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Oct 6th, 2015
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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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.vmf"
  5.  
  6. Valve Software - vbsp.exe (Sep 22 2015)
  7. 6 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
  9. Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Patching WVT material: maps/cp_powerhouse_d/nature/blendrockgroundwallforest_wvt_patch
  12. Patching WVT material: maps/cp_powerhouse_d/nature/blendrockwalldirt001_wvt_patch
  13. Patching WVT material: maps/cp_powerhouse_d/nature/blendrockground006_wvt_patch
  14. Patching WVT material: maps/cp_powerhouse_d/nature/blendgroundtogravel005_wvt_patch
  15. fixing up env_cubemap materials on brush sides...
  16. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  17. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  18. Processing areas...WARNING: areaportal entity 381 (brush 14131) touches > 2 areas
  19. done (0)
  20. Building Faces...done (0)
  21. Chop Details...done (1)
  22. Find Visible Detail Sides...
  23. Merged 902 detail faces...done (1)
  24. Merging details...done (0)
  25. FixTjuncs...
  26. PruneNodes...
  27. WriteBSP...
  28. done (1)
  29. writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.prt...Building visibility clusters...
  30. done (0)
  31. Creating default LDR cubemaps for env_cubemap using skybox materials:
  32. skybox/sky_hydro_01*.vmt
  33. ! Run buildcubemaps in the engine to get the correct cube maps.
  34. Creating default HDR cubemaps for env_cubemap using skybox materials:
  35. skybox/sky_hydro_01*.vmt
  36. ! Run buildcubemaps in the engine to get the correct cube maps.
  37. Finding displacement neighbors...
  38. Found a displacement edge abutting multiple other edges.
  39. Finding lightmap sample positions...
  40. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  41. Building Physics collision data...
  42. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  43. done (1) (4449137 bytes)
  44. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  45. Compacting texture/material tables...
  46. Reduced 5899 texinfos to 4278
  47. Reduced 285 texdatas to 266 (10820 bytes to 10033)
  48. Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.bsp
  49. 17 seconds elapsed
  50. -0.279400 -2.044524 0.000000
  51. 0.355600 -1.986289 0.000000
  52. 0.355600 -2.044524 0.000000
  53. -0.355600 -2.044524 0.000000
  54. make_triangles:calc_triangle_representation: Cannot convert
  55. -0.279400 -2.044524 0.000000
  56. 0.355600 -1.986289 0.000000
  57. 0.355600 -2.044524 0.000000
  58. -0.355600 -2.044524 0.000000
  59. make_triangles:calc_triangle_representation: Cannot convert
  60.  
  61. ** Executing...
  62. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
  63. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d"
  64.  
  65. Valve Software - vvis.exe (Sep 22 2015)
  66. 6 threads
  67. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.bsp
  68. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.prt
  69. 2104 portalclusters
  70. 6124 numportals
  71. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
  72. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (272)
  73. Optimized: 9002 visible clusters (1.11%)
  74. Total clusters visible: 807490
  75. Average clusters visible: 383
  76. Building PAS...
  77. Average clusters audible: 1444
  78. visdatasize:783675 compressed from 1110912
  79. writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.bsp
  80. 4 minutes, 34 seconds elapsed
  81.  
  82. ** Executing...
  83. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
  84. ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d"
  85.  
  86. Valve Software - vrad.exe SSE (Sep 22 2015)
  87.  
  88. Valve Radiosity Simulator
  89. 6 threads
  90. [Reading texlights from 'lights.rad']
  91. unknown light specifier type - lights
  92.  
  93. [56 texlights parsed from 'lights.rad']
  94.  
  95. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.bsp
  96. Setting up ray-trace acceleration structure... Done (11.29 seconds)
  97. 14012 faces
  98. 20 degenerate faces
  99. 2485001 square feet [357840192.00 square inches]
  100. 412 Displacements
  101. 276115 Square Feet [39760688.00 Square Inches]
  102. 13992 patches before subdivision
  103. 229836 patches after subdivision
  104. light has _fifty_percent_distance of 1096.000000 but _zero_percent_distance of 200.000000
  105. light has _fifty_percent_distance of 1096.000000 but _zero_percent_distance of 200.000000
  106. 552 direct lights
  107. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (156)
  108. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (92)
  109. transfers 24802526, max 871
  110. transfer lists: 189.2 megs
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  112. Bounce #1 added RGB(1281368, 1092879, 1025398)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  114. Bounce #2 added RGB(361053, 291825, 242605)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  116. Bounce #3 added RGB(114068, 88355, 67307)
  117. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  118. Bounce #4 added RGB(40980, 30746, 22076)
  119. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  120. Bounce #5 added RGB(15738, 11643, 8149)
  121. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  122. Bounce #6 added RGB(6528, 4827, 3374)
  123. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  124. Bounce #7 added RGB(2858, 2134, 1513)
  125. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  126. Bounce #8 added RGB(1319, 998, 721)
  127. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  128. Bounce #9 added RGB(631, 485, 356)
  129. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  130. Bounce #10 added RGB(312, 242, 181)
  131. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  132. Bounce #11 added RGB(157, 123, 93)
  133. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  134. Bounce #12 added RGB(81, 64, 48)
  135. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  136. Bounce #13 added RGB(42, 33, 25)
  137. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  138. Bounce #14 added RGB(22, 17, 13)
  139. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  140. Bounce #15 added RGB(12, 9, 7)
  141. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  142. Bounce #16 added RGB(6, 5, 4)
  143. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  144. Bounce #17 added RGB(3, 3, 2)
  145. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  146. Bounce #18 added RGB(2, 1, 1)
  147. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  148. Bounce #19 added RGB(1, 1, 1)
  149. Build Patch/Sample Hash Table(s).....Done<0.1275 sec>
  150. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (27)
  151. FinalLightFace Done
  152. 160 of 160 (100% of) surface lights went in leaf ambient cubes.
  153. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (22)
  154. Writing leaf ambient...done
  155. Ready to Finish
  156.  
  157. Object names Objects/Maxobjs Memory / Maxmem Fullness
  158. ------------ --------------- --------------- --------
  159. models 39/1024 1872/49152 ( 3.8%)
  160. brushes 3712/8192 44544/98304 (45.3%)
  161. brushsides 25280/65536 202240/524288 (38.6%)
  162. planes 10716/65536 214320/1310720 (16.4%)
  163. vertexes 24944/65536 299328/786432 (38.1%)
  164. nodes 4323/65536 138336/2097152 ( 6.6%)
  165. texinfos 4278/12288 308016/884736 (34.8%)
  166. texdata 266/2048 8512/65536 (13.0%)
  167. dispinfos 412/0 72512/0 ( 0.0%)
  168. disp_verts 18612/0 372240/0 ( 0.0%)
  169. disp_tris 27488/0 54976/0 ( 0.0%)
  170. disp_lmsamples 863074/0 863074/0 ( 0.0%)
  171. faces 14012/65536 784672/3670016 (21.4%)
  172. hdr faces 0/65536 0/3670016 ( 0.0%)
  173. origfaces 9960/65536 557760/3670016 (15.2%)
  174. leaves 4363/65536 139616/2097152 ( 6.7%)
  175. leaffaces 18447/65536 36894/131072 (28.1%)
  176. leafbrushes 7879/65536 15758/131072 (12.0%)
  177. areas 27/256 216/2048 (10.5%)
  178. surfedges 111725/512000 446900/2048000 (21.8%)
  179. edges 72817/256000 291268/1024000 (28.4%)
  180. LDR worldlights 552/8192 48576/720896 ( 6.7%)
  181. HDR worldlights 0/8192 0/720896 ( 0.0%)
  182. leafwaterdata 2/32768 24/393216 ( 0.0%)
  183. waterstrips 1824/32768 18240/327680 ( 5.6%)
  184. waterverts 0/65536 0/786432 ( 0.0%)
  185. waterindices 36906/65536 73812/131072 (56.3%)
  186. cubemapsamples 43/1024 688/16384 ( 4.2%)
  187. overlays 212/512 74624/180224 (41.4%)
  188. LDR lightdata [variable] 12406496/0 ( 0.0%)
  189. HDR lightdata [variable] 0/0 ( 0.0%)
  190. visdata [variable] 783675/16777216 ( 4.7%)
  191. entdata [variable] 277414/393216 (70.6%)
  192. LDR ambient table 4363/65536 17452/262144 ( 6.7%)
  193. HDR ambient table 4363/65536 17452/262144 ( 6.7%)
  194. LDR leaf ambient 21646/65536 606088/1835008 (33.0%)
  195. HDR leaf ambient 4363/65536 122164/1835008 ( 6.7%)
  196. occluders 0/0 0/0 ( 0.0%)
  197. occluder polygons 0/0 0/0 ( 0.0%)
  198. occluder vert ind 0/0 0/0 ( 0.0%)
  199. detail props [variable] 1/12 ( 8.3%)
  200. static props [variable] 1/151072 ( 0.0%)
  201. pakfile [variable] 4693422/0 ( 0.0%)
  202. physics [variable] 4449137/4194304 (106.1%) VERY FULL!
  203. physics terrain [variable] 0/1048576 ( 0.0%)
  204.  
  205. Level flags = 0
  206.  
  207. Total triangle count: 43677
  208. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.bsp
  209. 5 minutes, 16 seconds elapsed
  210. Valve Software - vrad.exe SSE (Sep 22 2015)
  211.  
  212. Valve Radiosity Simulator
  213. 6 threads
  214. [Reading texlights from 'lights.rad']
  215. unknown light specifier type - lights
  216.  
  217. [56 texlights parsed from 'lights.rad']
  218.  
  219. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.bsp
  220. Setting up ray-trace acceleration structure... Done (11.09 seconds)
  221. 14012 faces
  222. 20 degenerate faces
  223. 2485001 square feet [357840192.00 square inches]
  224. 412 Displacements
  225. 276115 Square Feet [39760688.00 Square Inches]
  226. 13992 patches before subdivision
  227. 229836 patches after subdivision
  228. light has _fifty_percent_distance of 1096.000000 but _zero_percent_distance of 200.000000
  229. light has _fifty_percent_distance of 1096.000000 but _zero_percent_distance of 200.000000
  230. 552 direct lights
  231. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (160)
  232. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (95)
  233. transfers 24802614, max 871
  234. transfer lists: 189.2 megs
  235. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  236. Bounce #1 added RGB(1467418, 1257778, 1201830)
  237. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  238. Bounce #2 added RGB(406989, 330296, 278202)
  239. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  240. Bounce #3 added RGB(127149, 98578, 75485)
  241. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  242. Bounce #4 added RGB(45433, 33956, 24244)
  243. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  244. Bounce #5 added RGB(17326, 12711, 8760)
  245. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  246. Bounce #6 added RGB(7142, 5215, 3561)
  247. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  248. Bounce #7 added RGB(3105, 2283, 1574)
  249. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  250. Bounce #8 added RGB(1425, 1060, 742)
  251. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  252. Bounce #9 added RGB(679, 511, 364)
  253. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  254. Bounce #10 added RGB(334, 254, 184)
  255. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  256. Bounce #11 added RGB(168, 129, 94)
  257. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  258. Bounce #12 added RGB(86, 66, 49)
  259. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  260. Bounce #13 added RGB(45, 35, 26)
  261. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  262. Bounce #14 added RGB(23, 18, 13)
  263. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  264. Bounce #15 added RGB(12, 10, 7)
  265. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  266. Bounce #16 added RGB(7, 5, 4)
  267. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  268. Bounce #17 added RGB(3, 3, 2)
  269. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  270. Bounce #18 added RGB(2, 1, 1)
  271. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  272. Bounce #19 added RGB(1, 1, 1)
  273. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  274. Bounce #20 added RGB(1, 0, 0)
  275. Build Patch/Sample Hash Table(s).....Done<0.1033 sec>
  276. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (27)
  277. FinalLightFace Done
  278. 160 of 160 (100% of) surface lights went in leaf ambient cubes.
  279. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (22)
  280. Writing leaf ambient...done
  281. Ready to Finish
  282.  
  283. Object names Objects/Maxobjs Memory / Maxmem Fullness
  284. ------------ --------------- --------------- --------
  285. models 39/1024 1872/49152 ( 3.8%)
  286. brushes 3712/8192 44544/98304 (45.3%)
  287. brushsides 25280/65536 202240/524288 (38.6%)
  288. planes 10716/65536 214320/1310720 (16.4%)
  289. vertexes 24944/65536 299328/786432 (38.1%)
  290. nodes 4323/65536 138336/2097152 ( 6.6%)
  291. texinfos 4278/12288 308016/884736 (34.8%)
  292. texdata 266/2048 8512/65536 (13.0%)
  293. dispinfos 412/0 72512/0 ( 0.0%)
  294. disp_verts 18612/0 372240/0 ( 0.0%)
  295. disp_tris 27488/0 54976/0 ( 0.0%)
  296. disp_lmsamples 863074/0 863074/0 ( 0.0%)
  297. faces 14012/65536 784672/3670016 (21.4%)
  298. hdr faces 14012/65536 784672/3670016 (21.4%)
  299. origfaces 9960/65536 557760/3670016 (15.2%)
  300. leaves 4363/65536 139616/2097152 ( 6.7%)
  301. leaffaces 18447/65536 36894/131072 (28.1%)
  302. leafbrushes 7879/65536 15758/131072 (12.0%)
  303. areas 27/256 216/2048 (10.5%)
  304. surfedges 111725/512000 446900/2048000 (21.8%)
  305. edges 72817/256000 291268/1024000 (28.4%)
  306. LDR worldlights 552/8192 48576/720896 ( 6.7%)
  307. HDR worldlights 552/8192 48576/720896 ( 6.7%)
  308. leafwaterdata 2/32768 24/393216 ( 0.0%)
  309. waterstrips 1824/32768 18240/327680 ( 5.6%)
  310. waterverts 0/65536 0/786432 ( 0.0%)
  311. waterindices 36906/65536 73812/131072 (56.3%)
  312. cubemapsamples 43/1024 688/16384 ( 4.2%)
  313. overlays 212/512 74624/180224 (41.4%)
  314. LDR lightdata [variable] 12406496/0 ( 0.0%)
  315. HDR lightdata [variable] 12406496/0 ( 0.0%)
  316. visdata [variable] 783675/16777216 ( 4.7%)
  317. entdata [variable] 277414/393216 (70.6%)
  318. LDR ambient table 4363/65536 17452/262144 ( 6.7%)
  319. HDR ambient table 4363/65536 17452/262144 ( 6.7%)
  320. LDR leaf ambient 21646/65536 606088/1835008 (33.0%)
  321. HDR leaf ambient 21661/65536 606508/1835008 (33.1%)
  322. occluders 0/0 0/0 ( 0.0%)
  323. occluder polygons 0/0 0/0 ( 0.0%)
  324. occluder vert ind 0/0 0/0 ( 0.0%)
  325. detail props [variable] 1/12 ( 8.3%)
  326. static props [variable] 1/151072 ( 0.0%)
  327. pakfile [variable] 4693422/0 ( 0.0%)
  328. physics [variable] 4449137/4194304 (106.1%) VERY FULL!
  329. physics terrain [variable] 0/1048576 ( 0.0%)
  330.  
  331. Level flags = 0
  332.  
  333. Total triangle count: 43677
  334. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.bsp
  335. 5 minutes, 22 seconds elapsed
  336.  
  337. ** Executing...
  338. ** Command: Copy File
  339. ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_powerhouse_d.bsp"
  340.  
  341.  
  342. ** Executing...
  343. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
  344. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -window +fps_max 60 -novid -noborder +map "cp_powerhouse_d" -steam
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