** Executing...
** Command: "c:\program files\steam\steamapps\zocker126\sourcesdk\bin\oran gebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\zocker126\half-life 2 episode two\ep2" "C:\Users\Fabi\Desktop\Alles\map\Primeloops\1\lol. vmf"
Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\zocker126\half-life 2 episode two\ep2\materials
Loading C:\Users\Fabi\Desktop\Alles\map\Primeloops\1\lol.v mf
Could not locate 'GameData' key in c:\program files\steam\steamapps\zocker126\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/lol/concrete/blendroad_broken01_wvt_patch
Patching WVT material: maps/lol/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/lol/concrete/blendconcdirt004a_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 (1)
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:\Users\Fabi\Desktop\Alles\map\Primeloops\1\lol.p rt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/starrynight*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/starrynight*.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) (250654 bytes)
Error! prop_static using model "models/props_junk/wood_pallet001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/wood_pallet001a.mdl"!
Error! prop_static using model "models/props_junk/wood_spool01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/wood_spool01.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 646 texinfos to 222
Reduced 101 texdatas to 71 (3519 bytes to 2507)
Writing C:\Users\Fabi\Desktop\Alles\map\Primeloops\1\lol.b sp
6 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\zocker126\sourcesdk\bin\oran gebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\zocker126\half-life 2 episode two\ep2" "C:\Users\Fabi\Desktop\Alles\map\Primeloops\1\ lol"
Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\users\fabi\desktop\alles\map\primeloops\1\lol.b sp
reading c:\users\fabi\desktop\alles\map\primeloops\1\lol.p rt
246 portalclusters
629 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 (3)
Optimized: 80 visible clusters (0.00%)
Total clusters visible: 27708
Average clusters visible: 112
Building PAS...
Average clusters audible: 211
visdatasize:16079 compressed from 15744
writing c:\users\fabi\desktop\alles\map\primeloops\1\lol.b sp
4 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\zocker126\sourcesdk\bin\oran gebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\zocker126\half-life 2 episode two\ep2" "C:\Users\Fabi\Desktop\Alles\map\Primeloops\1\ lol"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\fabi\desktop\alles\map\primeloops\1\lol.b sp
Setting up ray-trace acceleration structure... Done (1.97 seconds)
1525 faces
120146 square feet [17301160.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1525 patches before subdivision
30801 patches after subdivision
23 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 3272956, max 471
transfer lists: 25.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(16651, 13105, 19421)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1607, 1178, 1203)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(175, 129, 86)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(21, 17,

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0261 sec>
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 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 762/8192 9144/98304 ( 9.3%)
brushsides 4932/65536 39456/524288 ( 7.5%)
planes 1494/65536 29880/1310720 ( 2.3%)
vertexes 3188/65536 38256/786432 ( 4.9%)
nodes 825/65536 26400/2097152 ( 1.3%)
texinfos 222/12288 15984/884736 ( 1.8%)
texdata 71/2048 2272/65536 ( 3.5%)
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 1525/65536 85400/3670016 ( 2.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 911/65536 51016/3670016 ( 1.4%)
leaves 836/65536 26752/2097152 ( 1.3%)
leaffaces 1616/65536 3232/131072 ( 2.5%)
leafbrushes 1553/65536 3106/131072 ( 2.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 10982/512000 43928/2048000 ( 2.1%)
edges 6581/256000 26324/1024000 ( 2.6%)
LDR worldlights 23/8192 2024/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 139/32768 1390/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1983/65536 3966/131072 ( 3.0%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1820972/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 16079/16777216 ( 0.1%)
entdata [variable] 66702/393216 (17.0%)
LDR ambient table 836/65536 3344/262144 ( 1.3%)
HDR ambient table 836/65536 3344/262144 ( 1.3%)
LDR leaf ambient 1041/65536 29148/1835008 ( 1.6%)
HDR leaf ambient 836/65536 23408/1835008 ( 1.3%)
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] 1/16240 ( 0.0%)
pakfile [variable] 442923/0 ( 0.0%)
physics [variable] 250654/4194304 ( 6.0%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 4304
Writing c:\users\fabi\desktop\alles\map\primeloops\1\lol.b sp
22 seconds elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\fabi\desktop\alles\map\primeloops\1\lol.b sp
Setting up ray-trace acceleration structure... Done (1.93 seconds)
1525 faces
120146 square feet [17301160.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1525 patches before subdivision
30801 patches after subdivision
23 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (

transfers 3272956, max 471
transfer lists: 25.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(2861, 2674, 2140)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(206, 181, 113)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(15, 13, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0215 sec>
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 762/8192 9144/98304 ( 9.3%)
brushsides 4932/65536 39456/524288 ( 7.5%)
planes 1494/65536 29880/1310720 ( 2.3%)
vertexes 3188/65536 38256/786432 ( 4.9%)
nodes 825/65536 26400/2097152 ( 1.3%)
texinfos 222/12288 15984/884736 ( 1.8%)
texdata 71/2048 2272/65536 ( 3.5%)
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 1525/65536 85400/3670016 ( 2.3%)
hdr faces 1525/65536 85400/3670016 ( 2.3%)
origfaces 911/65536 51016/3670016 ( 1.4%)
leaves 836/65536 26752/2097152 ( 1.3%)
leaffaces 1616/65536 3232/131072 ( 2.5%)
leafbrushes 1553/65536 3106/131072 ( 2.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 10982/512000 43928/2048000 ( 2.1%)
edges 6581/256000 26324/1024000 ( 2.6%)
LDR worldlights 23/8192 2024/720896 ( 0.3%)
HDR worldlights 23/8192 2024/720896 ( 0.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 139/32768 1390/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1983/65536 3966/131072 ( 3.0%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1820972/0 ( 0.0%)
HDR lightdata [variable] 1820972/0 ( 0.0%)
visdata [variable] 16079/16777216 ( 0.1%)
entdata [variable] 66702/393216 (17.0%)
LDR ambient table 836/65536 3344/262144 ( 1.3%)
HDR ambient table 836/65536 3344/262144 ( 1.3%)
LDR leaf ambient 1041/65536 29148/1835008 ( 1.6%)
HDR leaf ambient 390/65536 10920/1835008 ( 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] 1/16240 ( 0.0%)
pakfile [variable] 442923/0 ( 0.0%)
physics [variable] 250654/4194304 ( 6.0%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 4304
Writing c:\users\fabi\desktop\alles\map\primeloops\1\lol.b sp
20 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Fabi\Desktop\Alles\map\Primeloops\1\lol. bsp" "c:\program files\steam\steamapps\zocker126\half-life 2 episode two\ep2\maps\lol.bsp"
** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 420 -game "c:\program files\steam\steamapps\zocker126\half-life 2 episode two\ep2" -console +map "lol"