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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\team fortress 2\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\team fortress 2\tf" "C:\Users\Alder\Documents\Maps\gm_ghosthunt 4.vmf"
  5.  
  6. Valve Software - vbsp.exe (Dec 7 2014)
  7. 4 threads
  8. materialPath: C:\Program Files (x86)\Steam\SteamApps\common\team fortress 2\tf\materials
  9. Loading C:\Users\Alder\Documents\Maps\gm_ghosthunt 4.vmf
  10. Patching WVT material: maps/gm_ghosthunt 4/dev/dev_blendmeasure_wvt_patch
  11. fixing up env_cubemap materials on brush sides...
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. Processing areas...done (0)
  15. Building Faces...done (0)
  16. Chop Details...done (0)
  17. Find Visible Detail Sides...
  18. Merged 48 detail faces...done (0)
  19. Merging details...done (0)
  20. FixTjuncs...
  21. PruneNodes...
  22. WriteBSP...
  23. done (0)
  24. writing C:\Users\Alder\Documents\Maps\gm_ghosthunt 4.prt...Building visibility clusters...
  25. done (0)
  26. Creating default LDR cubemaps for env_cubemap using skybox materials:
  27. skybox/sky_day01_01*.vmt
  28. ! Run buildcubemaps in the engine to get the correct cube maps.
  29. Creating default HDR cubemaps for env_cubemap using skybox materials:
  30. skybox/sky_day01_01*.vmt
  31. ! Run buildcubemaps in the engine to get the correct cube maps.
  32. Finding displacement neighbors...
  33. Finding lightmap sample positions...
  34. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  35. Building Physics collision data...
  36. done (0) (185794 bytes)
  37. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  38. Compacting texture/material tables...
  39. Reduced 398 texinfos to 263
  40. Reduced 17 texdatas to 16 (428 bytes to 407)
  41. Writing C:\Users\Alder\Documents\Maps\gm_ghosthunt 4.bsp
  42. 0 seconds elapsed
  43.  
  44. ** Executing...
  45. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\team fortress 2\bin\vvis.exe"
  46. ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\team fortress 2\tf" "C:\Users\Alder\Documents\Maps\gm_ghosthunt 4"
  47.  
  48. Valve Software - vvis.exe (Dec 7 2014)
  49. 4 threads
  50. reading c:\users\alder\documents\maps\gm_ghosthunt 4.bsp
  51. reading c:\users\alder\documents\maps\gm_ghosthunt 4.prt
  52. 760 portalclusters
  53. 2043 numportals
  54. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  55. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (27)
  56. Optimized: 963 visible clusters (0.43%)
  57. Total clusters visible: 225529
  58. Average clusters visible: 296
  59. Building PAS...
  60. Average clusters audible: 441
  61. visdatasize:137442 compressed from 145920
  62. writing c:\users\alder\documents\maps\gm_ghosthunt 4.bsp
  63. 27 seconds elapsed
  64.  
  65. ** Executing...
  66. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\team fortress 2\bin\vrad.exe"
  67. ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\team fortress 2\tf" "C:\Users\Alder\Documents\Maps\gm_ghosthunt 4"
  68.  
  69. Valve Software - vrad.exe SSE (Dec 7 2014)
  70.  
  71. Valve Radiosity Simulator
  72. 4 threads
  73. [Reading texlights from 'lights.rad']
  74. [37 texlights parsed from 'lights.rad']
  75.  
  76. Loading c:\users\alder\documents\maps\gm_ghosthunt 4.bsp
  77. Setting up ray-trace acceleration structure... Done (0.31 seconds)
  78. 3382 faces
  79. 3 degenerate faces
  80. 1423124 square feet [204929856.00 square inches]
  81. 0 Displacements
  82. 0 Square Feet [0.00 Square Inches]
  83. 3379 patches before subdivision
  84. 81119 patches after subdivision
  85. 18 direct lights
  86. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  87. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
  88. transfers 5950749, max 583
  89. transfer lists: 45.4 megs
  90. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  91. Bounce #1 added RGB(0, 0, 0)
  92. Build Patch/Sample Hash Table(s).....Done<0.0158 sec>
  93. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
  94. FinalLightFace Done
  95. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  96. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
  97. Writing leaf ambient...done
  98. Ready to Finish
  99.  
  100. Object names Objects/Maxobjs Memory / Maxmem Fullness
  101. ------------ --------------- --------------- --------
  102. models 1/1024 48/49152 ( 0.1%)
  103. brushes 553/8192 6636/98304 ( 6.8%)
  104. brushsides 3424/65536 27392/524288 ( 5.2%)
  105. planes 798/65536 15960/1310720 ( 1.2%)
  106. vertexes 4981/65536 59772/786432 ( 7.6%)
  107. nodes 1577/65536 50464/2097152 ( 2.4%)
  108. texinfos 263/12288 18936/884736 ( 2.1%)
  109. texdata 16/2048 512/65536 ( 0.8%)
  110. dispinfos 0/0 0/0 ( 0.0%)
  111. disp_verts 0/0 0/0 ( 0.0%)
  112. disp_tris 0/0 0/0 ( 0.0%)
  113. disp_lmsamples 0/0 0/0 ( 0.0%)
  114. faces 3382/65536 189392/3670016 ( 5.2%)
  115. hdr faces 0/65536 0/3670016 ( 0.0%)
  116. origfaces 1293/65536 72408/3670016 ( 2.0%)
  117. leaves 1579/65536 50528/2097152 ( 2.4%)
  118. leaffaces 3724/65536 7448/131072 ( 5.7%)
  119. leafbrushes 1291/65536 2582/131072 ( 2.0%)
  120. areas 3/256 24/2048 ( 1.2%)
  121. surfedges 21074/512000 84296/2048000 ( 4.1%)
  122. edges 12048/256000 48192/1024000 ( 4.7%)
  123. LDR worldlights 18/8192 1584/720896 ( 0.2%)
  124. HDR worldlights 0/8192 0/720896 ( 0.0%)
  125. leafwaterdata 0/32768 0/393216 ( 0.0%)
  126. waterstrips 322/32768 3220/327680 ( 1.0%)
  127. waterverts 0/65536 0/786432 ( 0.0%)
  128. waterindices 4356/65536 8712/131072 ( 6.6%)
  129. cubemapsamples 0/1024 0/16384 ( 0.0%)
  130. overlays 0/512 0/180224 ( 0.0%)
  131. LDR lightdata [variable] 3591228/0 ( 0.0%)
  132. HDR lightdata [variable] 0/0 ( 0.0%)
  133. visdata [variable] 137442/16777216 ( 0.8%)
  134. entdata [variable] 43911/393216 (11.2%)
  135. LDR ambient table 1579/65536 6316/262144 ( 2.4%)
  136. HDR ambient table 1579/65536 6316/262144 ( 2.4%)
  137. LDR leaf ambient 760/65536 21280/1835008 ( 1.2%)
  138. HDR leaf ambient 1579/65536 44212/1835008 ( 2.4%)
  139. occluders 0/0 0/0 ( 0.0%)
  140. occluder polygons 0/0 0/0 ( 0.0%)
  141. occluder vert ind 0/0 0/0 ( 0.0%)
  142. detail props [variable] 1/12 ( 8.3%)
  143. static props [variable] 1/15800 ( 0.0%)
  144. pakfile [variable] 106032/0 ( 0.0%)
  145. physics [variable] 185794/4194304 ( 4.4%)
  146. physics terrain [variable] 2/1048576 ( 0.0%)
  147.  
  148. Level flags = 0
  149.  
  150. Total triangle count: 9098
  151. Writing c:\users\alder\documents\maps\gm_ghosthunt 4.bsp
  152. 7 seconds elapsed
  153.  
  154. ** Executing...
  155. ** Command: Copy File
  156. ** Parameters: "C:\Users\Alder\Documents\Maps\gm_ghosthunt 4.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\team fortress 2\tf\maps\gm_ghosthunt 4.bsp"
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