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  1.  
  2. ** Executing...
  3. ** Command: ".\vbsp.exe"
  4. ** Parameters: -game "..\..\nmrih" "C:\Program Files (x86)\Steam\SteamApps\common\nmrih\nmrih\maps\nms_storagefacility.vmf"
  5.  
  6. Valve Software - vbsp.exe (Sep 7 2015)
  7. 8 threads
  8. materialPath: C:\Program Files (x86)\Steam\SteamApps\common\nmrih\nmrih\materials
  9. Loading C:\Program Files (x86)\Steam\SteamApps\common\nmrih\nmrih\maps\nms_storagefacility.vmf
  10. Error! Variable "$surfaceprop" is multiply defined in material "nmrih/blend/fema_blend_cliff_sand"!
  11. Error! Variable "$surfaceprop" is multiply defined in material "nmrih/blend/fema_blend_cliff_sand"!
  12. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  13. Can't find surfaceprop blood for material /BLOOD_GUN, using default
  14. Can't find surfaceprop antlionsand for material NATURE/BLENDSANDGRASS008A, using default
  15. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\gameinfo.txt
  16. Patching WVT material: maps/nms_storagefacility/nmrih/blend/fema_blend_cliff_sand_wvt_patch
  17. Patching WVT material: maps/nms_storagefacility/dev/dev_blendmeasure_wvt_patch
  18. Patching WVT material: maps/nms_storagefacility/nmrih/grimwood/blend_ground_grass02_wvt_patch
  19. fixing up env_cubemap materials on brush sides...
  20. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  21. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  22. Processing areas...done (0)
  23. Building Faces...done (0)
  24. Chop Details...done (0)
  25. Find Visible Detail Sides...done (0)
  26. Merging details...done (0)
  27. FixTjuncs...
  28. PruneNodes...
  29. WriteBSP...
  30. done (0)
  31. writing C:\Program Files (x86)\Steam\SteamApps\common\nmrih\nmrih\maps\nms_storagefacility.prt...Building visibility clusters...
  32. done (0)
  33. Creating default LDR cubemaps for env_cubemap using skybox materials:
  34. skybox/sky28_hdr*.vmt
  35. ! Run buildcubemaps in the engine to get the correct cube maps.
  36. Creating default HDR cubemaps for env_cubemap using skybox materials:
  37. skybox/sky28_hdr*.vmt
  38. ! Run buildcubemaps in the engine to get the correct cube maps.
  39. Finding displacement neighbors...
  40. Found a displacement edge abutting multiple other edges.
  41. Finding lightmap sample positions...
  42. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  43. Overlay touching too many faces (touching 86, max 64)
  44. Overlay decals/bloodstain_003 at 1482.0 2242.0 -276.0
  45.  
  46. ** Executing...
  47. ** Command: ".\vvis.exe"
  48. ** Parameters: -game "..\..\nmrih" -fast "C:\Program Files (x86)\Steam\SteamApps\common\nmrih\nmrih\maps\nms_storagefacility"
  49.  
  50. Valve Software - vvis.exe (Sep 7 2015)
  51. fastvis = true
  52. 8 threads
  53. reading c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\maps\nms_storagefacility.bsp
  54. reading c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\maps\nms_storagefacility.prt
  55. 1902 portalclusters
  56. 6647 numportals
  57. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
  58. Optimized: 141568 visible clusters (4.49%)
  59. Total clusters visible: 3151658
  60. Average clusters visible: 1657
  61. Building PAS...
  62. Average clusters audible: 1898
  63. visdatasize:904064 compressed from 912960
  64. writing c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\maps\nms_storagefacility.bsp
  65. 1 second elapsed
  66.  
  67. ** Executing...
  68. ** Command: ".\vrad.exe"
  69. ** Parameters: -both -game "..\..\nmrih" "C:\Program Files (x86)\Steam\SteamApps\common\nmrih\nmrih\maps\nms_storagefacility"
  70.  
  71. Valve Software - vrad.exe SSE (Sep 7 2015)
  72.  
  73. Valve Radiosity Simulator
  74. 8 threads
  75. [Reading texlights from 'lights.rad']
  76. unknown light specifier type - ow models/props_wasteland/interior_fence004b.mdl
  77. [52 texlights parsed from 'lights.rad']
  78.  
  79. Loading c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\maps\nms_storagefacility.bsp
  80. Patch Sample Radius Clamped!
  81. Patch Sample Radius Clamped!
  82. Patch Sample Radius Clamped!
  83. Patch Sample Radius Clamped!
  84. Patch Sample Radius Clamped!
  85. Patch Sample Radius Clamped!
  86. Patch Sample Radius Clamped!
  87. Patch Sample Radius Clamped!
  88. Patch Sample Radius Clamped!
  89. Patch Sample Radius Clamped!
  90. Patch Sample Radius Clamped!
  91. Patch Sample Radius Clamped!
  92. Patch Sample Radius Clamped!
  93. Patch Sample Radius Clamped!
  94. Patch Sample Radius Clamped!
  95. Patch Sample Radius Clamped!
  96. Patch Sample Radius Clamped!
  97. Patch Sample Radius Clamped!
  98. Patch Sample Radius Clamped!
  99. Patch Sample Radius Clamped!
  100. Patch Sample Radius Clamped!
  101. Patch Sample Radius Clamped!
  102. Patch Sample Radius Clamped!
  103. Patch Sample Radius Clamped!
  104. Patch Sample Radius Clamped!
  105. Patch Sample Radius Clamped!
  106. Patch Sample Radius Clamped!
  107. Patch Sample Radius Clamped!
  108. Patch Sample Radius Clamped!
  109. Patch Sample Radius Clamped!
  110. Patch Sample Radius Clamped!
  111. Patch Sample Radius Clamped!
  112. Patch Sample Radius Clamped!
  113. Patch Sample Radius Clamped!
  114. Patch Sample Radius Clamped!
  115. Patch Sample Radius Clamped!
  116. Patch Sample Radius Clamped!
  117. Patch Sample Radius Clamped!
  118. Patch Sample Radius Clamped!
  119. Patch Sample Radius Clamped!
  120. Patch Sample Radius Clamped!
  121. Patch Sample Radius Clamped!
  122. Patch Sample Radius Clamped!
  123. Patch Sample Radius Clamped!
  124. Patch Sample Radius Clamped!
  125. Patch Sample Radius Clamped!
  126. Patch Sample Radius Clamped!
  127. Patch Sample Radius Clamped!
  128. Patch Sample Radius Clamped!
  129. Patch Sample Radius Clamped!
  130. Patch Sample Radius Clamped!
  131. Patch Sample Radius Clamped!
  132. Patch Sample Radius Clamped!
  133. Patch Sample Radius Clamped!
  134. Patch Sample Radius Clamped!
  135. Patch Sample Radius Clamped!
  136. Patch Sample Radius Clamped!
  137. Patch Sample Radius Clamped!
  138. Patch Sample Radius Clamped!
  139. Patch Sample Radius Clamped!
  140. Patch Sample Radius Clamped!
  141. Patch Sample Radius Clamped!
  142. Patch Sample Radius Clamped!
  143. Patch Sample Radius Clamped!
  144. Setting up ray-trace acceleration structure... Done (5.56 seconds)
  145. 3157 faces
  146. 1 degenerate faces
  147. 2047140 square feet [294788256.00 square inches]
  148. 304 Displacements
  149. 1599458 Square Feet [230322064.00 Square Inches]
  150. 3156 patches before subdivision
  151. 50966 patches after subdivision
  152. sun extent from map=0.087156
  153. 3 direct lights
  154. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (14)
  155. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
  156. transfers 2076168, max 411
  157. transfer lists: 15.8 megs
  158. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  159. Bounce #1 added RGB(7705, 14192, 8174)
  160. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  161. Bounce #2 added RGB(1344, 1321, 569)
  162. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  163. Bounce #3 added RGB(326, 271, 98)
  164. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  165. Bounce #4 added RGB(107, 78, 21)
  166. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  167. Bounce #5 added RGB(32, 22, 4)
  168. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  169. Bounce #6 added RGB(10, 6, 1)
  170. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  171. Bounce #7 added RGB(3, 2, 0)
  172. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  173. Bounce #8 added RGB(1, 1, 0)
  174. Build Patch/Sample Hash Table(s).....Done<0.0305 sec>
  175. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
  176. FinalLightFace Done
  177. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  178. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  179. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
  180. Writing leaf ambient...done
  181. Ready to Finish
  182.  
  183. Object names Objects/Maxobjs Memory / Maxmem Fullness
  184. ------------ --------------- --------------- --------
  185. models 8/1024 384/49152 ( 0.8%)
  186. brushes 459/8192 5508/98304 ( 5.6%)
  187. brushsides 3190/65536 25520/524288 ( 4.9%)
  188. planes 2776/65536 55520/1310720 ( 4.2%)
  189. vertexes 6302/65536 75624/786432 ( 9.6%)
  190. nodes 2686/65536 85952/2097152 ( 4.1%)
  191. texinfos 375/12288 27000/884736 ( 3.1%)
  192. texdata 70/2048 2240/65536 ( 3.4%)
  193. dispinfos 304/0 53504/0 ( 0.0%)
  194. disp_verts 42512/0 850240/0 ( 0.0%)
  195. disp_tris 71936/0 143872/0 ( 0.0%)
  196. disp_lmsamples 829693/0 829693/0 ( 0.0%)
  197. faces 3157/65536 176792/3670016 ( 4.8%)
  198. hdr faces 3157/65536 176792/3670016 ( 4.8%)
  199. origfaces 1566/65536 87696/3670016 ( 2.4%)
  200. leaves 2695/65536 86240/2097152 ( 4.1%)
  201. leaffaces 3400/65536 6800/131072 ( 5.2%)
  202. leafbrushes 1848/65536 3696/131072 ( 2.8%)
  203. areas 2/256 16/2048 ( 0.8%)
  204. surfedges 21300/512000 85200/2048000 ( 4.2%)
  205. edges 13169/256000 52676/1024000 ( 5.1%)
  206. LDR worldlights 3/8192 264/720896 ( 0.0%)
  207. HDR worldlights 3/8192 264/720896 ( 0.0%)
  208. leafwaterdata 0/32768 0/393216 ( 0.0%)
  209. waterstrips 283/32768 2830/327680 ( 0.9%)
  210. waterverts 0/65536 0/786432 ( 0.0%)
  211. waterindices 5091/65536 10182/131072 ( 7.8%)
  212. cubemapsamples 1/1024 16/16384 ( 0.1%)
  213. overlays 39/512 13728/180224 ( 7.6%)
  214. LDR lightdata [variable] 3805844/0 ( 0.0%)
  215. HDR lightdata [variable] 3805844/0 ( 0.0%)
  216. visdata [variable] 904064/16777216 ( 5.4%)
  217. entdata [variable] 107105/393216 (27.2%)
  218. LDR ambient table 2695/65536 10780/262144 ( 4.1%)
  219. HDR ambient table 2695/65536 10780/262144 ( 4.1%)
  220. LDR leaf ambient 9995/65536 279860/1835008 (15.3%)
  221. HDR leaf ambient 9994/65536 279832/1835008 (15.2%)
  222. occluders 0/0 0/0 ( 0.0%)
  223. occluder polygons 0/0 0/0 ( 0.0%)
  224. occluder vert ind 0/0 0/0 ( 0.0%)
  225. detail props [variable] 1/895456 ( 0.0%)
  226. dtl prp lght [variable] 1/4 (25.0%)
  227. HDR dtl prp lght [variable] 1/4 (25.0%)
  228. static props [variable] 1/65634 ( 0.0%)
  229. pakfile [variable] 234116/0 ( 0.0%)
  230. physics [variable] 8292818/4194304 (197.7%) VERY FULL!
  231. physics terrain [variable] 0/1048576 ( 0.0%)
  232.  
  233. Level flags = 0
  234.  
  235. Total triangle count: 8704
  236. Writing c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\maps\nms_storagefacility.bsp
  237. 1 minute, 2 seconds elapsed
  238. Valve Software - vrad.exe SSE (Sep 7 2015)
  239.  
  240. Valve Radiosity Simulator
  241. 8 threads
  242. [Reading texlights from 'lights.rad']
  243. unknown light specifier type - ow models/props_wasteland/interior_fence004b.mdl
  244. [52 texlights parsed from 'lights.rad']
  245.  
  246. Loading c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\maps\nms_storagefacility.bsp
  247. Patch Sample Radius Clamped!
  248. Patch Sample Radius Clamped!
  249. Patch Sample Radius Clamped!
  250. Patch Sample Radius Clamped!
  251. Patch Sample Radius Clamped!
  252. Patch Sample Radius Clamped!
  253. Patch Sample Radius Clamped!
  254. Patch Sample Radius Clamped!
  255. Patch Sample Radius Clamped!
  256. Patch Sample Radius Clamped!
  257. Patch Sample Radius Clamped!
  258. Patch Sample Radius Clamped!
  259. Patch Sample Radius Clamped!
  260. Patch Sample Radius Clamped!
  261. Patch Sample Radius Clamped!
  262. Patch Sample Radius Clamped!
  263. Patch Sample Radius Clamped!
  264. Patch Sample Radius Clamped!
  265. Patch Sample Radius Clamped!
  266. Patch Sample Radius Clamped!
  267. Patch Sample Radius Clamped!
  268. Patch Sample Radius Clamped!
  269. Patch Sample Radius Clamped!
  270. Patch Sample Radius Clamped!
  271. Patch Sample Radius Clamped!
  272. Patch Sample Radius Clamped!
  273. Patch Sample Radius Clamped!
  274. Patch Sample Radius Clamped!
  275. Patch Sample Radius Clamped!
  276. Patch Sample Radius Clamped!
  277. Patch Sample Radius Clamped!
  278. Patch Sample Radius Clamped!
  279. Patch Sample Radius Clamped!
  280. Patch Sample Radius Clamped!
  281. Patch Sample Radius Clamped!
  282. Patch Sample Radius Clamped!
  283. Patch Sample Radius Clamped!
  284. Patch Sample Radius Clamped!
  285. Patch Sample Radius Clamped!
  286. Patch Sample Radius Clamped!
  287. Patch Sample Radius Clamped!
  288. Patch Sample Radius Clamped!
  289. Patch Sample Radius Clamped!
  290. Patch Sample Radius Clamped!
  291. Patch Sample Radius Clamped!
  292. Patch Sample Radius Clamped!
  293. Patch Sample Radius Clamped!
  294. Patch Sample Radius Clamped!
  295. Patch Sample Radius Clamped!
  296. Patch Sample Radius Clamped!
  297. Patch Sample Radius Clamped!
  298. Patch Sample Radius Clamped!
  299. Patch Sample Radius Clamped!
  300. Patch Sample Radius Clamped!
  301. Patch Sample Radius Clamped!
  302. Patch Sample Radius Clamped!
  303. Patch Sample Radius Clamped!
  304. Patch Sample Radius Clamped!
  305. Patch Sample Radius Clamped!
  306. Patch Sample Radius Clamped!
  307. Patch Sample Radius Clamped!
  308. Patch Sample Radius Clamped!
  309. Patch Sample Radius Clamped!
  310. Patch Sample Radius Clamped!
  311. Setting up ray-trace acceleration structure... Done (5.55 seconds)
  312. 3157 faces
  313. 1 degenerate faces
  314. 2047140 square feet [294788256.00 square inches]
  315. 304 Displacements
  316. 1599458 Square Feet [230322064.00 Square Inches]
  317. 3156 patches before subdivision
  318. 50966 patches after subdivision
  319. sun extent from map=0.087156
  320. 3 direct lights
  321. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (13)
  322. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
  323. transfers 2076168, max 411
  324. transfer lists: 15.8 megs
  325. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  326. Bounce #1 added RGB(7705, 14192, 8174)
  327. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  328. Bounce #2 added RGB(1344, 1321, 569)
  329. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  330. Bounce #3 added RGB(326, 271, 98)
  331. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  332. Bounce #4 added RGB(107, 78, 21)
  333. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  334. Bounce #5 added RGB(32, 22, 4)
  335. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  336. Bounce #6 added RGB(10, 6, 1)
  337. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  338. Bounce #7 added RGB(3, 2, 0)
  339. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  340. Bounce #8 added RGB(1, 1, 0)
  341. Build Patch/Sample Hash Table(s).....Done<0.0331 sec>
  342. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
  343. FinalLightFace Done
  344. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  345. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  346. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
  347. Writing leaf ambient...done
  348. Ready to Finish
  349.  
  350. Object names Objects/Maxobjs Memory / Maxmem Fullness
  351. ------------ --------------- --------------- --------
  352. models 8/1024 384/49152 ( 0.8%)
  353. brushes 459/8192 5508/98304 ( 5.6%)
  354. brushsides 3190/65536 25520/524288 ( 4.9%)
  355. planes 2776/65536 55520/1310720 ( 4.2%)
  356. vertexes 6302/65536 75624/786432 ( 9.6%)
  357. nodes 2686/65536 85952/2097152 ( 4.1%)
  358. texinfos 375/12288 27000/884736 ( 3.1%)
  359. texdata 70/2048 2240/65536 ( 3.4%)
  360. dispinfos 304/0 53504/0 ( 0.0%)
  361. disp_verts 42512/0 850240/0 ( 0.0%)
  362. disp_tris 71936/0 143872/0 ( 0.0%)
  363. disp_lmsamples 829693/0 829693/0 ( 0.0%)
  364. faces 3157/65536 176792/3670016 ( 4.8%)
  365. hdr faces 3157/65536 176792/3670016 ( 4.8%)
  366. origfaces 1566/65536 87696/3670016 ( 2.4%)
  367. leaves 2695/65536 86240/2097152 ( 4.1%)
  368. leaffaces 3400/65536 6800/131072 ( 5.2%)
  369. leafbrushes 1848/65536 3696/131072 ( 2.8%)
  370. areas 2/256 16/2048 ( 0.8%)
  371. surfedges 21300/512000 85200/2048000 ( 4.2%)
  372. edges 13169/256000 52676/1024000 ( 5.1%)
  373. LDR worldlights 3/8192 264/720896 ( 0.0%)
  374. HDR worldlights 3/8192 264/720896 ( 0.0%)
  375. leafwaterdata 0/32768 0/393216 ( 0.0%)
  376. waterstrips 283/32768 2830/327680 ( 0.9%)
  377. waterverts 0/65536 0/786432 ( 0.0%)
  378. waterindices 5091/65536 10182/131072 ( 7.8%)
  379. cubemapsamples 1/1024 16/16384 ( 0.1%)
  380. overlays 39/512 13728/180224 ( 7.6%)
  381. LDR lightdata [variable] 3805844/0 ( 0.0%)
  382. HDR lightdata [variable] 3805844/0 ( 0.0%)
  383. visdata [variable] 904064/16777216 ( 5.4%)
  384. entdata [variable] 107105/393216 (27.2%)
  385. LDR ambient table 2695/65536 10780/262144 ( 4.1%)
  386. HDR ambient table 2695/65536 10780/262144 ( 4.1%)
  387. LDR leaf ambient 9995/65536 279860/1835008 (15.3%)
  388. HDR leaf ambient 9995/65536 279860/1835008 (15.3%)
  389. occluders 0/0 0/0 ( 0.0%)
  390. occluder polygons 0/0 0/0 ( 0.0%)
  391. occluder vert ind 0/0 0/0 ( 0.0%)
  392. detail props [variable] 1/895456 ( 0.0%)
  393. dtl prp lght [variable] 1/4 (25.0%)
  394. HDR dtl prp lght [variable] 1/4 (25.0%)
  395. static props [variable] 1/65634 ( 0.0%)
  396. pakfile [variable] 234116/0 ( 0.0%)
  397. physics [variable] 8292818/4194304 (197.7%) VERY FULL!
  398. physics terrain [variable] 0/1048576 ( 0.0%)
  399.  
  400. Level flags = 0
  401.  
  402. Total triangle count: 8704
  403. Writing c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\maps\nms_storagefacility.bsp
  404. 1 minute, 2 seconds elapsed
  405.  
  406. ** Executing...
  407. ** Command: Copy File
  408. ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\nmrih\nmrih\maps\nms_storagefacility.bsp" "..\..\nmrih\maps\nms_storagefacility.bsp"
  409.  
  410. The command failed. Windows reported the error:
  411. "The process cannot access the file because it is being used by another process."
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