All pastes #1947443 Raw Edit

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#1947443 ·published 2010-09-23 14:11 UTC
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** Executing...
** Command: "e:\program files\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "e:\program files\steam\steamapps\username\counter-strike source\cstrike" "E:\Program Files\Steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\Sec.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
4 threads
materialPath: e:\program files\steam\steamapps\username\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\Sec.vmf
Could not locate 'GameData' key in e:\program files\steam\steamapps\username\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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Program Files\Steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\Sec.prt...Building visibility clusters...
done (0)
Creating default LDR 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 (0) (74977 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 410 texinfos to 370
Reduced 25 texdatas to 21 (579 bytes to 476)
Writing E:\Program Files\Steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\Sec.bsp
0 seconds elapsed

** Executing...
** Command: "e:\program files\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "e:\program files\steam\steamapps\username\counter-strike source\cstrike" "E:\Program Files\Steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\Sec"

Valve Software - vvis.exe (Jul  7 2010)
4 threads
reading e:\program files\steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\Sec.bsp
reading e:\program files\steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\Sec.prt
 272 portalclusters
 940 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 (1688)
Optimized: 35 visible clusters (0.00%)
Total clusters visible: 65075
Average clusters visible: 239
Building PAS...
Average clusters audible: 272
visdatasize:20674  compressed from 21760
writing e:\program files\steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\Sec.bsp
28 minutes, 8 seconds elapsed

** Executing...
** Command: "e:\program files\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "e:\program files\steam\steamapps\username\counter-strike source\cstrike" "E:\Program Files\Steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\Sec"

Valve Software - vrad.exe SSE (Jul  7 2010)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:\program files\steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\Sec.bsp
Setting up ray-trace acceleration structure... Done (0.09 seconds)
1280 faces
12 degenerate faces
464629 square feet [66906592.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1268 patches before subdivision
16224 patches after subdivision
0 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 (7)
transfers 1876664, max 725
transfer lists:  14.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0110 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (6)
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 (4)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  11/1024          528/49152    ( 1.1%) 
brushes                189/8192         2268/98304    ( 2.3%) 
brushsides            1245/65536        9960/524288   ( 1.9%) 
planes                1180/65536       23600/1310720  ( 1.8%) 
vertexes              1878/65536       22536/786432   ( 2.9%) 
nodes                  590/65536       18880/2097152  ( 0.9%) 
texinfos               370/12288       26640/884736   ( 3.0%) 
texdata                 21/2048          672/65536    ( 1.0%) 
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                 1280/65536       71680/3670016  ( 2.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              923/65536       51688/3670016  ( 1.4%) 
leaves                 602/65536       19264/2097152  ( 0.9%) 
leaffaces             1351/65536        2702/131072   ( 2.1%) 
leafbrushes            383/65536         766/131072   ( 0.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             9914/512000      39656/2048000  ( 1.9%) 
edges                 5396/256000      21584/1024000  ( 2.1%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            104/32768        1040/327680   ( 0.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2067/65536        4134/131072   ( 3.2%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      370508/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       20674/16777216 ( 0.1%) 
entdata               [variable]        7934/393216   ( 2.0%) 
LDR ambient table      602/65536        2408/262144   ( 0.9%) 
HDR ambient table      602/65536        2408/262144   ( 0.9%) 
LDR leaf ambient       334/65536        9352/1835008  ( 0.5%) 
HDR leaf ambient       602/65536       16856/1835008  ( 0.9%) 
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]           1/206      ( 0.5%) 
pakfile               [variable]      174272/0        ( 0.0%) 
physics               [variable]       74977/4194304  ( 1.8%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 3660
Writing e:\program files\steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\Sec.bsp
17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Program Files\Steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\Sec.bsp" "e:\program files\steam\steamapps\username\counter-strike source\cstrike\maps\Sec.bsp"


** Executing...
** Command: e:\program files\steam\steam.exe
** Parameters: -applaunch 240 -game "e:\program files\steam\steamapps\username\counter-strike source\cstrike" +sv_lan 1 -novid +map "Sec"