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- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
- ** 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"
- Valve Software - vbsp.exe (Sep 22 2015)
- 6 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
- Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Patching WVT material: maps/cp_powerhouse_d/nature/blendrockgroundwallforest_wvt_patch
- Patching WVT material: maps/cp_powerhouse_d/nature/blendrockwalldirt001_wvt_patch
- Patching WVT material: maps/cp_powerhouse_d/nature/blendrockground006_wvt_patch
- Patching WVT material: maps/cp_powerhouse_d/nature/blendgroundtogravel005_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Processing areas...WARNING: areaportal entity 381 (brush 14131) touches > 2 areas
- done (0)
- Building Faces...done (0)
- Chop Details...done (1)
- Find Visible Detail Sides...
- Merged 902 detail faces...done (1)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (1)
- writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_hydro_01*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_hydro_01*.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
- Building Physics collision data...
- WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
- done (1) (4449137 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 5899 texinfos to 4278
- Reduced 285 texdatas to 266 (10820 bytes to 10033)
- Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.bsp
- 17 seconds elapsed
- -0.279400 -2.044524 0.000000
- 0.355600 -1.986289 0.000000
- 0.355600 -2.044524 0.000000
- -0.355600 -2.044524 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
- -0.279400 -2.044524 0.000000
- 0.355600 -1.986289 0.000000
- 0.355600 -2.044524 0.000000
- -0.355600 -2.044524 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
- ** 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"
- Valve Software - vvis.exe (Sep 22 2015)
- 6 threads
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.bsp
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.prt
- 2104 portalclusters
- 6124 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (272)
- Optimized: 9002 visible clusters (1.11%)
- Total clusters visible: 807490
- Average clusters visible: 383
- Building PAS...
- Average clusters audible: 1444
- visdatasize:783675 compressed from 1110912
- writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.bsp
- 4 minutes, 34 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
- ** 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"
- Valve Software - vrad.exe SSE (Sep 22 2015)
- Valve Radiosity Simulator
- 6 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.bsp
- Setting up ray-trace acceleration structure... Done (11.29 seconds)
- 14012 faces
- 20 degenerate faces
- 2485001 square feet [357840192.00 square inches]
- 412 Displacements
- 276115 Square Feet [39760688.00 Square Inches]
- 13992 patches before subdivision
- 229836 patches after subdivision
- light has _fifty_percent_distance of 1096.000000 but _zero_percent_distance of 200.000000
- light has _fifty_percent_distance of 1096.000000 but _zero_percent_distance of 200.000000
- 552 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (156)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (92)
- transfers 24802526, max 871
- transfer lists: 189.2 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(1281368, 1092879, 1025398)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(361053, 291825, 242605)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(114068, 88355, 67307)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #4 added RGB(40980, 30746, 22076)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(15738, 11643, 8149)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(6528, 4827, 3374)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(2858, 2134, 1513)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(1319, 998, 721)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(631, 485, 356)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(312, 242, 181)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #11 added RGB(157, 123, 93)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(81, 64, 48)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(42, 33, 25)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #14 added RGB(22, 17, 13)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #15 added RGB(12, 9, 7)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #16 added RGB(6, 5, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #17 added RGB(3, 3, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #18 added RGB(2, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #19 added RGB(1, 1, 1)
- Build Patch/Sample Hash Table(s).....Done<0.1275 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (27)
- FinalLightFace Done
- 160 of 160 (100% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (22)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 39/1024 1872/49152 ( 3.8%)
- brushes 3712/8192 44544/98304 (45.3%)
- brushsides 25280/65536 202240/524288 (38.6%)
- planes 10716/65536 214320/1310720 (16.4%)
- vertexes 24944/65536 299328/786432 (38.1%)
- nodes 4323/65536 138336/2097152 ( 6.6%)
- texinfos 4278/12288 308016/884736 (34.8%)
- texdata 266/2048 8512/65536 (13.0%)
- dispinfos 412/0 72512/0 ( 0.0%)
- disp_verts 18612/0 372240/0 ( 0.0%)
- disp_tris 27488/0 54976/0 ( 0.0%)
- disp_lmsamples 863074/0 863074/0 ( 0.0%)
- faces 14012/65536 784672/3670016 (21.4%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 9960/65536 557760/3670016 (15.2%)
- leaves 4363/65536 139616/2097152 ( 6.7%)
- leaffaces 18447/65536 36894/131072 (28.1%)
- leafbrushes 7879/65536 15758/131072 (12.0%)
- areas 27/256 216/2048 (10.5%)
- surfedges 111725/512000 446900/2048000 (21.8%)
- edges 72817/256000 291268/1024000 (28.4%)
- LDR worldlights 552/8192 48576/720896 ( 6.7%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 2/32768 24/393216 ( 0.0%)
- waterstrips 1824/32768 18240/327680 ( 5.6%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 36906/65536 73812/131072 (56.3%)
- cubemapsamples 43/1024 688/16384 ( 4.2%)
- overlays 212/512 74624/180224 (41.4%)
- LDR lightdata [variable] 12406496/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 783675/16777216 ( 4.7%)
- entdata [variable] 277414/393216 (70.6%)
- LDR ambient table 4363/65536 17452/262144 ( 6.7%)
- HDR ambient table 4363/65536 17452/262144 ( 6.7%)
- LDR leaf ambient 21646/65536 606088/1835008 (33.0%)
- HDR leaf ambient 4363/65536 122164/1835008 ( 6.7%)
- 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] 1/12 ( 8.3%)
- static props [variable] 1/151072 ( 0.0%)
- pakfile [variable] 4693422/0 ( 0.0%)
- physics [variable] 4449137/4194304 (106.1%) VERY FULL!
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 43677
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.bsp
- 5 minutes, 16 seconds elapsed
- Valve Software - vrad.exe SSE (Sep 22 2015)
- Valve Radiosity Simulator
- 6 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.bsp
- Setting up ray-trace acceleration structure... Done (11.09 seconds)
- 14012 faces
- 20 degenerate faces
- 2485001 square feet [357840192.00 square inches]
- 412 Displacements
- 276115 Square Feet [39760688.00 Square Inches]
- 13992 patches before subdivision
- 229836 patches after subdivision
- light has _fifty_percent_distance of 1096.000000 but _zero_percent_distance of 200.000000
- light has _fifty_percent_distance of 1096.000000 but _zero_percent_distance of 200.000000
- 552 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (160)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (95)
- transfers 24802614, max 871
- transfer lists: 189.2 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(1467418, 1257778, 1201830)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #2 added RGB(406989, 330296, 278202)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(127149, 98578, 75485)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(45433, 33956, 24244)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #5 added RGB(17326, 12711, 8760)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(7142, 5215, 3561)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(3105, 2283, 1574)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(1425, 1060, 742)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #9 added RGB(679, 511, 364)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(334, 254, 184)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(168, 129, 94)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #12 added RGB(86, 66, 49)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(45, 35, 26)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #14 added RGB(23, 18, 13)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #15 added RGB(12, 10, 7)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #16 added RGB(7, 5, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #17 added RGB(3, 3, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #18 added RGB(2, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #19 added RGB(1, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #20 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.1033 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (27)
- FinalLightFace Done
- 160 of 160 (100% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (22)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 39/1024 1872/49152 ( 3.8%)
- brushes 3712/8192 44544/98304 (45.3%)
- brushsides 25280/65536 202240/524288 (38.6%)
- planes 10716/65536 214320/1310720 (16.4%)
- vertexes 24944/65536 299328/786432 (38.1%)
- nodes 4323/65536 138336/2097152 ( 6.6%)
- texinfos 4278/12288 308016/884736 (34.8%)
- texdata 266/2048 8512/65536 (13.0%)
- dispinfos 412/0 72512/0 ( 0.0%)
- disp_verts 18612/0 372240/0 ( 0.0%)
- disp_tris 27488/0 54976/0 ( 0.0%)
- disp_lmsamples 863074/0 863074/0 ( 0.0%)
- faces 14012/65536 784672/3670016 (21.4%)
- hdr faces 14012/65536 784672/3670016 (21.4%)
- origfaces 9960/65536 557760/3670016 (15.2%)
- leaves 4363/65536 139616/2097152 ( 6.7%)
- leaffaces 18447/65536 36894/131072 (28.1%)
- leafbrushes 7879/65536 15758/131072 (12.0%)
- areas 27/256 216/2048 (10.5%)
- surfedges 111725/512000 446900/2048000 (21.8%)
- edges 72817/256000 291268/1024000 (28.4%)
- LDR worldlights 552/8192 48576/720896 ( 6.7%)
- HDR worldlights 552/8192 48576/720896 ( 6.7%)
- leafwaterdata 2/32768 24/393216 ( 0.0%)
- waterstrips 1824/32768 18240/327680 ( 5.6%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 36906/65536 73812/131072 (56.3%)
- cubemapsamples 43/1024 688/16384 ( 4.2%)
- overlays 212/512 74624/180224 (41.4%)
- LDR lightdata [variable] 12406496/0 ( 0.0%)
- HDR lightdata [variable] 12406496/0 ( 0.0%)
- visdata [variable] 783675/16777216 ( 4.7%)
- entdata [variable] 277414/393216 (70.6%)
- LDR ambient table 4363/65536 17452/262144 ( 6.7%)
- HDR ambient table 4363/65536 17452/262144 ( 6.7%)
- LDR leaf ambient 21646/65536 606088/1835008 (33.0%)
- HDR leaf ambient 21661/65536 606508/1835008 (33.1%)
- 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] 1/12 ( 8.3%)
- static props [variable] 1/151072 ( 0.0%)
- pakfile [variable] 4693422/0 ( 0.0%)
- physics [variable] 4449137/4194304 (106.1%) VERY FULL!
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 43677
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_powerhouse_d.bsp
- 5 minutes, 22 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** 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"
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
- ** 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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