\\Vincent Vega
Well-known member
** Executing...
** Command: "c:\program files\steam\steamapps\cameronneujahr\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike" "C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.vmf"
Valve Software - vbsp.exe (Oct 25 2011)
2 threads
materialPath: c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike\materials
Loading C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/cs_ggc/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/cs_ggc/de_tides/blend_concrete_dirt_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (2)
Find Visible Detail Sides...
Merged 3876 detail faces...done (4)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.prt...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 (3) (777019 bytes)
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 2543 texinfos to 1272
Reduced 175 texdatas to 120 (6913 bytes to 4902)
Writing C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.bsp
21 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\cameronneujahr\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike" "C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc"
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\documents and settings\vincent vega\my documents\cs_ggc.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (12.69 seconds)
10807 faces
37 degenerate faces
330857 square feet [47643440.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
Stack overflow in neighbors
** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.bsp" "c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike\maps\cs_ggc.bsp"
I don't understand how to fix this
How am I supposed to find out where this stack overflow is happening
my map has complex lighting and detailed brush work but it is nothing beyond the engine limits
ughhhh!!!!!
** Command: "c:\program files\steam\steamapps\cameronneujahr\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike" "C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.vmf"
Valve Software - vbsp.exe (Oct 25 2011)
2 threads
materialPath: c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike\materials
Loading C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/cs_ggc/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/cs_ggc/de_tides/blend_concrete_dirt_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (2)
Find Visible Detail Sides...
Merged 3876 detail faces...done (4)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.prt...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 (3) (777019 bytes)
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 2543 texinfos to 1272
Reduced 175 texdatas to 120 (6913 bytes to 4902)
Writing C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.bsp
21 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\cameronneujahr\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike" "C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc"
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\documents and settings\vincent vega\my documents\cs_ggc.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (12.69 seconds)
10807 faces
37 degenerate faces
330857 square feet [47643440.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
Stack overflow in neighbors
** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.bsp" "c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike\maps\cs_ggc.bsp"
I don't understand how to fix this
How am I supposed to find out where this stack overflow is happening
my map has complex lighting and detailed brush work but it is nothing beyond the engine limits
ughhhh!!!!!