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** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar"
Valve Software - vbsp.exe (Oct 13 2015)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.vmf
Can't find surfaceprop antlionsand for material NATURE/BLENDSANDSAND008A, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/de_islandwar/nature/blendsandsand008a_wvt_patch
Patching WVT material: maps/de_islandwar/concrete/blendconcretegravel001a_wvt_patch
Patching WVT material: maps/de_islandwar/nature/blendrocksand004a_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...
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 (0)
Processing areas...done (0)
Building Faces...error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
done (2)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 162 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.prt...Building visibility clusters...
done (0)
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (995723 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
.10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1544 texinfos to 899
Reduced 158 texdatas to 118 (6934 bytes to 5179)
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.bsp
Wrote ZIP buffer, estimated size 1786661, actual size 1769161
5 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -fast -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar"
Valve Software - vvis.exe (Oct 13 2015)
fastvis = true
8 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.prt
5167 portalclusters
15157 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (6)
Optimized: 118001 visible clusters (0.45%)
Total clusters visible: 26117166
Average clusters visible: 5054
Building PAS...
Average clusters audible: 5164
visdatasize:6696956 compressed from 6696432
writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.bsp
11 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar"
Valve Software - vrad.exe SSE (Oct 13 2015)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (0.70 seconds)
12135 faces
7 degenerate faces
69744544 square feet [10043213824.00 square inches]
14 Displacements
2931557 Square Feet [422144256.00 Square Inches]
12128 patches before subdivision
69144 patches after subdivision
sun extent from map=0.000000
light has _fifty_percent_distance of 114.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 56.000000 but _zero_percent_distance of 0.000000
112 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (23)
transfers 12678080, max 1697
transfer lists: 96.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(540820, 484666, 331226)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(108249, 99772, 70253)
Build Patch/Sample Hash Table(s).....Done<0.0192 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (62)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 81/1024 3888/49152 ( 7.9%)
brushes 449/8192 5388/98304 ( 5.5%)
brushsides 5596/65536 44768/524288 ( 8.5%)
planes 10288/65536 205760/1310720 (15.7%)
vertexes 14541/65536 174492/786432 (22.2%)
nodes 12773/65536 408736/2097152 (19.5%)
texinfos 899/12288 64728/884736 ( 7.3%)
texdata 118/2048 3776/65536 ( 5.8%)
dispinfos 14/0 2464/0 ( 0.0%)
disp_verts 4046/0 80920/0 ( 0.0%)
disp_tris 7168/0 14336/0 ( 0.0%)
disp_lmsamples 183355/0 183355/0 ( 0.0%)
faces 12135/65536 679560/3670016 (18.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1720/65536 96320/3670016 ( 2.6%)
leaves 12855/65536 411360/2097152 (19.6%)
leaffaces 12948/65536 25896/131072 (19.8%)
leafbrushes 12354/65536 24708/131072 (18.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 58183/512000 232732/2048000 (11.4%)
edges 31571/256000 126284/1024000 (12.3%)
LDR worldlights 112/8192 9856/720896 ( 1.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 8/32768 96/393216 ( 0.0%)
waterstrips 446/32768 4460/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6672/65536 13344/131072 (10.2%)
cubemapsamples 19/1024 304/16384 ( 1.9%)
overlays 11/512 3872/180224 ( 2.1%)
LDR lightdata [variable] 3140264/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 6696956/16777216 (39.9%)
entdata [variable] 194042/393216 (49.3%)
LDR ambient table 12855/65536 51420/262144 (19.6%)
HDR ambient table 12855/65536 51420/262144 (19.6%)
LDR leaf ambient 64946/65536 1818488/1835008 (99.1%) VERY FULL!
HDR leaf ambient 12855/65536 359940/1835008 (19.6%)
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] 1/192 ( 0.5%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/2466 ( 0.0%)
pakfile [variable] 1769161/0 ( 0.0%)
physics [variable] 995723/4194304 (23.7%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 27011
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.bsp
1 minute, 36 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\de_islandwar.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\hl2.exe"
** Parameters: -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" +map "de_islandwar"
Secondly, paste your compile log on interlopers.com/errors
Using power 4 on displacements may be partly responsible?
Is this used on your displacements?:
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Water issues may be from?:
material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
You have no water_lod_control (default one added but you should place one somewhere)