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Jul 7th, 2014
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  1.  
  2. ** Executing...
  3. ** Command: "D:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
  4. ** Parameters: -game "D:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "d:\program files\steam\steamapps\common\team fortress 2\bin\maps\surf_tobenamed"
  5.  
  6. Valve Software - vbsp.exe (Jun 10 2014)
  7. 2 threads
  8. materialPath: D:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials
  9. Loading d:\program files\steam\steamapps\common\team fortress 2\bin\maps\surf_tobenamed.vmf
  10. fixing up env_cubemap materials on brush sides...
  11. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  13. Processing areas...done (0)
  14. Building Faces...done (0)
  15. Chop Details...done (0)
  16. Find Visible Detail Sides...
  17. Merged 1018 detail faces...done (0)
  18. Merging details...done (0)
  19. FixTjuncs...
  20. PruneNodes...
  21. WriteBSP...
  22. done (0)
  23. writing d:\program files\steam\steamapps\common\team fortress 2\bin\maps\surf_tobenamed.prt...Building visibility clusters...
  24. done (0)
  25. Creating default LDR cubemaps for env_cubemap using skybox materials:
  26. skybox/sky_day01_01*.vmt
  27. ! Run buildcubemaps in the engine to get the correct cube maps.
  28. Creating default HDR cubemaps for env_cubemap using skybox materials:
  29. skybox/sky_day01_01*.vmt
  30. ! Run buildcubemaps in the engine to get the correct cube maps.
  31. Finding displacement neighbors...
  32. Finding lightmap sample positions...
  33. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  34. Building Physics collision data...
  35. done (1) (568394 bytes)
  36. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  37. Compacting texture/material tables...
  38. Reduced 666 texinfos to 426
  39. Reduced 9 texdatas to 9 (205 bytes to 205)
  40. Writing d:\program files\steam\steamapps\common\team fortress 2\bin\maps\surf_tobenamed.bsp
  41. 4 seconds elapsed
  42.  
  43. ** Executing...
  44. ** Command: "D:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
  45. ** Parameters: -game "D:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "d:\program files\steam\steamapps\common\team fortress 2\bin\maps\surf_tobenamed"
  46.  
  47. Valve Software - vrad.exe SSE (Jun 10 2014)
  48.  
  49. Valve Radiosity Simulator
  50. 2 threads
  51. [Reading texlights from 'lights.rad']
  52. [34 texlights parsed from 'lights.rad']
  53.  
  54. Loading d:\program files\steam\steamapps\common\team fortress 2\bin\maps\surf_tobenamed.bsp
  55. No vis information, direct lighting only.
  56. Setting up ray-trace acceleration structure... Done (1.24 seconds)
  57. 9712 faces
  58. 50 degenerate faces
  59. 6913476 square feet [995540608.00 square inches]
  60. 0 Displacements
  61. 0 Square Feet [0.00 Square Inches]
  62. 0 direct lights
  63. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
  64. Build Patch/Sample Hash Table(s).....Done<0.4507 sec>
  65. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
  66. FinalLightFace Done
  67. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  68. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (13)
  69. Writing leaf ambient...done
  70. Ready to Finish
  71.  
  72. Object names Objects/Maxobjs Memory / Maxmem Fullness
  73. ------------ --------------- --------------- --------
  74. models 28/1024 1344/49152 ( 2.7%)
  75. brushes 1672/8192 20064/98304 (20.4%)
  76. brushsides 13071/65536 104568/524288 (19.9%)
  77. planes 6978/65536 139560/1310720 (10.6%)
  78. vertexes 13910/65536 166920/786432 (21.2%)
  79. nodes 2040/65536 65280/2097152 ( 3.1%)
  80. texinfos 426/12288 30672/884736 ( 3.5%)
  81. texdata 9/2048 288/65536 ( 0.4%)
  82. dispinfos 0/0 0/0 ( 0.0%)
  83. disp_verts 0/0 0/0 ( 0.0%)
  84. disp_tris 0/0 0/0 ( 0.0%)
  85. disp_lmsamples 0/0 0/0 ( 0.0%)
  86. faces 9712/65536 543872/3670016 (14.8%)
  87. hdr faces 0/65536 0/3670016 ( 0.0%)
  88. origfaces 2518/65536 141008/3670016 ( 3.8%)
  89. leaves 2069/65536 66208/2097152 ( 3.2%)
  90. leaffaces 12155/65536 24310/131072 (18.5%)
  91. leafbrushes 4917/65536 9834/131072 ( 7.5%)
  92. areas 3/256 24/2048 ( 1.2%)
  93. surfedges 54276/512000 217104/2048000 (10.6%)
  94. edges 30045/256000 120180/1024000 (11.7%)
  95. LDR worldlights 0/8192 0/720896 ( 0.0%)
  96. HDR worldlights 0/8192 0/720896 ( 0.0%)
  97. leafwaterdata 0/32768 0/393216 ( 0.0%)
  98. waterstrips 748/32768 7480/327680 ( 2.3%)
  99. waterverts 0/65536 0/786432 ( 0.0%)
  100. waterindices 9906/65536 19812/131072 (15.1%)
  101. cubemapsamples 0/1024 0/16384 ( 0.0%)
  102. overlays 0/512 0/180224 ( 0.0%)
  103. LDR lightdata [variable] 17196536/0 ( 0.0%)
  104. HDR lightdata [variable] 0/0 ( 0.0%)
  105. visdata [variable] 0/16777216 ( 0.0%)
  106. entdata [variable] 4741/393216 ( 1.2%)
  107. LDR ambient table 2069/65536 8276/262144 ( 3.2%)
  108. HDR ambient table 2069/65536 8276/262144 ( 3.2%)
  109. LDR leaf ambient 858/65536 24024/1835008 ( 1.3%)
  110. HDR leaf ambient 2069/65536 57932/1835008 ( 3.2%)
  111. occluders 0/0 0/0 ( 0.0%)
  112. occluder polygons 0/0 0/0 ( 0.0%)
  113. occluder vert ind 0/0 0/0 ( 0.0%)
  114. detail props [variable] 1/12 ( 8.3%)
  115. static props [variable] 1/12 ( 8.3%)
  116. pakfile [variable] 105683/0 ( 0.0%)
  117. physics [variable] 568394/4194304 (13.6%)
  118. physics terrain [variable] 2/1048576 ( 0.0%)
  119.  
  120. Level flags = 0
  121.  
  122. Total triangle count: 24729
  123. Writing d:\program files\steam\steamapps\common\team fortress 2\bin\maps\surf_tobenamed.bsp
  124. 28 seconds elapsed
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