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- ** Executing...
- ** Command: "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
- ** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "D:\HAMMER TF2\Broadcast\a4\cp_broadcast_a4.vmf"
- Valve Software - vbsp.exe (Sep 9 2015)
- 8 threads
- materialPath: D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
- Loading D:\HAMMER TF2\Broadcast\a4\cp_broadcast_a4.vmf
- Patching WVT material: maps/cp_broadcast_a4/nature/blendrockgroundwallforest_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 (0)
- Processing areas...done (0)
- Building Faces...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing D:\HAMMER TF2\Broadcast\a4\cp_broadcast_a4.prt...Building visibility clusters...
- done (0)
- *** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
- *** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
- Finding displacement neighbors...
- Found a displacement edge abutting multiple other edges.
- Warning: overflowed 2 displacement corner-neighbor lists.Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (0) (68249 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Water found with no water_lod_control entity, creating a default one.
- Compacting texture/material tables...
- Reduced 216 texinfos to 133
- Reduced 13 texdatas to 11 (453 bytes to 332)
- Writing D:\HAMMER TF2\Broadcast\a4\cp_broadcast_a4.bsp
- 0 seconds elapsed
- ** Executing...
- ** Command: "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
- ** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "D:\HAMMER TF2\Broadcast\a4\cp_broadcast_a4"
- Valve Software - vvis.exe (Sep 9 2015)
- 8 threads
- reading d:\hammer tf2\broadcast\a4\cp_broadcast_a4.bsp
- reading d:\hammer tf2\broadcast\a4\cp_broadcast_a4.prt
- 627 portalclusters
- 2141 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (45)
- Optimized: 1342 visible clusters (0.60%)
- Total clusters visible: 223746
- Average clusters visible: 356
- Building PAS...
- Average clusters audible: 622
- visdatasize:101785 compressed from 100320
- writing d:\hammer tf2\broadcast\a4\cp_broadcast_a4.bsp
- 45 seconds elapsed
- ** Executing...
- ** Command: "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
- ** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "D:\HAMMER TF2\Broadcast\a4\cp_broadcast_a4"
- Valve Software - vrad.exe SSE (Sep 9 2015)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading d:\hammer tf2\broadcast\a4\cp_broadcast_a4.bsp
- Setting up ray-trace acceleration structure... Done (0.19 seconds)
- 2276 faces
- 2257192 square feet [325035648.00 square inches]
- 130 Displacements
- 165687 Square Feet [23859002.00 Square Inches]
- 2276 patches before subdivision
- 94832 patches after subdivision
- sun extent from map=0.000000
- 31 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
- transfers 6835092, max 575
- transfer lists: 52.1 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(467496, 350946, 323373)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(110296, 81850, 73177)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(34633, 25775, 22675)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(12775, 9450, 8155)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(4992, 3666, 3118)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(2061, 1499, 1257)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(874, 629, 521)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(380, 271, 222)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(168, 119, 96)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(75, 53, 42)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(34, 24, 19)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(15, 11, 8)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(7, 5, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #14 added RGB(3, 2, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #15 added RGB(2, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #16 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0243 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
- FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 9/1024 432/49152 ( 0.9%)
- brushes 176/8192 2112/98304 ( 2.1%)
- brushsides 1314/65536 10512/524288 ( 2.0%)
- planes 1106/65536 22120/1310720 ( 1.7%)
- vertexes 2953/65536 35436/786432 ( 4.5%)
- nodes 1221/65536 39072/2097152 ( 1.9%)
- texinfos 133/12288 9576/884736 ( 1.1%)
- texdata 11/2048 352/65536 ( 0.5%)
- dispinfos 130/0 22880/0 ( 0.0%)
- disp_verts 3250/0 65000/0 ( 0.0%)
- disp_tris 4160/0 8320/0 ( 0.0%)
- disp_lmsamples 435048/0 435048/0 ( 0.0%)
- faces 2276/65536 127456/3670016 ( 3.5%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 867/65536 48552/3670016 ( 1.3%)
- leaves 1231/65536 39392/2097152 ( 1.9%)
- leaffaces 2458/65536 4916/131072 ( 3.8%)
- leafbrushes 618/65536 1236/131072 ( 0.9%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 13977/512000 55908/2048000 ( 2.7%)
- edges 7445/256000 29780/1024000 ( 2.9%)
- LDR worldlights 31/8192 2728/720896 ( 0.4%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 1/32768 12/393216 ( 0.0%)
- waterstrips 198/32768 1980/327680 ( 0.6%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 2829/65536 5658/131072 ( 4.3%)
- cubemapsamples 1/1024 16/16384 ( 0.1%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 5438084/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 101785/16777216 ( 0.6%)
- entdata [variable] 19720/393216 ( 5.0%)
- LDR ambient table 1231/65536 4924/262144 ( 1.9%)
- HDR ambient table 1231/65536 4924/262144 ( 1.9%)
- LDR leaf ambient 8704/65536 243712/1835008 (13.3%)
- HDR leaf ambient 1231/65536 34468/1835008 ( 1.9%)
- 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] 1/2004 ( 0.0%)
- pakfile [variable] 1346/0 ( 0.0%)
- physics [variable] 68249/4194304 ( 1.6%)
- physics terrain [variable] 8292/1048576 ( 0.8%)
- Level flags = 0
- Total triangle count: 5934
- Writing d:\hammer tf2\broadcast\a4\cp_broadcast_a4.bsp
- 11 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "D:\HAMMER TF2\Broadcast\a4\cp_broadcast_a4.bsp" "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_broadcast_a4.bsp"
- The command failed. Windows reported the error:
- "Access is denied."
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