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- ** Executing...
- ** Command: ".\vbsp.exe"
- ** Parameters: -game "..\..\nmrih" "C:\Program Files (x86)\Steam\SteamApps\common\nmrih\nmrih\maps\nms_storagefacility.vmf"
- Valve Software - vbsp.exe (Sep 7 2015)
- 8 threads
- materialPath: C:\Program Files (x86)\Steam\SteamApps\common\nmrih\nmrih\materials
- Loading C:\Program Files (x86)\Steam\SteamApps\common\nmrih\nmrih\maps\nms_storagefacility.vmf
- Error! Variable "$surfaceprop" is multiply defined in material "nmrih/blend/fema_blend_cliff_sand"!
- Error! Variable "$surfaceprop" is multiply defined in material "nmrih/blend/fema_blend_cliff_sand"!
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Can't find surfaceprop blood for material /BLOOD_GUN, using default
- Can't find surfaceprop antlionsand for material NATURE/BLENDSANDGRASS008A, using default
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\gameinfo.txt
- Patching WVT material: maps/nms_storagefacility/nmrih/blend/fema_blend_cliff_sand_wvt_patch
- Patching WVT material: maps/nms_storagefacility/dev/dev_blendmeasure_wvt_patch
- Patching WVT material: maps/nms_storagefacility/nmrih/grimwood/blend_ground_grass02_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- 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 (0)
- Find Visible Detail Sides...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Program Files (x86)\Steam\SteamApps\common\nmrih\nmrih\maps\nms_storagefacility.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky28_hdr*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky28_hdr*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Found a displacement edge abutting multiple other edges.
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Overlay touching too many faces (touching 86, max 64)
- Overlay decals/bloodstain_003 at 1482.0 2242.0 -276.0
- ** Executing...
- ** Command: ".\vvis.exe"
- ** Parameters: -game "..\..\nmrih" -fast "C:\Program Files (x86)\Steam\SteamApps\common\nmrih\nmrih\maps\nms_storagefacility"
- Valve Software - vvis.exe (Sep 7 2015)
- fastvis = true
- 8 threads
- reading c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\maps\nms_storagefacility.bsp
- reading c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\maps\nms_storagefacility.prt
- 1902 portalclusters
- 6647 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Optimized: 141568 visible clusters (4.49%)
- Total clusters visible: 3151658
- Average clusters visible: 1657
- Building PAS...
- Average clusters audible: 1898
- visdatasize:904064 compressed from 912960
- writing c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\maps\nms_storagefacility.bsp
- 1 second elapsed
- ** Executing...
- ** Command: ".\vrad.exe"
- ** Parameters: -both -game "..\..\nmrih" "C:\Program Files (x86)\Steam\SteamApps\common\nmrih\nmrih\maps\nms_storagefacility"
- Valve Software - vrad.exe SSE (Sep 7 2015)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - ow models/props_wasteland/interior_fence004b.mdl
- [52 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\maps\nms_storagefacility.bsp
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- 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 (5.56 seconds)
- 3157 faces
- 1 degenerate faces
- 2047140 square feet [294788256.00 square inches]
- 304 Displacements
- 1599458 Square Feet [230322064.00 Square Inches]
- 3156 patches before subdivision
- 50966 patches after subdivision
- sun extent from map=0.087156
- 3 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (14)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
- transfers 2076168, max 411
- transfer lists: 15.8 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(7705, 14192, 8174)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(1344, 1321, 569)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(326, 271, 98)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(107, 78, 21)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(32, 22, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(10, 6, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(3, 2, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(1, 1, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0305 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 (9)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 8/1024 384/49152 ( 0.8%)
- brushes 459/8192 5508/98304 ( 5.6%)
- brushsides 3190/65536 25520/524288 ( 4.9%)
- planes 2776/65536 55520/1310720 ( 4.2%)
- vertexes 6302/65536 75624/786432 ( 9.6%)
- nodes 2686/65536 85952/2097152 ( 4.1%)
- texinfos 375/12288 27000/884736 ( 3.1%)
- texdata 70/2048 2240/65536 ( 3.4%)
- dispinfos 304/0 53504/0 ( 0.0%)
- disp_verts 42512/0 850240/0 ( 0.0%)
- disp_tris 71936/0 143872/0 ( 0.0%)
- disp_lmsamples 829693/0 829693/0 ( 0.0%)
- faces 3157/65536 176792/3670016 ( 4.8%)
- hdr faces 3157/65536 176792/3670016 ( 4.8%)
- origfaces 1566/65536 87696/3670016 ( 2.4%)
- leaves 2695/65536 86240/2097152 ( 4.1%)
- leaffaces 3400/65536 6800/131072 ( 5.2%)
- leafbrushes 1848/65536 3696/131072 ( 2.8%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 21300/512000 85200/2048000 ( 4.2%)
- edges 13169/256000 52676/1024000 ( 5.1%)
- LDR worldlights 3/8192 264/720896 ( 0.0%)
- HDR worldlights 3/8192 264/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 283/32768 2830/327680 ( 0.9%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 5091/65536 10182/131072 ( 7.8%)
- cubemapsamples 1/1024 16/16384 ( 0.1%)
- overlays 39/512 13728/180224 ( 7.6%)
- LDR lightdata [variable] 3805844/0 ( 0.0%)
- HDR lightdata [variable] 3805844/0 ( 0.0%)
- visdata [variable] 904064/16777216 ( 5.4%)
- entdata [variable] 107105/393216 (27.2%)
- LDR ambient table 2695/65536 10780/262144 ( 4.1%)
- HDR ambient table 2695/65536 10780/262144 ( 4.1%)
- LDR leaf ambient 9995/65536 279860/1835008 (15.3%)
- HDR leaf ambient 9994/65536 279832/1835008 (15.2%)
- 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] 1/895456 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/65634 ( 0.0%)
- pakfile [variable] 234116/0 ( 0.0%)
- physics [variable] 8292818/4194304 (197.7%) VERY FULL!
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 8704
- Writing c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\maps\nms_storagefacility.bsp
- 1 minute, 2 seconds elapsed
- Valve Software - vrad.exe SSE (Sep 7 2015)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - ow models/props_wasteland/interior_fence004b.mdl
- [52 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\maps\nms_storagefacility.bsp
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- 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 (5.55 seconds)
- 3157 faces
- 1 degenerate faces
- 2047140 square feet [294788256.00 square inches]
- 304 Displacements
- 1599458 Square Feet [230322064.00 Square Inches]
- 3156 patches before subdivision
- 50966 patches after subdivision
- sun extent from map=0.087156
- 3 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (13)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
- transfers 2076168, max 411
- transfer lists: 15.8 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(7705, 14192, 8174)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(1344, 1321, 569)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(326, 271, 98)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(107, 78, 21)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(32, 22, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(10, 6, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(3, 2, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(1, 1, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0331 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 (9)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 8/1024 384/49152 ( 0.8%)
- brushes 459/8192 5508/98304 ( 5.6%)
- brushsides 3190/65536 25520/524288 ( 4.9%)
- planes 2776/65536 55520/1310720 ( 4.2%)
- vertexes 6302/65536 75624/786432 ( 9.6%)
- nodes 2686/65536 85952/2097152 ( 4.1%)
- texinfos 375/12288 27000/884736 ( 3.1%)
- texdata 70/2048 2240/65536 ( 3.4%)
- dispinfos 304/0 53504/0 ( 0.0%)
- disp_verts 42512/0 850240/0 ( 0.0%)
- disp_tris 71936/0 143872/0 ( 0.0%)
- disp_lmsamples 829693/0 829693/0 ( 0.0%)
- faces 3157/65536 176792/3670016 ( 4.8%)
- hdr faces 3157/65536 176792/3670016 ( 4.8%)
- origfaces 1566/65536 87696/3670016 ( 2.4%)
- leaves 2695/65536 86240/2097152 ( 4.1%)
- leaffaces 3400/65536 6800/131072 ( 5.2%)
- leafbrushes 1848/65536 3696/131072 ( 2.8%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 21300/512000 85200/2048000 ( 4.2%)
- edges 13169/256000 52676/1024000 ( 5.1%)
- LDR worldlights 3/8192 264/720896 ( 0.0%)
- HDR worldlights 3/8192 264/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 283/32768 2830/327680 ( 0.9%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 5091/65536 10182/131072 ( 7.8%)
- cubemapsamples 1/1024 16/16384 ( 0.1%)
- overlays 39/512 13728/180224 ( 7.6%)
- LDR lightdata [variable] 3805844/0 ( 0.0%)
- HDR lightdata [variable] 3805844/0 ( 0.0%)
- visdata [variable] 904064/16777216 ( 5.4%)
- entdata [variable] 107105/393216 (27.2%)
- LDR ambient table 2695/65536 10780/262144 ( 4.1%)
- HDR ambient table 2695/65536 10780/262144 ( 4.1%)
- LDR leaf ambient 9995/65536 279860/1835008 (15.3%)
- HDR leaf ambient 9995/65536 279860/1835008 (15.3%)
- 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] 1/895456 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/65634 ( 0.0%)
- pakfile [variable] 234116/0 ( 0.0%)
- physics [variable] 8292818/4194304 (197.7%) VERY FULL!
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 8704
- Writing c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\maps\nms_storagefacility.bsp
- 1 minute, 2 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\nmrih\nmrih\maps\nms_storagefacility.bsp" "..\..\nmrih\maps\nms_storagefacility.bsp"
- The command failed. Windows reported the error:
- "The process cannot access the file because it is being used by another process."
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