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Aug 19th, 2012
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  1.  
  2. ** Executing...
  3. ** Command: "c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk\bin\orangebox\bin\vbsp.exe"
  4. ** Parameters: -game "c:\program files (x86)\steam\steamapps\crash@ueak.net\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk_content\tf\mapsrc\koth_aquifer_b3"
  5.  
  6. Valve Software - vbsp.exe (Aug 13 2012)
  7. 4 threads
  8. materialPath: c:\program files (x86)\steam\steamapps\crash@ueak.net\team fortress 2\tf\materials
  9. Error opening c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk_content\tf\mapsrc\koth_aquifer_b3: File c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk_content\tf\mapsrc\koth_aquifer_b3, line 1: No such file or directory.
  10.  
  11.  
  12. ** Executing...
  13. ** Command: "c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk\bin\orangebox\bin\vvis.exe"
  14. ** Parameters: -game "c:\program files (x86)\steam\steamapps\crash@ueak.net\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk_content\tf\mapsrc\koth_aquifer_b3"
  15.  
  16. Valve Software - vvis.exe (Aug 13 2012)
  17. 4 threads
  18. reading c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk_content\tf\mapsrc\koth_aquifer_b3.bsp
  19. reading c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk_content\tf\mapsrc\koth_aquifer_b3.prt
  20. LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk_content\tf\mapsrc\koth_aquifer_b3.prt
  21.  
  22.  
  23. ** Executing...
  24. ** Command: "c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk\bin\orangebox\bin\vrad.exe"
  25. ** Parameters: -both -staticproppolys -staticproplighting -final -game "c:\program files (x86)\steam\steamapps\crash@ueak.net\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk_content\tf\mapsrc\koth_aquifer_b3"
  26.  
  27. Valve Software - vrad.exe SSE (Aug 13 2012)
  28.  
  29. Valve Radiosity Simulator
  30. 4 threads
  31. [Reading texlights from 'lights.rad']
  32. [34 texlights parsed from 'lights.rad']
  33.  
  34. Loading c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk_content\tf\mapsrc\koth_aquifer_b3.bsp
  35. Setting up ray-trace acceleration structure... Done (16.13 seconds)
  36. 6706 faces
  37. 7 degenerate faces
  38. 1612280 square feet [232168352.00 square inches]
  39. 128 Displacements
  40. 338775 Square Feet [48783604.00 Square Inches]
  41. 6699 patches before subdivision
  42. 128031 patches after subdivision
  43. sun extent from map=0.026177
  44. sun extent from map=0.026177
  45. 107 direct lights
  46. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (228)
  47. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (18)
  48. transfers 10254462, max 674
  49. transfer lists: 78.2 megs
  50. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  51. Bounce #1 added RGB(867712, 559453, 471423)
  52. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  53. Bounce #2 added RGB(174187, 104598, 74705)
  54. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  55. Bounce #3 added RGB(46984, 28237, 16894)
  56. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  57. Bounce #4 added RGB(15342, 9188, 4582)
  58. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  59. Bounce #5 added RGB(5742, 3378, 1412)
  60. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  61. Bounce #6 added RGB(2331, 1329, 471)
  62. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  63. Bounce #7 added RGB(996, 547, 166)
  64. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  65. Bounce #8 added RGB(439, 231, 60)
  66. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  67. Bounce #9 added RGB(198, 99, 22)
  68. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  69. Bounce #10 added RGB(90, 43, 8)
  70. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  71. Bounce #11 added RGB(42, 19, 3)
  72. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  73. Bounce #12 added RGB(19, 8, 1)
  74. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  75. Bounce #13 added RGB(9, 4, 0)
  76. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  77. Bounce #14 added RGB(4, 2, 0)
  78. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  79. Bounce #15 added RGB(2, 1, 0)
  80. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  81. Bounce #16 added RGB(1, 0, 0)
  82. Build Patch/Sample Hash Table(s).....Done<0.0325 sec>
  83. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
  84. FinalLightFace Done
  85. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  86. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
  87. Writing leaf ambient...done
  88. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (19)
  89.  
  90. Ready to Finish
  91.  
  92. Object names Objects/Maxobjs Memory / Maxmem Fullness
  93. ------------ --------------- --------------- --------
  94. models 32/1024 1536/49152 ( 3.1%)
  95. brushes 2227/8192 26724/98304 (27.2%)
  96. brushsides 16167/65536 129336/524288 (24.7%)
  97. planes 7312/65536 146240/1310720 (11.2%)
  98. vertexes 12090/65536 145080/786432 (18.4%)
  99. nodes 2584/65536 82688/2097152 ( 3.9%)
  100. texinfos 2747/12288 197784/884736 (22.4%)
  101. texdata 200/2048 6400/65536 ( 9.8%)
  102. dispinfos 128/0 22528/0 ( 0.0%)
  103. disp_verts 5552/0 111040/0 ( 0.0%)
  104. disp_tris 8128/0 16256/0 ( 0.0%)
  105. disp_lmsamples 891220/0 891220/0 ( 0.0%)
  106. faces 6706/65536 375536/3670016 (10.2%)
  107. hdr faces 6706/65536 375536/3670016 (10.2%)
  108. origfaces 5132/65536 287392/3670016 ( 7.8%)
  109. leaves 2617/65536 83744/2097152 ( 4.0%)
  110. leaffaces 10047/65536 20094/131072 (15.3%)
  111. leafbrushes 11285/65536 22570/131072 (17.2%)
  112. areas 7/256 56/2048 ( 2.7%)
  113. surfedges 55390/512000 221560/2048000 (10.8%)
  114. edges 36228/256000 144912/1024000 (14.2%)
  115. LDR worldlights 106/8192 9328/720896 ( 1.3%)
  116. HDR worldlights 106/8192 9328/720896 ( 1.3%)
  117. leafwaterdata 1/32768 12/393216 ( 0.0%)
  118. waterstrips 1063/32768 10630/327680 ( 3.2%)
  119. waterverts 0/65536 0/786432 ( 0.0%)
  120. waterindices 21102/65536 42204/131072 (32.2%)
  121. cubemapsamples 6/1024 96/16384 ( 0.6%)
  122. overlays 135/512 47520/180224 (26.4%)
  123. LDR lightdata [variable] 7017644/0 ( 0.0%)
  124. HDR lightdata [variable] 7017644/0 ( 0.0%)
  125. visdata [variable] 361854/16777216 ( 2.2%)
  126. entdata [variable] 91059/393216 (23.2%)
  127. LDR ambient table 2617/65536 10468/262144 ( 4.0%)
  128. HDR ambient table 2617/65536 10468/262144 ( 4.0%)
  129. LDR leaf ambient 17742/65536 496776/1835008 (27.1%)
  130. HDR leaf ambient 17752/65536 497056/1835008 (27.1%)
  131. occluders 0/0 0/0 ( 0.0%)
  132. occluder polygons 0/0 0/0 ( 0.0%)
  133. occluder vert ind 0/0 0/0 ( 0.0%)
  134. detail props [variable] 1/12 ( 8.3%)
  135. static props [variable] 1/60964 ( 0.0%)
  136. pakfile [variable] 5546561/0 ( 0.0%)
  137. physics [variable] 800348/4194304 (19.1%)
  138. physics terrain [variable] 31762/1048576 ( 3.0%)
  139.  
  140. Level flags = 1
  141.  
  142. Total triangle count: 21198
  143. Writing c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk_content\tf\mapsrc\koth_aquifer_b3.bsp
  144. 4 minutes, 58 seconds elapsed
  145. Valve Software - vrad.exe SSE (Aug 13 2012)
  146.  
  147. Valve Radiosity Simulator
  148. 4 threads
  149. [Reading texlights from 'lights.rad']
  150. [34 texlights parsed from 'lights.rad']
  151.  
  152. Loading c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk_content\tf\mapsrc\koth_aquifer_b3.bsp
  153. Setting up ray-trace acceleration structure... Done (16.08 seconds)
  154. 6706 faces
  155. 7 degenerate faces
  156. 1612280 square feet [232168352.00 square inches]
  157. 128 Displacements
  158. 338775 Square Feet [48783604.00 Square Inches]
  159. 6699 patches before subdivision
  160. 128031 patches after subdivision
  161. sun extent from map=0.026177
  162. sun extent from map=0.026177
  163. 107 direct lights
  164. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (230)
  165. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (18)
  166. transfers 10254462, max 674
  167. transfer lists: 78.2 megs
  168. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  169. Bounce #1 added RGB(861818, 554913, 468791)
  170. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  171. Bounce #2 added RGB(172770, 103635, 74214)
  172. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  173. Bounce #3 added RGB(46593, 27995, 16790)
  174. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  175. Bounce #4 added RGB(15222, 9120, 4558)
  176. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  177. Bounce #5 added RGB(5704, 3359, 1407)
  178. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  179. Bounce #6 added RGB(2318, 1323, 469)
  180. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  181. Bounce #7 added RGB(992, 545, 165)
  182. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  183. Bounce #8 added RGB(438, 230, 60)
  184. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  185. Bounce #9 added RGB(197, 99, 22)
  186. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  187. Bounce #10 added RGB(90, 43, 8)
  188. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  189. Bounce #11 added RGB(41, 19, 3)
  190. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  191. Bounce #12 added RGB(19, 8, 1)
  192. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  193. Bounce #13 added RGB(9, 4, 0)
  194. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  195. Bounce #14 added RGB(4, 2, 0)
  196. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  197. Bounce #15 added RGB(2, 1, 0)
  198. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  199. Bounce #16 added RGB(1, 0, 0)
  200. Build Patch/Sample Hash Table(s).....Done<0.0355 sec>
  201. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
  202. FinalLightFace Done
  203. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  204. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7)
  205. Writing leaf ambient...done
  206. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (20)
  207.  
  208. Ready to Finish
  209.  
  210. Object names Objects/Maxobjs Memory / Maxmem Fullness
  211. ------------ --------------- --------------- --------
  212. models 32/1024 1536/49152 ( 3.1%)
  213. brushes 2227/8192 26724/98304 (27.2%)
  214. brushsides 16167/65536 129336/524288 (24.7%)
  215. planes 7312/65536 146240/1310720 (11.2%)
  216. vertexes 12090/65536 145080/786432 (18.4%)
  217. nodes 2584/65536 82688/2097152 ( 3.9%)
  218. texinfos 2747/12288 197784/884736 (22.4%)
  219. texdata 200/2048 6400/65536 ( 9.8%)
  220. dispinfos 128/0 22528/0 ( 0.0%)
  221. disp_verts 5552/0 111040/0 ( 0.0%)
  222. disp_tris 8128/0 16256/0 ( 0.0%)
  223. disp_lmsamples 891220/0 891220/0 ( 0.0%)
  224. faces 6706/65536 375536/3670016 (10.2%)
  225. hdr faces 6706/65536 375536/3670016 (10.2%)
  226. origfaces 5132/65536 287392/3670016 ( 7.8%)
  227. leaves 2617/65536 83744/2097152 ( 4.0%)
  228. leaffaces 10047/65536 20094/131072 (15.3%)
  229. leafbrushes 11285/65536 22570/131072 (17.2%)
  230. areas 7/256 56/2048 ( 2.7%)
  231. surfedges 55390/512000 221560/2048000 (10.8%)
  232. edges 36228/256000 144912/1024000 (14.2%)
  233. LDR worldlights 106/8192 9328/720896 ( 1.3%)
  234. HDR worldlights 106/8192 9328/720896 ( 1.3%)
  235. leafwaterdata 1/32768 12/393216 ( 0.0%)
  236. waterstrips 1063/32768 10630/327680 ( 3.2%)
  237. waterverts 0/65536 0/786432 ( 0.0%)
  238. waterindices 21102/65536 42204/131072 (32.2%)
  239. cubemapsamples 6/1024 96/16384 ( 0.6%)
  240. overlays 135/512 47520/180224 (26.4%)
  241. LDR lightdata [variable] 7017644/0 ( 0.0%)
  242. HDR lightdata [variable] 7017644/0 ( 0.0%)
  243. visdata [variable] 361854/16777216 ( 2.2%)
  244. entdata [variable] 91059/393216 (23.2%)
  245. LDR ambient table 2617/65536 10468/262144 ( 4.0%)
  246. HDR ambient table 2617/65536 10468/262144 ( 4.0%)
  247. LDR leaf ambient 17742/65536 496776/1835008 (27.1%)
  248. HDR leaf ambient 17737/65536 496636/1835008 (27.1%)
  249. occluders 0/0 0/0 ( 0.0%)
  250. occluder polygons 0/0 0/0 ( 0.0%)
  251. occluder vert ind 0/0 0/0 ( 0.0%)
  252. detail props [variable] 1/12 ( 8.3%)
  253. static props [variable] 1/60964 ( 0.0%)
  254. pakfile [variable] 10352229/0 ( 0.0%)
  255. physics [variable] 800348/4194304 (19.1%)
  256. physics terrain [variable] 31762/1048576 ( 3.0%)
  257.  
  258. Level flags = 3
  259.  
  260. Total triangle count: 21198
  261. Writing c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk_content\tf\mapsrc\koth_aquifer_b3.bsp
  262. 5 minutes, 1 second elapsed
  263.  
  264. ** Executing...
  265. ** Command: Copy File
  266. ** Parameters: "c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk_content\tf\mapsrc\koth_aquifer_b3.bsp" "c:\program files (x86)\steam\steamapps\crash@ueak.net\team fortress 2\tf\maps\koth_aquifer_b3.bsp"
  267.  
  268.  
  269. ** Executing...
  270. ** Command: "c:\program files (x86)\steam\steamapps\crash@ueak.net\team fortress 2\hl2.exe"
  271. ** Parameters: -dev -console -allowdebug -game "c:\program files (x86)\steam\steamapps\crash@ueak.net\team fortress 2\tf" +map "koth_aquifer_b3"
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