536 81536/3670016 ( 2.2%)
leaves 2440/65536 78080/2097152 ( 3.7%)
leaffaces 2979/65536 5958/131072 ( 4.5%)
leafbrushes 1140/65536 2280/131072 ( 1.7%)
areas 5/256 40/2048 ( 2.0%)
surfedges 18937/512000 75748/2048000 ( 3.7%)
edges 10919/256000 43676/1024000 ( 4.3%)
LDR worldlights 56/8192 4928/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 224/32768 2240/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4338/65536 8676/131072 ( 6.6%)
cubemapsamples 5/1024 80/16384 ( 0.5%)
overlays 7/512 2464/180224 ( 1.4%)
LDR lightdata [variable] 4854644/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 10000/16777216 ( 0.1%)
entdata [variable] 144004/393216 (36.6%)
LDR ambient table 2440/65536 9760/262144 ( 3.7%)
HDR ambient table 2440/65536 9760/262144 ( 3.7%)
LDR leaf ambient 8532/65536 238896/1835008 (13.0%)
HDR leaf ambient 2440/65536 68320/1835008 ( 3.7%)
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] 1/17514 ( 0.0%)
pakfile [variable] 534463/0 ( 0.0%)
physics [variable] 192815/4194304 ( 4.6%)
physics terrain [variable] 8493/1048576 ( 0.8%)
Level flags = 0
Total triangle count: 7436
Writing l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.bsp
53 seconds elapsed
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.bsp
Setting up ray-trace acceleration structure... Done (0.74 seconds)
2735 faces
1 degenerate faces
4679671 square feet [673872640.00 square inches]
21 Displacements
6431 Square Feet [926171.19 Square Inches]
2734 patches before subdivision
48936 patches after subdivision
56 direct lights
BuildFacelights: 0
WARNING: Too many light styles on a face at (597.437500, 10026.921875, 94.999992)
WARNING: Too many light styles on a face at (394.924805, 10250.945313, 95.000000)
WARNING: Too many light styles on a face at (250.927734, 10585.786133, 95.000000)
...1...2...3...4...5...
WARNING: Too many light styles on a face at (683.346619, 9765.293945, 33.709713)
WARNING: Too many light styles on a face at (626.725159, 9834.632813, 8.883054)
WARNING: Too many light styles on a face at (460.449402, 10188.351563, 32.694263)
WARNING: Too many light styles on a face at (609.189392, 10033.351563, 111.556564)
WARNING: Too many light styles on a face at (569.889587, 10026.996094, 12.433768)
WARNING: Too many light styles on a face at (640.503357, 10038.495117, 28.052170)
WARNING: Too many light styles on a face at (264.058899, 10462.779297, 97.526512)
WARNING: Too many light styles on a face at (360.572693, 10363.466797, 94.237823)
WARNING: Too many light styles on a face at (311.428070, 10420.178711, 27.473881)
WARNING: Too many light styles on a face at (538.065674, 10342.981445, 31.687376)
WARNING: Too many light styles on a face at (197.289337, 10577.060547, 14.410004)
WARNING: Too many light styles on a face at (72.226616, 10715.123047, 32.885555)
6...7...8...9...10 (22)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 5285324, max 517
transfer lists: 40.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(91062, 174700, 157621)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(14103, 30764, 25922)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2005, 5122, 4073)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(309, 904, 669)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(46, 158, 109)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(7, 28, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(1, 5, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0255 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (9)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 116/1024 5568/49152 (11.3%)
brushes 405/8192 4860/98304 ( 4.9%)
brushsides 3680/65536 29440/524288 ( 5.6%)
planes 4816/65536 96320/1310720 ( 7.3%)
vertexes 4088/65536 49056/786432 ( 6.2%)
nodes 2323/65536 74336/2097152 ( 3.5%)
texinfos 357/12288 25704/884736 ( 2.9%)
texdata 66/2048 2112/65536 ( 3.2%)
dispinfos 21/0 3696/0 ( 0.0%)
disp_verts 1701/0 34020/0 ( 0.0%)
disp_tris 2688/0 5376/0 ( 0.0%)
disp_lmsamples 25132/0 25132/0 ( 0.0%)
faces 2735/65536 153160/3670016 ( 4.2%)
hdr faces 2735/65536 153160/3670016 ( 4.2%)
origfaces 1456/65536 81536/3670016 ( 2.2%)
leaves 2440/65536 78080/2097152 ( 3.7%)
leaffaces 2979/65536 5958/131072 ( 4.5%)
leafbrushes 1140/65536 2280/131072 ( 1.7%)
areas 5/256 40/2048 ( 2.0%)
surfedges 18937/512000 75748/2048000 ( 3.7%)
edges 10919/256000 43676/1024000 ( 4.3%)
LDR worldlights 56/8192 4928/720896 ( 0.7%)
HDR worldlights 56/8192 4928/720896 ( 0.7%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 224/32768 2240/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4338/65536 8676/131072 ( 6.6%)
cubemapsamples 5/1024 80/16384 ( 0.5%)
overlays 7/512 2464/180224 ( 1.4%)
LDR lightdata [variable] 4854644/0 ( 0.0%)
HDR lightdata [variable] 4854644/0 ( 0.0%)
visdata [variable] 10000/16777216 ( 0.1%)
entdata [variable] 144004/393216 (36.6%)
LDR ambient table 2440/65536 9760/262144 ( 3.7%)
HDR ambient table 2440/65536 9760/262144 ( 3.7%)
LDR leaf ambient 8532/65536 238896/1835008 (13.0%)
HDR leaf ambient 8532/65536 238896/1835008 (13.0%)
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] 1/12 ( 8.3%)
static props [variable] 1/17514 ( 0.0%)
pakfile [variable] 534463/0 ( 0.0%)
physics [variable] 192815/4194304 ( 4.6%)
physics terrain [variable] 8493/1048576 ( 0.8%)
Level flags = 0
Total triangle count: 7436
Writing l:\programmes\steam\steamapps\nightbreakeredit1337\sourcesdk\bin\orangebox\bin\deathrun_metal_city.bsp
52 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "L:\Programmes\Steam\SteamApps\nightbreakeredit1337\sourcesdk\bin\orangebox\bin\deathrun_metal_city.bsp" "L:\Programmes\Steam\SteamApps\...\half-life 2 deathmatch\hl2mp\maps\deathrun_metal_city.bsp"
I deleted the whole map, only the grid is left, no entities, nothing, compiled -> Failed as well, the error was still there.