** Executing...
** Command: "C:\SourceSDK\bin\vbsp.exe"
** Parameters: -game "C:\SourceSDK\cs\cstrike" "c:\sourcesdk\maps\zm_sadik"
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: C:\SourceSDK\cs\cstrike\materials
Loading c:\sourcesdk\maps\zm_sadik.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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 794 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\sourcesdk\maps\zm_sadik.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_04*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_04rt"
Can't load skybox file skybox/sky_day01_04 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) (582590 bytes)
Error! prop_static using model "models/props/de_prodigy/wood_pallet_debris_01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/de_prodigy/wood_pallet_debris_01.mdl"!
Error! prop_static using model "models/props_junk/trashdumpster01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/trashdumpster01a.mdl"!
Placing detail props : 0...1..Material NATURE/RED_GRASS_THIN uses unknown detail object type redgrass_light!
Material NATURE/RED_GRASS_THIN uses unknown detail object type redgrass_light!
.2...3...4...5..Material NATURE/RED_GRASS_THIN uses unknown detail object type redgrass_light!
Material NATURE/RED_GRASS_THIN uses unknown detail object type redgrass_light!
Material NATURE/RED_GRASS_THIN uses unknown detail object type redgrass_light!
Material NATURE/RED_GRASS_THIN uses unknown detail object type redgrass_light!
Material NATURE/RED_GRASS_THIN uses unknown detail object type redgrass_light!
Material NATURE/RED_GRASS_THIN uses unknown detail object type redgrass_light!
Material NATURE/RED_GRASS_THIN uses unknown detail object type redgrass_light!
Material NATURE/RED_GRASS_THIN uses unknown detail object type redgrass_light!
.6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 2318 texinfos to 1442
Reduced 85 texdatas to 81 (1891 bytes to 1781)
Writing c:\sourcesdk\maps\zm_sadik.bsp
7 seconds elapsed
** Executing...
** Command: "C:\SourceSDK\bin\vvis.exe"
** Parameters: -game "C:\SourceSDK\cs\cstrike" "c:\sourcesdk\maps\zm_sadik"
Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\sourcesdk\maps\zm_sadik.bsp
reading c:\sourcesdk\maps\zm_sadik.prt
362 portalclusters
1370 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 (244)
Optimized: 49 visible clusters (0.00

Total clusters visible: 86641
Average clusters visible: 239
Building PAS...
Average clusters audible: 268
visdatasize:29167 compressed from 34752
writing c:\sourcesdk\maps\zm_sadik.bsp
4 minutes, 4 seconds elapsed
** Executing...
** Command: "C:\SourceSDK\bin\vrad.exe"
** Parameters: -both -game "C:\SourceSDK\cs\cstrike" "c:\sourcesdk\maps\zm_sadik"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\sourcesdk\maps\zm_sadik.bsp
5383 faces
557070 square feet [80218144.00 square inches]
0 displacements
0 square feet [0.00 square inches]
5383 patches before subdivision
29243 patches after subdivision
15 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (221)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (99)
transfers 1934500, max 867
transfer lists: 14.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(170182, 144074, 84251)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(14758, 11346, 6049)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1759, 1221, 643)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(266, 168, 93)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(48, 28, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(10, 5, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0268 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 157/1024 7536/49152 (15.3
brushes 1340/8192 16080/98304 (16.4
brushsides 9244/65536 73952/524288 (14.1
planes 4100/65536 82000/1310720 ( 6.3
vertexes 10432/65536 125184/786432 (15.9
nodes 1940/65536 62080/2097152 ( 3.0
texinfos 1442/12288 103824/884736 (11.7
texdata 81/2048 2592/65536 ( 4.0
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 5383/65536 301448/3670016 ( 8.2
hdr faces 0/65536 0/3670016 ( 0.0
origfaces 4945/65536 276920/3670016 ( 7.5
leaves 2098/65536 67136/2097152 ( 3.2
leaffaces 7153/65536 14306/131072 (10.9
leafbrushes 2349/65536 4698/131072 ( 3.6
areas 3/256 24/2048 ( 1.2
surfedges 46953/512000 187812/2048000 ( 9.2
edges 29771/256000 119084/1024000 (11.6
LDR worldlights 14/8192 1232/720896 ( 0.2
HDR worldlights 0/8192 0/720896 ( 0.0
waterstrips 467/32768 4670/327680 ( 1.4
waterverts 0/65536 0/786432 ( 0.0
waterindices 9273/65536 18546/131072 (14.1
cubemapsamples 2/1024 32/16384 ( 0.2
overlays 34/512 11968/180224 ( 6.6
LDR lightdata [variable] 1651864/0 ( 0.0
HDR lightdata [variable] 0/0 ( 0.0
visdata [variable] 29167/16777216 ( 0.2
entdata [variable] 85004/393216 (21.6
LDR leaf ambient 2098/65536 50352/1572864 ( 3.2
HDR leaf ambient 0/65536 0/1572864 ( 0.0
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] 1/254720 ( 0.0
dtl prp lght [variable] 1/11084 ( 0.0
HDR dtl prp lght [variable] 1/4 (25.0
static props [variable] 1/9378 ( 0.0
pakfile [variable] 32493/0 ( 0.0
Level flags = 0
Win32 Specific Data:
physics [variable] 582590/4194304 (13.9
==== Total Win32 BSP file data space used: 3912598 bytes ====
Total triangle count: 15962
Writing c:\sourcesdk\maps\zm_sadik.bsp
5 minutes, 37 seconds elapsed
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\sourcesdk\maps\zm_sadik.bsp
5383 faces
557070 square feet [80218144.00 square inches]
0 displacements
0 square feet [0.00 square inches]
5383 patches before subdivision
29243 patches after subdivision
15 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (221)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (97)
transfers 1934500, max 867
transfer lists: 14.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(170180, 144071, 84249)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(14758, 11346, 6049)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1759, 1221, 643)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(266, 168, 93)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(48, 28, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(10, 5, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.4056 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 157/1024 7536/49152 (15.3
brushes 1340/8192 16080/98304 (16.4
brushsides 9244/65536 73952/524288 (14.1
planes 4100/65536 82000/1310720 ( 6.3
vertexes 10432/65536 125184/786432 (15.9
nodes 1940/65536 62080/2097152 ( 3.0
texinfos 1442/12288 103824/884736 (11.7
texdata 81/2048 2592/65536 ( 4.0
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 5383/65536 301448/3670016 ( 8.2
hdr faces 5383/65536 301448/3670016 ( 8.2
origfaces 4945/65536 276920/3670016 ( 7.5
leaves 2098/65536 67136/2097152 ( 3.2
leaffaces 7153/65536 14306/131072 (10.9
leafbrushes 2349/65536 4698/131072 ( 3.6
areas 3/256 24/2048 ( 1.2
surfedges 46953/512000 187812/2048000 ( 9.2
edges 29771/256000 119084/1024000 (11.6
LDR worldlights 14/8192 1232/720896 ( 0.2
HDR worldlights 14/8192 1232/720896 ( 0.2
waterstrips 467/32768 4670/327680 ( 1.4
waterverts 0/65536 0/786432 ( 0.0
waterindices 9273/65536 18546/131072 (14.1
cubemapsamples 2/1024 32/16384 ( 0.2
overlays 34/512 11968/180224 ( 6.6
LDR lightdata [variable] 1651864/0 ( 0.0
HDR lightdata [variable] 1651864/0 ( 0.0
visdata [variable] 29167/16777216 ( 0.2
entdata [variable] 85004/393216 (21.6
LDR leaf ambient 2098/65536 50352/1572864 ( 3.2
HDR leaf ambient 2098/65536 50352/1572864 ( 3.2
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] 1/254720 ( 0.0
dtl prp lght [variable] 1/11084 ( 0.0
HDR dtl prp lght [variable] 1/11084 ( 0.0
static props [variable] 1/9378 ( 0.0
pakfile [variable] 32493/0 ( 0.0
Level flags = 0
Win32 Specific Data:
physics [variable] 582590/4194304 (13.9
==== Total Win32 BSP file data space used: 5917494 bytes ====
Total triangle count: 15962
Writing c:\sourcesdk\maps\zm_sadik.bsp
5 minutes, 35 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\sourcesdk\maps\zm_sadik.bsp" "C:\Game\action\counter-strike zm\cstrike\maps\zm_sadik.bsp"