Проблема с Half-life 2. ошибка Engine hunk overflow!
Я играл в half-life 2 и в какойто момент прохождения игра сворачивается и появляется натпись: Engine hunk overflow. что это такое и кк решить эту проблему?
Лучший ответ
Совместимость с XP SP3 поставь — это возникает из-за неверного определения доступной оперативной памяти
как такУченик (89) 2 года назад
А как это сделать?
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Engine hunk overflow half life 2 что делать
i’m still working on my huge map, added hint brushes
but when i lauch my map after compiling, this is what i get : Engine hunk overflow!
** Executing.
** Command: «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe»
** Parameters: -game «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2» «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\7_foule\foule_test14_hint_noladder.vmf»
Valve Software — vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\7_foule\foule_test14_hint_noladder.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides.
ProcessBlock_Thread: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (0)
**** leaked ****
Entity info_player_start (2407.06 -881.17 -195.00) leaked!
Processing areas. done (0)
Building Faces. done (0)
Chop Details. done (0)
Find Visible Detail Sides.
Merged 2504 detail faces. done (1)
Merging details. done (0)
FixTjuncs.
PruneNodes.
WriteBSP.
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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_01*.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) (765991 bytes)
Placing detail props : 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10
Compacting texture/material tables.
Reduced 303 texinfos to 135
Reduced 17 texdatas to 17 (296 bytes to 296)
Writing C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\7_foule\foule_test14_hint_noladder.bsp
1 second elapsed
** Executing.
** Command: «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe»
** Parameters: -game «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2» «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\7_foule\foule_test14_hint_noladder»
Valve Software — vvis.exe (May 15 2014)
8 threads
reading c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\7_foule\foule_test14_hint_noladder.bsp
reading c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\7_foule\foule_test14_hint_noladder.prt
LoadPortals: couldn’t read c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\7_foule\foule_test14_hint_noladder.prt
** Executing.
** Command: «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe»
** Parameters: -both -game «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2» «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\7_foule\foule_test14_hint_noladder»
Valve Software — vrad.exe SSE (May 15 2014)
Valve Radiosity Simulator
8 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]
Loading c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\7_foule\foule_test14_hint_noladder.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure. Done (2.19 seconds)
16290 faces
21 degenerate faces
11557873 square feet [1664333696.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
416 direct lights
BuildFacelights: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (1001)
Build Patch/Sample Hash Table(s). Done
FinalLightFace: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (4)
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 (56)
Writing leaf ambient. done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
———— ————— ————— ———
models 7/1024 336/49152 ( 0.7%)
brushes 2220/8192 26640/98304 (27.1%)
brushsides 18290/65536 146320/524288 (27.9%)
planes 11186/65536 223720/1310720 (17.1%)
vertexes 31095/65536 373140/786432 (47.4%)
nodes 10847/65536 347104/2097152 (16.6%)
texinfos 135/12288 9720/884736 ( 1.1%)
texdata 17/2048 544/65536 ( 0.8%)
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 16290/65536 912240/3670016 (24.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4091/65536 229096/3670016 ( 6.2%)
leaves 10855/65536 347360/2097152 (16.6%)
leaffaces 32685/65536 65370/131072 (49.9%)
leafbrushes 27006/65536 54012/131072 (41.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 94527/512000 378108/2048000 (18.5%)
edges 58038/256000 232152/1024000 (22.7%)
LDR worldlights 416/8192 36608/720896 ( 5.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2976/32768 29760/327680 ( 9.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 52428/65536 104856/131072 (80.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 80523984/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 73114/393216 (18.6%)
LDR ambient table 10855/65536 43420/262144 (16.6%)
HDR ambient table 10855/65536 43420/262144 (16.6%)
LDR leaf ambient 100715/65536 2820020/1835008 (153.7%) VERY FULL!
HDR leaf ambient 10855/65536 303940/1835008 (16.6%)
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] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 105735/0 ( 0.0%)
physics [variable] 765991/4194304 (18.3%)
physics terrain [variable] 2/1048576 ( 0.0%)
Total triangle count: 45555
Writing c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\7_foule\foule_test14_hint_noladder.bsp
17 minutes, 44 seconds elapsed
Valve Software — vrad.exe SSE (May 15 2014)
Valve Radiosity Simulator
8 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]
Loading c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\7_foule\foule_test14_hint_noladder.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure. Done (2.20 seconds)
16290 faces
21 degenerate faces
11557873 square feet [1664333696.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
416 direct lights
BuildFacelights: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (994)
Build Patch/Sample Hash Table(s). Done
FinalLightFace: 0
** Executing.
** Command: Copy File
** Parameters: «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\7_foule\foule_test14_hint_noladder.bsp» «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\foule_test14_hint_noladder.bsp»
** Executing.
** Command: «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe»
** Parameters: -game «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2» -toconsole -dev -console +sv_lan 1 +map «foule_test14_hint_noladder» -steam
Engine hunk overflow half life 2 что делать
So im new to hammer. I was trying to make my first half life map and when i compile it, the game launches, at this point everything works normaly until after the main menu pops up it immediatley exits to my desktop showing a message saying «Hunk overflow issue»
Any help on figuring out whats going on will be more than helpfull.
This is what my compile prosses window says:
** Executing.
** Command: «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe»
** Parameters: -game «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2» «C:\Users\Simon\Documents\Combine_Corridor1_map.vmf»
Valve Software — vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
Loading C:\Users\Simon\Documents\Combine_Corridor1_map.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/combine_corridor1_map/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 (0)
**** leaked ****
Entity prop_static (3168.00 -8074.00 -8810.00) leaked!
FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (13824.0 -6144.0 -3367.4)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (13824.0 -5120.0 -3367.4)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (14336.0 -5632.0 -3367.4)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (13824.0 -7168.0 -3367.4)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (14336.0 -7680.0 -3367.4)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (12800.0 -6144.0 -3367.4)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (12800.0 -5120.0 -3367.4)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (11776.0 -6144.0 -3367.4)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors. ***
Processing areas. done (0)
Building Faces. done (1)
FixTjuncs.
PruneNodes.
WriteBSP.
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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_01*.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) (57604 bytes)
Error! To use model «models/props_combine/breenpod_inner.mdl»
with prop_static, it must be compiled with $staticprop!
Error loading studio model «models/props_combine/breenpod_inner.mdl»!
Error! To use model «models/props_combine/breen_arm.mdl»
with prop_static, it must be compiled with $staticprop!
Error loading studio model «models/props_combine/breen_arm.mdl»!
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 1140 texinfos to 609
Reduced 107 texdatas to 83 (6326 bytes to 5505)
Writing C:\Users\Simon\Documents\Combine_Corridor1_map.bsp
1 second elapsed
** Executing.
** Command: «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe»
** Parameters: -game «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2» «C:\Users\Simon\Documents\Combine_Corridor1_map»
Valve Software — vvis.exe (May 15 2014)
8 threads
reading c:\users\simon\documents\Combine_Corridor1_map.bsp
reading c:\users\simon\documents\Combine_Corridor1_map.prt
LoadPortals: couldn’t read c:\users\simon\documents\Combine_Corridor1_map.prt
** Executing.
** Command: «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe»
** Parameters: -both -game «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2» «C:\Users\Simon\Documents\Combine_Corridor1_map»
Valve Software — vrad.exe SSE (May 15 2014)
Valve Radiosity Simulator
8 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]
Loading c:\users\simon\documents\Combine_Corridor1_map.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure. Done (0.11 seconds)
12940 faces
8 degenerate faces
13430062 square feet [1933928960.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2 direct lights
BuildFacelights: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (3)
Build Patch/Sample Hash Table(s). Done
FinalLightFace: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (5)
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 (6)
Writing leaf ambient. done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
———— ————— ————— ———
models 1/1024 48/49152 ( 0.1%)
brushes 144/8192 1728/98304 ( 1.8%)
brushsides 1363/65536 10904/524288 ( 2.1%)
planes 1956/65536 39120/1310720 ( 3.0%)
vertexes 17976/65536 215712/786432 (27.4%)
nodes 3747/65536 119904/2097152 ( 5.7%)
texinfos 609/12288 43848/884736 ( 5.0%)
texdata 83/2048 2656/65536 ( 4.1%)
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 12940/65536 724640/3670016 (19.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 795/65536 44520/3670016 ( 1.2%)
leaves 3749/65536 119968/2097152 ( 5.7%)
leaffaces 14304/65536 28608/131072 (21.8%)
leafbrushes 2591/65536 5182/131072 ( 4.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 65764/512000 263056/2048000 (12.8%)
edges 33409/256000 133636/1024000 (13.1%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 2333/32768 23330/327680 ( 7.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 30249/65536 60498/131072 (46.2%)
cubemapsamples 8/1024 128/16384 ( 0.8%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 73226184/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 2707/393216 ( 0.7%)
LDR ambient table 3749/65536 14996/262144 ( 5.7%)
HDR ambient table 3749/65536 14996/262144 ( 5.7%)
LDR leaf ambient 2436/65536 68208/1835008 ( 3.7%)
HDR leaf ambient 3749/65536 104972/1835008 ( 5.7%)
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] 1/1198 ( 0.1%)
pakfile [variable] 983200/0 ( 0.0%)
physics [variable] 57604/4194304 ( 1.4%)
physics terrain [variable] 2/1048576 ( 0.0%)
Total triangle count: 36698
Writing c:\users\simon\documents\Combine_Corridor1_map.bsp
15 seconds elapsed
Valve Software — vrad.exe SSE (May 15 2014)
Valve Radiosity Simulator
8 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]
Loading c:\users\simon\documents\Combine_Corridor1_map.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure. Done (0.10 seconds)
12940 faces
8 degenerate faces
13430062 square feet [1933928960.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2 direct lights
BuildFacelights: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (4)
Build Patch/Sample Hash Table(s). Done
FinalLightFace: 0
** Executing.
** Command: Copy File
** Parameters: «C:\Users\Simon\Documents\Combine_Corridor1_map.bsp» «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\Combine_Corridor1_map.bsp»
** Executing.
** Command: «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe»
** Parameters: -game «C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2» +map «Combine_Corridor1_map» -steam
Engine hunk overflow half life 2 что делать
sauro09 ������� 09-06-2012 � 18:25:48:
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code:
2 seconds elapsed
-0.587141 2.910908 0.000000
-0.657427 4.470400 0.000000
-0.587141 4.470400 0.000000
-0.587141 2.607342 0.000000
make_triangles:calc_triangle_representation: Cannot convert
code:
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) (76979 bytes)
Placing detail props : 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10
Compacting texture/material tables.
Reduced 294 texinfos to 182
Reduced 38 texdatas to 33 (832 bytes to 737)
Writing C:\Steam\steamapps\���\sourcesdk_content\cstrike\mapsrc\float_sn_v2.bsp
2 seconds elapsed
-0.587141 2.910908 0.000000
-0.657427 4.470400 0.000000
-0.587141 4.470400 0.000000
-0.587141 2.607342 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing.
** Command: Copy File
** Parameters: «C:\Steam\steamapps\���\sourcesdk_content\cstrike\mapsrc\float_sn_v2.bsp» «c:\steam\steamapps\���\counter-strike source\cstrike\maps\float_sn_v2.bsp»
������������ ��������� �� Stridemann
��� �� �� ���� �����.
** Executing.
** Command: «c:\steam\steamapps\akk\sourcesdk\bin\orangebox\bin\vbsp.exe»
** Parameters: -game «c:\steam\steamapps\akk\counter-strike source\cstrike» «C:\Steam\steamapps\akk\sourcesdk_content\cstrike\mapsrc\mg_dodgeball_lava_sn.vmf»
Valve Software — vbsp.exe (Apr 26 2012)
4 threads
materialPath: c:\steam\steamapps\akk\counter-strike source\cstrike\materials
Loading C:\Steam\steamapps\akk\sourcesdk_content\cstrike\mapsrc\mg_dodgeball_lava_sn.vmf
Could not locate ‘GameData’ key in c:\steam\steamapps\akk\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/mg_dodgeball_lava_sn/dev/dev_blendmeasure_wvt_patch
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 C:\Steam\steamapps\akk\sourcesdk_content\cstrike\mapsrc\mg_dodgeball_lava_sn.prt. Building visibility clusters.
done (0)
material «skybox/sky_dustbowl_01rt» not found.
Can’t load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
Can’t load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
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) (88393 bytes)
Placing detail props : 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10
Compacting texture/material tables.
Reduced 373 texinfos to 229
Reduced 37 texdatas to 32 (855 bytes to 760)
Writing C:\Steam\steamapps\akk\sourcesdk_content\cstrike\mapsrc\mg_dodgeball_lava_sn.bsp
2 seconds elapsed
-0.587141 2.910908 0.000000
-0.657427 4.470400 0.000000
-0.587141 4.470400 0.000000
-0.587141 2.607342 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing.
** Command: «c:\steam\steamapps\akk\sourcesdk\bin\orangebox\bin\vvis.exe»
** Parameters: -game «c:\steam\steamapps\akk\counter-strike source\cstrike» «C:\Steam\steamapps\akk\sourcesdk_content\cstrike\mapsrc\mg_dodgeball_lava_sn»
Valve Software — vvis.exe (Apr 26 2012)
4 threads
reading c:\steam\steamapps\akk\sourcesdk_content\cstrike\mapsrc\mg_dodgeball_lava_sn.bsp
reading c:\steam\steamapps\akk\sourcesdk_content\cstrike\mapsrc\mg_dodgeball_lava_sn.prt
340 portalclusters
1187 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 (145)
Optimized: 31 visible clusters (0.04%)
Total clusters visible: 85339
Average clusters visible: 250
Building PAS.
Average clusters audible: 266
visdatasize:27239 compressed from 32640
writing c:\steam\steamapps\akk\sourcesdk_content\cstrike\mapsrc\mg_dodgeball_lava_sn.bsp
2 minutes, 25 seconds elapsed
** Executing.
** Command: «c:\steam\steamapps\akk\sourcesdk\bin\orangebox\bin\vrad.exe»
** Parameters: -both -game «c:\steam\steamapps\akk\counter-strike source\cstrike» «C:\Steam\steamapps\akk\sourcesdk_content\cstrike\mapsrc\mg_dodgeball_lava_sn»
Valve Software — vrad.exe SSE (Apr 26 2012)
Valve Radiosity Simulator
4 threads
[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]
Loading c:\steam\steamapps\akk\sourcesdk_content\cstrike\mapsrc\mg_dodgeball_lava_sn.bsp
Setting up ray-trace acceleration structure. Done (0.62 seconds)
3022 faces
7335868 square feet [1056365056.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3022 patches before subdivision
192134 patches after subdivision
64 direct lights
BuildFacelights: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (29)
BuildVisLeafs: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (29)
transfers 90401294, max 1381
transfer lists: 689.7 megs
GatherLight: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (0)
Bounce #1 added RGB(176639, 112534, 47492)
GatherLight: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (1)
Bounce #2 added RGB(33501, 21276, 8000)
GatherLight: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (1)
Bounce #3 added RGB(6618, 4223, 1420)
GatherLight: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (1)
Bounce #4 added RGB(1335, 860, 259)
GatherLight: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (1)
Bounce #5 added RGB(276, 181, 49)
GatherLight: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (0)
Bounce #6 added RGB(59, 40, 10)
GatherLight: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (1)
Bounce #7 added RGB(13, 9, 2)
GatherLight: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (1)
Bounce #8 added RGB(3, 2, 0)
GatherLight: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (1)
Bounce #9 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s). Done
FinalLightFace: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (5)
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 (3)
Writing leaf ambient. done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
———— ————— ————— ———
models 32/1024 1536/49152 ( 3.1%)
brushes 222/8192 2664/98304 ( 2.7%)
brushsides 1509/65536 12072/524288 ( 2.3%)
planes 1496/65536 29920/1310720 ( 2.3%)
vertexes 3857/65536 46284/786432 ( 5.9%)
nodes 1000/65536 32000/2097152 ( 1.5%)
texinfos 229/12288 16488/884736 ( 1.9%)
texdata 32/2048 1024/65536 ( 1.6%)
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 3022/65536 169232/3670016 ( 4.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 600/65536 33600/3670016 ( 0.9%)
leaves 1033/65536 33056/2097152 ( 1.6%)
leaffaces 3900/65536 7800/131072 ( 6.0%)
leafbrushes 662/65536 1324/131072 ( 1.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 15509/512000 62036/2048000 ( 3.0%)
edges 8065/256000 32260/1024000 ( 3.2%)
LDR worldlights 64/8192 5632/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 130/32768 1300/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1740/65536 3480/131072 ( 2.7%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 21/512 7392/180224 ( 4.1%)
LDR lightdata [variable] 9740540/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 27239/16777216 ( 0.2%)
entdata [variable] 45549/393216 (11.6%)
LDR ambient table 1033/65536 4132/262144 ( 1.6%)
HDR ambient table 1033/65536 4132/262144 ( 1.6%)
LDR leaf ambient 4620/65536 129360/1835008 ( 7.0%)
HDR leaf ambient 1033/65536 28924/1835008 ( 1.6%)
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] 1/12 ( 8.3%)
static props [variable] 1/9750 ( 0.0%)
pakfile [variable] 2163/0 ( 0.0%)
physics [variable] 88393/4194304 ( 2.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Total triangle count: 7051
Writing c:\steam\steamapps\akk\sourcesdk_content\cstrike\mapsrc\mg_dodgeball_lava_sn.bsp
1 minute, 13 seconds elapsed
Valve Software — vrad.exe SSE (Apr 26 2012)
Valve Radiosity Simulator
4 threads
[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]
Loading c:\steam\steamapps\akk\sourcesdk_content\cstrike\mapsrc\mg_dodgeball_lava_sn.bsp
Setting up ray-trace acceleration structure. Done (0.62 seconds)
3022 faces
7335868 square feet [1056365056.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3022 patches before subdivision
192134 patches after subdivision
64 direct lights
BuildFacelights: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (28)
BuildVisLeafs: 0. 1
** Executing.
** Command: Copy File
** Parameters: «C:\Steam\steamapps\akk\sourcesdk_content\cstrike\mapsrc\mg_dodgeball_lava_sn.bsp» «c:\steam\steamapps\akk\counter-strike source\cstrike\maps\mg_dodgeball_lava_sn.bsp»
�������� Stridemann 24-06-2012 � 21:44
Steam ID | Source SDK user — Mapper.
Valve Software — vbsp.exe (Sep 30 2011)
6 threads
materialPath: c:\steam\steamapps\common\left 4 dead 2\left4dead2\materials
Loading F:\Left4DeadDMMaps\times_Square.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)
FixTjuncs.
PruneNodes.
WriteBSP.
done (0)
writing F:\Left4DeadDMMaps\times_Square.prt. Building visibility clusters.
done (0)
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) (2759 bytes)
Cannot build Physics2 data
————
DataLinker total stream size 0.0 KiB
Placing detail props : 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10
Compacting texture/material tables.
Reduced 22 texinfos to 3
Reduced 3 texdatas to 2 (135 bytes to 91)
Writing F:\Left4DeadDMMaps\times_Square.bsp
0 seconds elapsed
Valve Software — vvis.exe (Sep 30 2011)
fastvis = true
6 threads
reading f:\left4deaddmmaps\times_Square.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading f:\left4deaddmmaps\times_Square.prt
144 portalclusters
254 numportals
BasePortalVis: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 10368
Average clusters visible: 72
Building PAS.
Average clusters audible: 72
visdatasize:6340 compressed from 6912
writing f:\left4deaddmmaps\times_Square.bsp
0 seconds elapsed
Valve Software — vrad.exe SSE (Sep 30 2011)
Valve Radiosity Simulator
6 threads
[Reading texlights from ‘lights.rad’]
[2 texlights parsed from ‘lights.rad’]
Loading f:\left4deaddmmaps\times_Square.bsp
Setting up ray-trace acceleration structure. Done (0.19 seconds)
356 faces
4724852 square feet [680378752.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
356 patches before subdivision
356 patches after subdivision
sun extent from map=0.707107
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 16547, max 140
transfer lists: 0.1 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
FinalLightFace: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (0)
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 (21)
Writing leaf ambient. done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
———— ————— ————— ———
models 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 42/65536 336/524288 ( 0.1%)
planes 74/65536 1480/1310720 ( 0.1%)
vertexes 377/65536 4524/786432 ( 0.6%)
nodes 429/65536 13728/2097152 ( 0.7%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
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 356/65536 19936/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8/65536 448/3670016 ( 0.0%)
leaves 431/65536 13792/2097152 ( 0.7%)
leaffaces 356/65536 712/131072 ( 0.5%)
leafbrushes 260/65536 520/131072 ( 0.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 1456/512000 5824/2048000 ( 0.3%)
edges 745/256000 2980/1024000 ( 0.3%)
LDR worldlights 3/8192 300/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 6340/16777216 ( 0.0%)
entdata [variable] 2901/393216 ( 0.7%)
LDR ambient table 431/65536 1724/262144 ( 0.7%)
HDR ambient table 431/65536 1724/262144 ( 0.7%)
LDR leaf ambient 795/65536 22260/1835008 ( 1.2%)
HDR leaf ambient 431/65536 12068/1835008 ( 0.7%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/2888 ( 0.0%)
pakfile [variable] 173852/0 ( 0.0%)
physics [variable] 2759/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Total triangle count: 712
Writing f:\left4deaddmmaps\times_Square.bsp
22 seconds elapsed
Finished. Press a key to close.
����� �������� ����� — fullbright 1. �� ������� ������. ��� ������ ��������?
Building Physics collision data.
done (0) (2759 bytes)
Cannot build Physics2 data
HargreaveRasch ������� 15-07-2012 � 03:40:54:
�������� ������. ����� ������ � ������ �� ���������� ������� � VertexLitGeneric �� LightmappedGeneric.
** Executing.
** Command: «c:\program files\steam\steamapps\huntertdr\sourcesdk\bin\orangebox\bin\vbsp.exe»
** Parameters: -game «c:\program files\steam\steamapps\huntertdr\half-life 2 deathmatch\hl2mp» «c:\program files\steam\steamapps\huntertdr\sourcesdk_content\hl2mp\mapsrc\zones\zone1»
Valve Software — vbsp.exe (Aug 13 2012)
4 threads
materialPath: c:\program files\steam\steamapps\huntertdr\half-life 2 deathmatch\hl2mp\materials
Loading c:\program files\steam\steamapps\huntertdr\sourcesdk_content\hl2mp\mapsrc\zones\zone1.vmf
Could not locate ‘GameData’ key in c:\program files\steam\steamapps\huntertdr\half-life 2 deathmatch\hl2mp\gameinfo.txt
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 (0)
Processing areas. done (0)
Building Faces. done (0)
Chop Details. done (0)
Find Visible Detail Sides.
Merged 218 detail faces. done (0)
Merging details. done (0)
FixTjuncs.
PruneNodes.
WriteBSP.
done (0)
writing c:\program files\steam\steamapps\huntertdr\sourcesdk_content\hl2mp\mapsrc\zones\zone1.prt. Building visibility clusters.
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05*.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_05*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors.
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions.
Displacement Alpha : 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10
Building Physics collision data.
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (9976453 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 938 texinfos to 621
Reduced 169 texdatas to 148 (6408 bytes to 5680)
Writing c:\program files\steam\steamapps\huntertdr\sourcesdk_content\hl2mp\mapsrc\zones\zone1.bsp
3 seconds elapsed
** Executing.
** Command: «c:\program files\steam\steamapps\huntertdr\sourcesdk\bin\orangebox\bin\vvis.exe»
** Parameters: -fast -game «c:\program files\steam\steamapps\huntertdr\half-life 2 deathmatch\hl2mp» «c:\program files\steam\steamapps\huntertdr\sourcesdk_content\hl2mp\mapsrc\zones\zone1»
Valve Software — vvis.exe (Aug 13 2012)
fastvis = true
4 threads
reading c:\program files\steam\steamapps\huntertdr\sourcesdk_content\hl2mp\mapsrc\zones\zone1.bsp
reading c:\program files\steam\steamapps\huntertdr\sourcesdk_content\hl2mp\mapsrc\zones\zone1.prt
892 portalclusters
2917 numportals
BasePortalVis: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (0)
Optimized: 3703 visible clusters (0.49%)
Total clusters visible: 753465
Average clusters visible: 844
Building PAS.
Average clusters audible: 891
visdatasize:206037 compressed from 199808
writing c:\program files\steam\steamapps\huntertdr\sourcesdk_content\hl2mp\mapsrc\zones\zone1.bsp
1 second elapsed
** Executing.
** Command: «c:\program files\steam\steamapps\huntertdr\sourcesdk\bin\orangebox\bin\vrad.exe»
** Parameters: -StaticPropLighting -StaticPropPolys -TextureShadows -fast -game «c:\program files\steam\steamapps\huntertdr\half-life 2 deathmatch\hl2mp» «c:\program files\steam\steamapps\huntertdr\sourcesdk_content\hl2mp\mapsrc\zones\zone1»
Valve Software — vrad.exe SSE (Aug 13 2012)
Valve Radiosity Simulator
4 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]
Loading c:\program files\steam\steamapps\huntertdr\sourcesdk_content\hl2mp\mapsrc\zones\zone1.bsp
Loaded alpha texture materials\models\props_foliage\ah_foliage_sheet001.vtf
Loaded alpha texture materials\gm_forest\brg_alder_brn.vtf
Loaded alpha texture materials\gm_forest\brg_berk_brn.vtf
Loaded alpha texture materials\models\props_foliage\rd_leaves01.vtf
Setting up ray-trace acceleration structure. Done (4.68 seconds)
9362 faces
4 degenerate faces
4248587 square feet [611796608.00 square inches]
671 Displacements
1261872 Square Feet [181709568.00 Square Inches]
9358 patches before subdivision
9358 patches after subdivision
4 direct lights
BuildFacelights: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (49)
BuildVisLeafs: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (10)
transfers 2392228, max 2382
transfer lists: 18.3 megs
GatherLight: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (1)
Bounce #1 added RGB(15461, 11322, 5586)
GatherLight: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (0)
Bounce #2 added RGB(1567, 935, 331)
GatherLight: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (1)
Bounce #3 added RGB(151, 79, 22)
GatherLight: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (0)
Bounce #4 added RGB(17, 8, 2)
GatherLight: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (0)
Bounce #5 added RGB(2, 1, 0)
GatherLight: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (1)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s). Done
FinalLightFace: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (6)
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.
ThreadComputeLeafAmbient: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (15)
Writing leaf ambient. done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
———— ————— ————— ———
models 2/1024 96/49152 ( 0.2%)
brushes 1116/8192 13392/98304 (13.6%)
brushsides 9568/65536 76544/524288 (14.6%)
planes 5964/65536 119280/1310720 ( 9.1%)
vertexes 13920/65536 167040/786432 (21.2%)
nodes 1744/65536 55808/2097152 ( 2.7%)
texinfos 621/12288 44712/884736 ( 5.1%)
texdata 148/2048 4736/65536 ( 7.2%)
dispinfos 671/0 118096/0 ( 0.0%)
disp_verts 53327/0 1066540/0 ( 0.0%)
disp_tris 84544/0 169088/0 ( 0.0%)
disp_lmsamples 1009038/0 1009038/0 ( 0.0%)
faces 9362/65536 524272/3670016 (14.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5090/65536 285040/3670016 ( 7.8%)
leaves 1747/65536 55904/2097152 ( 2.7%)
leaffaces 11208/65536 22416/131072 (17.1%)
leafbrushes 2454/65536 4908/131072 ( 3.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 65445/512000 261780/2048000 (12.8%)
edges 39272/256000 157088/1024000 (15.3%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 656/32768 6560/327680 ( 2.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 15723/65536 31446/131072 (24.0%)
cubemapsamples 39/1024 624/16384 ( 3.8%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 40719220/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 206037/16777216 ( 1.2%)
entdata [variable] 4376/393216 ( 1.1%)
LDR ambient table 1747/65536 6988/262144 ( 2.7%)
HDR ambient table 1747/65536 6988/262144 ( 2.7%)
LDR leaf ambient 10618/65536 297304/1835008 (16.2%)
HDR leaf ambient 1747/65536 48916/1835008 ( 2.7%)
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] 1/186224 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12232 ( 0.0%)
pakfile [variable] 4257029/0 ( 0.0%)
physics [variable] 9976453/4194304 (237.9%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Total triangle count: 25613
Writing c:\program files\steam\steamapps\huntertdr\sourcesdk_content\hl2mp\mapsrc\zones\zone1.bsp
1 minute, 31 seconds elapsed
** Executing.
** Command: Copy File
** Parameters: «c:\program files\steam\steamapps\huntertdr\sourcesdk_content\hl2mp\mapsrc\zones\zone1.bsp» «c:\program files\steam\steamapps\huntertdr\half-life 2 deathmatch\hl2mp\maps\zone1.bsp»
** Executing.
** Command: «c:\program files\steam\steamapps\huntertdr\half-life 2 deathmatch\hl2.exe»
** Parameters: -dev -console -allowdebug -game «c:\program files\steam\steamapps\huntertdr\half-life 2 deathmatch\hl2mp» +map «zone1»
�������� Triakis 03-09-2012 � 09:13