** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesValveSteamSteamAppscalistosourcesdk"
** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppscalistocounter-strike sourcecstrikemapsdustmarket.vmf" "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket.vmf"
** Executing...
** Command: "C:Program FilesValveSteamSteamAppscalistosourcesdkbinvbsp.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket"
Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmaterials
Loading C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-816.0, 779.5, 28.0)
Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 245:
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-816.0, 779.5, 28.0)
Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 245:
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_dust...
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 (1) (210292 bytes)
Building Physics collision data...
done (0) (210292 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket.bsp
17 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 5
** Executing...
** Command: "C:Program FilesValveSteamSteamAppscalistosourcesdkzhlt30_beta4hlvis.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket"
Unknown option "-game"hlvis v3.0 rel 3.0 Beta 4 (Nov 11 2004)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern at
amckern@yahoo.com)If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum `Search Function'.
= hlvis Options =
-full : Full vis
-fast : Fast vis
-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-maxdistance # : Alter the maximum distance for visibility
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message
mapfile : The mapfile to compile
** Executing...
** Command: "C:Program FilesValveSteamSteamAppscalistosourcesdkzhlt30_beta4hlrad.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket"
Unknown option "-game"
hlrad v3.0 rel 3.0 Beta 4 (Nov 11 2004)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern at
amckern@yahoo.com)If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum `Search Function'.
= hlrad Options =
-sparse : Enable low memory vismatrix algorithm
-nomatrix : Disable usage of vismatrix entirely
-extra : Improve lighting quality by doing 9 point oversampling
-bounce # : Set number of radiosity bounces
-ambient r g b : Set ambient world light (0.0 to 1.0, r g b)
-maxlight # : Set maximum light intensity value
-circus : Enable 'circus' mode for locating unlit lightmaps
-nopaque : Disable the opaque zhlt_lightflags for this compile
-smooth # : Set smoothing threshold for blending (in degrees)
-chop # : Set radiosity patch size for normal textures
-texchop # : Set radiosity patch size for texture light faces
-notexscale # : Do not scale radiosity patches with texture scale
-coring # : Set lighting threshold before blackness
-dlight # : Set direct lighting threshold
-nolerp : Disable radiosity interpolation, nearest point instead
-fade # : Set global fade (larger values = shorter lights)
-falloff # : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale # : Set global light scaling value
-gamma # : Set global gamma value
-sky # : Set ambient sunlight contribution in the shade outside
-lights file : Manually specify a lights.rad file to use
-noskyfix : Disable light_environment being global
-incremental : Use or create an incremental transfer list file
-dump : Dumps light patches to a file for hlrad debugging info
-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : Do not generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message
-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-nodiffuse : Disables light_environment diffuse hack
-nospotpoints : Disables light_spot spherical point sources
-softlight r g b d : Scaling values for backwards-light hack
-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)
mapfile : The mapfile to compile
there no leaks and my RAD and VIS are working right?