** Executing...** Command: "c:\program files\steam\steamapps\common\left 4 dead\bin\vbsp.exe"** Parameters: -game "c:\program files\steam\steamapps\common\left 4 dead\left4dead" "C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test"Valve Software - vbsp.exe (Jun 16 2009)2 threadsmaterialPath: c:\program files\steam\steamapps\common\left 4 dead\left4dead\materialsLoading C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.vmfBrush 7763: FloatPlane: bad normalSide 0Texture: DE_NUKE/NUKE_METALFLOOR_01** Executing...** Command: "c:\program files\steam\steamapps\common\left 4 dead\bin\vvis.exe"** Parameters: -game "c:\program files\steam\steamapps\common\left 4 dead\left4dead" "C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test"Valve Software - vvis.exe (Jun 16 2009)2 threadsreading c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.bspreading c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.prtLoadPortals: couldn't read c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.prt** Executing...** Command: "c:\program files\steam\steamapps\common\left 4 dead\bin\vrad.exe"** Parameters: -both -game "c:\program files\steam\steamapps\common\left 4 dead\left4dead" "C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test"Valve Software - vrad.exe SSE (Jun 16 2009) Valve Radiosity Simulator 2 threads[Reading texlights from 'lights.rad'][2 texlights parsed from 'lights.rad']Loading c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.bspSetting up ray-trace acceleration structure... Done (0.27 seconds)823 faces210236 square feet [30274110.00 square inches]0 Displacements0 Square Feet [0.00 Square Inches]823 patches before subdivision8857 patches after subdivision8 direct lightsBuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)transfers 619427, max 272transfer lists: 4.7 megsGatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(16580, 16342, 14068)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(4649, 4325, 2787)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(1526, 1345, 686)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(499, 407, 154)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(177, 134, 39)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(64, 45, 10)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(24, 15, 2)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(9, 5, 1)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(3, 2, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 1, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(1, 0, 0)Build Patch/Sample Hash Table(s).....Done<0.0050 sec>FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)FinalLightFace Done0 of 0 (0% of) surface lights went in leaf ambient cubes.ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)Writing leaf ambient...doneReady to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 10/1024 480/49152 ( 1.0%) brushes 216/8192 2592/98304 ( 2.6%) brushsides 1321/65536 10568/524288 ( 2.0%) planes 518/65536 10360/1310720 ( 0.8%) vertexes 1598/65536 19176/786432 ( 2.4%) nodes 661/65536 21152/2097152 ( 1.0%) texinfos 217/12288 15624/884736 ( 1.8%) texdata 44/2048 1408/65536 ( 2.1%) 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 823/65536 46088/3670016 ( 1.3%) hdr faces 823/65536 46088/3670016 ( 1.3%) origfaces 512/65536 28672/3670016 ( 0.8%) leaves 672/65536 21504/2097152 ( 1.0%) leaffaces 934/65536 1868/131072 ( 1.4%) leafbrushes 367/65536 734/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 6065/512000 24260/2048000 ( 1.2%) edges 3677/256000 14708/1024000 ( 1.4%) LDR worldlights 8/8192 800/819200 ( 0.1%) HDR worldlights 8/8192 800/819200 ( 0.1%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 110/32768 1100/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1968/65536 3936/131072 ( 3.0%) cubemapsamples 7/1024 112/16384 ( 0.7%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 821288/0 ( 0.0%) HDR lightdata [variable] 821288/0 ( 0.0%) visdata [variable] 21098/16777216 ( 0.1%) entdata [variable] 12469/393216 ( 3.2%) LDR ambient table 672/65536 2688/262144 ( 1.0%) HDR ambient table 672/65536 2688/262144 ( 1.0%) LDR leaf ambient 2658/65536 74424/1835008 ( 4.1%) HDR leaf ambient 2405/65536 67340/1835008 ( 3.7%) 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] 1/12 ( 8.3%) static props [variable] 1/4356 ( 0.0%) pakfile [variable] 1152381/0 ( 0.0%) physics [variable] 78309/4194304 ( 1.9%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0Total triangle count: 2369Writing c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.bsp7 seconds elapsed***VPK: FastFindFile Attempting to use full path with VPK file! File: c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.radValve Software - vrad.exe SSE (Jun 16 2009) Valve Radiosity Simulator 2 threads[Reading texlights from 'lights.rad'][2 texlights parsed from 'lights.rad']Loading c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.bspSetting up ray-trace acceleration structure... Done (0.27 seconds)823 faces210236 square feet [30274110.00 square inches]0 Displacements0 Square Feet [0.00 Square Inches]823 patches before subdivision8857 patches after subdivision8 direct lightsBuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)transfers 619427, max 272transfer lists: 4.7 megsGatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(8284, 8165, 7029)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(2322, 2161, 1392)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(762, 672, 343)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(249, 203, 77)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(88, 67, 19)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(32, 22, 5)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(12, 8, 1)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(4, 3, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(2, 1, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 0, 0)Build Patch/Sample Hash Table(s).....Done<0.0052 sec>FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)FinalLightFace Done0 of 0 (0% of) surface lights went in leaf ambient cubes.ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)Writing leaf ambient...doneReady to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 10/1024 480/49152 ( 1.0%) brushes 216/8192 2592/98304 ( 2.6%) brushsides 1321/65536 10568/524288 ( 2.0%) planes 518/65536 10360/1310720 ( 0.8%) vertexes 1598/65536 19176/786432 ( 2.4%) nodes 661/65536 21152/2097152 ( 1.0%) texinfos 217/12288 15624/884736 ( 1.8%) texdata 44/2048 1408/65536 ( 2.1%) 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 823/65536 46088/3670016 ( 1.3%) hdr faces 823/65536 46088/3670016 ( 1.3%) origfaces 512/65536 28672/3670016 ( 0.8%) leaves 672/65536 21504/2097152 ( 1.0%) leaffaces 934/65536 1868/131072 ( 1.4%) leafbrushes 367/65536 734/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 6065/512000 24260/2048000 ( 1.2%) edges 3677/256000 14708/1024000 ( 1.4%) LDR worldlights 8/8192 800/819200 ( 0.1%) HDR worldlights 8/8192 800/819200 ( 0.1%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 110/32768 1100/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1968/65536 3936/131072 ( 3.0%) cubemapsamples 7/1024 112/16384 ( 0.7%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 821288/0 ( 0.0%) HDR lightdata [variable] 821288/0 ( 0.0%) visdata [variable] 21098/16777216 ( 0.1%) entdata [variable] 12469/393216 ( 3.2%) LDR ambient table 672/65536 2688/262144 ( 1.0%) HDR ambient table 672/65536 2688/262144 ( 1.0%) LDR leaf ambient 2658/65536 74424/1835008 ( 4.1%) HDR leaf ambient 2405/65536 67340/1835008 ( 3.7%) 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] 1/12 ( 8.3%) static props [variable] 1/4356 ( 0.0%) pakfile [variable] 1152381/0 ( 0.0%) physics [variable] 78309/4194304 ( 1.9%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0Total triangle count: 2369Writing c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.bsp7 seconds elapsed***VPK: FastFindFile Attempting to use full path with VPK file! File: c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.rad** Executing...** Command: Copy File** Parameters: "C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.bsp" "c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test.bsp"
brush 7763: floatplane: bad normal side 0 texture: de_nuke/nuke_metalfloor_01Description:One of your brushes has a face with a bad normal (a 'normal' is a oriëntation of a texture on a face).Solution:First see if the problemchecker in Hammer (alt+p) can find and fix it. If it can't, find the brush and fix it manually (usually it's best to delete it and start all over) or select the brush and "align to face" it in the texture-tool. You can find the brush using view -> go to brush ( 7763 ). The specific brushside will have the de_nuke/nuke_metalfloor_01-texture, though that may be multiple sides
22:54 - Red_Snappa: i don't have dropbox 22:54 - [XURAS] thingshappen: oeghnoaegbaouga