** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05"
Valve Software - vbsp.exe (Aug 14 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\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 258 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.prt...Building visibility clusters...
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) (110983 bytes)
Error! To use model "models/combine_gate_vehicle.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/combine_gate_vehicle.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 123 texinfos to 100
Reduced 14 texdatas to 14 (322 bytes to 322)
Writing c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05"
Valve Software - vvis.exe (Aug 14 2018)
4 threads
reading c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp
reading c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.prt
186 portalclusters
533 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 (0)
Optimized: 36 visible clusters (0.16%)
Total clusters visible: 22964
Average clusters visible: 123
Building PAS...
Average clusters audible: 186
visdatasize:10341 compressed from 8928
writing c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05"
Valve Software - vrad.exe SSE (Aug 14 2018)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp
Setting up ray-trace acceleration structure... Done (0.17 seconds)
1067 faces
375071 square feet [54010344.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1067 patches before subdivision
13237 patches after subdivision
sun extent from map=0.087156
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 977709, max 345
transfer lists: 7.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(55450, 49928, 7949)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(10258, 7344, 1020)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2274, 1380, 186)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(561, 285, 38)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(147, 65, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(41, 15, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(12, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0017 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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 315/8192 3780/98304 ( 3.8%)
brushsides 2054/65536 16432/524288 ( 3.1%)
planes 500/65536 10000/1310720 ( 0.8%)
vertexes 1865/65536 22380/786432 ( 2.8%)
nodes 366/65536 11712/2097152 ( 0.6%)
texinfos 100/12288 7200/884736 ( 0.8%)
texdata 14/2048 448/65536 ( 0.7%)
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 1067/65536 59752/3670016 ( 1.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 819/65536 45864/3670016 ( 1.2%)
leaves 368/65536 11776/2097152 ( 0.6%)
leaffaces 1180/65536 2360/131072 ( 1.8%)
leafbrushes 461/65536 922/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8603/512000 34412/2048000 ( 1.7%)
edges 5731/256000 22924/1024000 ( 2.2%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 192/32768 1920/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3399/65536 6798/131072 ( 5.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 221548/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 10341/16777216 ( 0.1%)
entdata [variable] 526/393216 ( 0.1%)
LDR ambient table 368/65536 1472/262144 ( 0.6%)
HDR ambient table 368/65536 1472/262144 ( 0.6%)
LDR leaf ambient 2610/65536 73080/1835008 ( 4.0%)
HDR leaf ambient 368/65536 10304/1835008 ( 0.6%)
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] 1/3422 ( 0.0%)
pakfile [variable] 105703/0 ( 0.0%)
physics [variable] 110983/4194304 ( 2.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3217
Writing c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp
3 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\city_checkpoint_05.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "city_checkpoint_05"