"Welcome to VBCT
Session Date: 27 мая 2014 г., 23:29:02
VBCT Version: 1.0t
Engine detected from registry: EP2
Game name read from GameInfo.txt file: HALF-LIFE 2
appid read from GameInfo.txt file: 220
Available EP1 Source Engine 2006 Games:
Counter-Strike: Source (v34)
Insurgency
Available EP2 Source Engine 2007 Games:
Black Mesa: Source
Zombie Panic! Source
Available EP2/Orangebox Source Engine MP Games:
Counter-Strike: Source
----------------------------------------
Half-Life 2: Deathmatch
Team Fortress 2
Day of Defeat: Source
----------------------------------------
Available EP2 Source Engine 2009 Games:
Half-Life 2
Half-Life 2: Episode One
Half-Life 2: Episode Two
Portal
----------------------------------------
Map File Selected: C:\Ultimate SSDK v3\SourceSDK_Content\ep2\mapsrc\stalker.vmf
Full Compile Selected!
Compile Start Time: 27 мая 2014 г., 23:29:23
-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!
VBSP: C:\Ultimate SSDK v3\SourceSDK\bin\source2009\bin\vbsp.exe -game "C:\Ultimate SSDK v3\Source Engine 2009\hl2" "C:\Ultimate SSDK v3\SourceSDK_Content\ep2\mapsrc\stalker"
Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: C:\Ultimate SSDK v3\Source Engine 2009\hl2\materials
Loading C:\Ultimate SSDK v3\SourceSDK_Content\ep2\mapsrc\stalker.vmf
material "metal/metalbeam001a" not found.
Material not found!: METAL/METALBEAM001A
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "nature/blendrockdirt_tunnel03a_dx8" not found.
Material not found!: NATURE/BLENDROCKDIRT_TUNNEL03A_DX8
Could not locate 'GameData' key in c:\ultimate ssdk v3\source engine 2009\hl2\gameinfo.txt
Patching WVT material: maps/stalker/nature/blenddirtgrass008b_lowfriction_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 (-168.00 7.00 92.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1536.0 2048.0 1057.5)
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 (-1536.0 3072.0 1057.5)
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 (-1024.0 2560.0 2127.9)
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 (-1024.0 2560.0 861.4)
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 (-2560.0 2048.0 1057.5)
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 (-2560.0 3072.0 1057.5)
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 (-3072.0 2560.0 1057.5)
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 (-1536.0 0.0 1057.5)
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:
*** Suppressing further FindPortalSide errors.... ***
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)
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) (94507 bytes)
Error loading studio model "models/props_wasteland/exterior_fence_notbarbed002d.mdl"!
Error loading studio model "models/props_wasteland/exterior_fence_notbarbed002f.mdl"!
Error loading studio model "models/props_silo/wall_console3.mdl"!
Error loading studio model "models/props_silo/wall_console1.mdl"!
Error loading studio model "models/props_forest/railing_large.mdl"!
Error loading studio model "models/props_wasteland/interior_fence004c.mdl"!
Error! prop_static using model "models/props_wasteland/controlroom_storagecloset001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/controlroom_storagecloset001a.mdl"!
Error! prop_static using model "models/props_wasteland/controlroom_storagecloset001b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/controlroom_storagecloset001b.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 524 texinfos to 372
Reduced 44 texdatas to 38 (1432 bytes to 1183)
Writing C:\Ultimate SSDK v3\SourceSDK_Content\ep2\mapsrc\stalker.bsp
0 seconds elapsed
Compile Complete for this module.
VBSP Completed: 27 мая 2014 г., 23:29:53
VBSP: material "metal/metalbeam001a" not found.
VBSP: Material not found!: METAL/METALBEAM001A
VBSP: material "nature/blendrockdirt_tunnel03a_dx8" not found.
VBSP: Material not found!: NATURE/BLENDROCKDIRT_TUNNEL03A_DX8
VBSP: 0...1...2...3...4...5...6...7...8...9...10**** leaked ****
COMPILE STOPPED DUE TO FATAL ERROR!"][HIDE]Welcome to VBCT
Session Date: 27 мая 2014 г., 23:29:02
VBCT Version: 1.0t
Engine detected from registry: EP2
Game name read from GameInfo.txt file: HALF-LIFE 2
appid read from GameInfo.txt file: 220
Available EP1 Source Engine 2006 Games:
Counter-Strike: Source (v34)
Insurgency
Available EP2 Source Engine 2007 Games:
Black Mesa: Source
Zombie Panic! Source
Available EP2/Orangebox Source Engine MP Games:
Counter-Strike: Source
----------------------------------------
Half-Life 2: Deathmatch
Team Fortress 2
Day of Defeat: Source
----------------------------------------
Available EP2 Source Engine 2009 Games:
Half-Life 2
Half-Life 2: Episode One
Half-Life 2: Episode Two
Portal
----------------------------------------
Map File Selected: C:\Ultimate SSDK v3\SourceSDK_Content\ep2\mapsrc\stalker.vmf
Full Compile Selected!
Compile Start Time: 27 мая 2014 г., 23:29:23
-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!
VBSP: C:\Ultimate SSDK v3\SourceSDK\bin\source2009\bin\vbsp.exe -game "C:\Ultimate SSDK v3\Source Engine 2009\hl2" "C:\Ultimate SSDK v3\SourceSDK_Content\ep2\mapsrc\stalker"
Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: C:\Ultimate SSDK v3\Source Engine 2009\hl2\materials
Loading C:\Ultimate SSDK v3\SourceSDK_Content\ep2\mapsrc\stalker.vmf
material "metal/metalbeam001a" not found.
Material not found!: METAL/METALBEAM001A
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "nature/blendrockdirt_tunnel03a_dx8" not found.
Material not found!: NATURE/BLENDROCKDIRT_TUNNEL03A_DX8
Could not locate 'GameData' key in c:\ultimate ssdk v3\source engine 2009\hl2\gameinfo.txt
Patching WVT material: maps/stalker/nature/blenddirtgrass008b_lowfriction_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 (-168.00 7.00 92.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1536.0 2048.0 1057.5)
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 (-1536.0 3072.0 1057.5)
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 (-1024.0 2560.0 2127.9)
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 (-1024.0 2560.0 861.4)
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 (-2560.0 2048.0 1057.5)
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 (-2560.0 3072.0 1057.5)
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 (-3072.0 2560.0 1057.5)
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 (-1536.0 0.0 1057.5)
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:
*** Suppressing further FindPortalSide errors.... ***
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)
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) (94507 bytes)
Error loading studio model "models/props_wasteland/exterior_fence_notbarbed002d.mdl"!
Error loading studio model "models/props_wasteland/exterior_fence_notbarbed002f.mdl"!
Error loading studio model "models/props_silo/wall_console3.mdl"!
Error loading studio model "models/props_silo/wall_console1.mdl"!
Error loading studio model "models/props_forest/railing_large.mdl"!
Error loading studio model "models/props_wasteland/interior_fence004c.mdl"!
Error! prop_static using model "models/props_wasteland/controlroom_storagecloset001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/controlroom_storagecloset001a.mdl"!
Error! prop_static using model "models/props_wasteland/controlroom_storagecloset001b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/controlroom_storagecloset001b.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 524 texinfos to 372
Reduced 44 texdatas to 38 (1432 bytes to 1183)
Writing C:\Ultimate SSDK v3\SourceSDK_Content\ep2\mapsrc\stalker.bsp
0 seconds elapsed
Compile Complete for this module.
VBSP Completed: 27 мая 2014 г., 23:29:53
VBSP: material "metal/metalbeam001a" not found.
VBSP: Material not found!: METAL/METALBEAM001A
VBSP: material "nature/blendrockdirt_tunnel03a_dx8" not found.
VBSP: Material not found!: NATURE/BLENDROCKDIRT_TUNNEL03A_DX8
VBSP: 0...1...2...3...4...5...6...7...8...9...10**** leaked ****
COMPILE STOPPED DUE TO FATAL ERROR!