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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\bin\source2007\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\sourcemods\bg2" "C:\Program Files (x86)\Steam\steamapps\sourcemods\bg2\maps\lb_Frontier"
  5.  
  6. Valve Software - vbsp.exe (May 19 2009)
  7. 4 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\sourcemods\bg2\materials
  9. Loading C:\Program Files (x86)\Steam\steamapps\sourcemods\bg2\maps\lb_Frontier.vmf
  10. Patching WVT material: maps/lb_frontier/maps/tomdon/snow/tomdon_snow_cobbles_blend_wvt_patch
  11. Patching WVT material: maps/lb_frontier/bg_grantel/blend_herringsnow_wvt_patch
  12. Patching WVT material: maps/lb_frontier/bg_grantel/blend_snowwood2_wvt_patch
  13. Patching WVT material: maps/lb_frontier/maps/bg_townguard/townguard_blend_grass_cobble_wvt_patch
  14. fixing up env_cubemap materials on brush sides...
  15. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  16. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  17. Processing areas...done (0)
  18. Building Faces...done (0)
  19. Chop Details...done (0)
  20. Find Visible Detail Sides...
  21. Merged 360 detail faces...done (0)
  22. Merging details...done (0)
  23. FixTjuncs...
  24. PruneNodes...
  25. WriteBSP...
  26. done (0)
  27. writing C:\Program Files (x86)\Steam\steamapps\sourcemods\bg2\maps\lb_Frontier.prt...Building visibility clusters...
  28. done (0)
  29. Creating default LDR cubemaps for env_cubemap using skybox materials:
  30. skybox/sky_day01_08*.vmt
  31. ! Run buildcubemaps in the engine to get the correct cube maps.
  32. Creating default HDR cubemaps for env_cubemap using skybox materials:
  33. skybox/sky_day01_08*.vmt
  34. ! Run buildcubemaps in the engine to get the correct cube maps.
  35. Finding displacement neighbors...
  36. Found a displacement edge abutting multiple other edges.
  37. Finding lightmap sample positions...
  38. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  39. Building Physics collision data...
  40. Displacement 6 has bad geometry near -4096.00 -2048.00 3070.69
  41. Can't compile displacement physics, exiting. Texture is MAPS/BG_TOWNGUARD/TOWNGUARD_BLEND_GRASS_COBBLE
  42.  
  43.  
  44. ** Executing...
  45. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\bin\source2007\bin\vvis.exe"
  46. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\sourcemods\bg2" -fast "C:\Program Files (x86)\Steam\steamapps\sourcemods\bg2\maps\lb_Frontier"
  47.  
  48. Valve Software - vvis.exe (May 19 2009)
  49. fastvis = true
  50. 4 threads
  51. reading c:\program files (x86)\steam\steamapps\sourcemods\bg2\maps\lb_Frontier.bsp
  52. reading c:\program files (x86)\steam\steamapps\sourcemods\bg2\maps\lb_Frontier.prt
  53. 1461 portalclusters
  54. 4604 numportals
  55. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  56. Optimized: 10438 visible clusters (0.00%)
  57. Total clusters visible: 2111058
  58. Average clusters visible: 1444
  59. Building PAS...
  60. Average clusters audible: 1461
  61. visdatasize:546071 compressed from 537648
  62. writing c:\program files (x86)\steam\steamapps\sourcemods\bg2\maps\lb_Frontier.bsp
  63. 0 seconds elapsed
  64. ..\tier1\fileio.cpp (4002) : Assertion Failed: m_nNumRegisteredWriters == 0
  65.  
  66. ** Executing...
  67. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\bin\source2007\bin\vrad.exe"
  68. ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\sourcemods\bg2" "C:\Program Files (x86)\Steam\steamapps\sourcemods\bg2\maps\lb_Frontier"
  69.  
  70. Valve Software - vrad.exe SSE (May 19 2009)
  71.  
  72. Valve Radiosity Simulator
  73. 4 threads
  74. Could not find lights.rad in lights.rad.
  75. Trying VRAD BIN directory instead...
  76. Warning: Couldn't open texlight file C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\bin\source2007\bin\lights.rad.
  77. Loading c:\program files (x86)\steam\steamapps\sourcemods\bg2\maps\lb_Frontier.bsp
  78. Setting up ray-trace acceleration structure... Done (2.79 seconds)
  79. 4652 faces
  80. 1 degenerate faces
  81. 12646869 square feet [1821149184.00 square inches]
  82. 76 Displacements
  83. 2110506 Square Feet [303912864.00 Square Inches]
  84. 4651 patches before subdivision
  85. 101203 patches after subdivision
  86. 14 direct lights
  87. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
  88. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
  89. transfers 6024756, max 511
  90. transfer lists: 46.0 megs
  91. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  92. Bounce #1 added RGB(24183, 11014, 3328)
  93. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  94. Bounce #2 added RGB(3292, 1339, 323)
  95. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  96. Bounce #3 added RGB(368, 139, 26)
  97. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  98. Bounce #4 added RGB(69, 22, 3)
  99. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  100. Bounce #5 added RGB(13, 4, 0)
  101. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  102. Bounce #6 added RGB(3, 1, 0)
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Bounce #7 added RGB(1, 0, 0)
  105. Build Patch/Sample Hash Table(s).....Done<0.0600 sec>
  106. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
  107. FinalLightFace Done
  108. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  109. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
  110. Writing leaf ambient...done
  111. Ready to Finish
  112.  
  113. Object names Objects/Maxobjs Memory / Maxmem Fullness
  114. ------------ --------------- --------------- --------
  115. models 33/1024 1584/49152 ( 3.2%)
  116. brushes 523/8192 6276/98304 ( 6.4%)
  117. brushsides 3769/65536 30152/524288 ( 5.8%)
  118. planes 3846/65536 76920/1310720 ( 5.9%)
  119. vertexes 6735/65536 80820/786432 (10.3%)
  120. nodes 3095/65536 99040/2097152 ( 4.7%)
  121. texinfos 427/12288 30744/884736 ( 3.5%)
  122. texdata 69/2048 2208/65536 ( 3.4%)
  123. dispinfos 76/0 13376/0 ( 0.0%)
  124. disp_verts 21964/0 439280/0 ( 0.0%)
  125. disp_tris 38912/0 77824/0 ( 0.0%)
  126. disp_lmsamples 5159448/0 5159448/0 ( 0.0%)
  127. faces 4652/65536 260512/3670016 ( 7.1%)
  128. hdr faces 4652/65536 260512/3670016 ( 7.1%)
  129. origfaces 2407/65536 134792/3670016 ( 3.7%)
  130. leaves 3129/65536 100128/2097152 ( 4.8%)
  131. leaffaces 6040/65536 12080/131072 ( 9.2%)
  132. leafbrushes 2888/65536 5776/131072 ( 4.4%)
  133. areas 2/256 16/2048 ( 0.8%)
  134. surfedges 31968/512000 127872/2048000 ( 6.2%)
  135. edges 18253/256000 73012/1024000 ( 7.1%)
  136. LDR worldlights 14/8192 1232/720896 ( 0.2%)
  137. HDR worldlights 14/8192 1232/720896 ( 0.2%)
  138. leafwaterdata 2/32768 24/393216 ( 0.0%)
  139. waterstrips 438/32768 4380/327680 ( 1.3%)
  140. waterverts 0/65536 0/786432 ( 0.0%)
  141. waterindices 8364/65536 16728/131072 (12.8%)
  142. cubemapsamples 0/1024 0/16384 ( 0.0%)
  143. overlays 0/512 0/180224 ( 0.0%)
  144. LDR lightdata [variable] 5643416/0 ( 0.0%)
  145. HDR lightdata [variable] 5643416/0 ( 0.0%)
  146. visdata [variable] 546071/16777216 ( 3.3%)
  147. entdata [variable] 51009/393216 (13.0%)
  148. LDR ambient table 3129/65536 12516/262144 ( 4.8%)
  149. HDR ambient table 3129/65536 12516/262144 ( 4.8%)
  150. LDR leaf ambient 12369/65536 346332/1835008 (18.9%)
  151. HDR leaf ambient 12367/65536 346276/1835008 (18.9%)
  152. occluders 0/0 0/0 ( 0.0%)
  153. occluder polygons 0/0 0/0 ( 0.0%)
  154. occluder vert ind 0/0 0/0 ( 0.0%)
  155. detail props [variable] 1/12 ( 8.3%)
  156. static props [variable] 1/37722 ( 0.0%)
  157. pakfile [variable] 88665/0 ( 0.0%)
  158. physics [variable] 212298/4194304 ( 5.1%)
  159. physics terrain [variable] 72282/1048576 ( 6.9%)
  160.  
  161. Level flags = 0
  162.  
  163. Total triangle count: 12861
  164. Writing c:\program files (x86)\steam\steamapps\sourcemods\bg2\maps\lb_Frontier.bsp
  165. 1 minute, 3 seconds elapsed
  166. ..\tier1\fileio.cpp (4002) : Assertion Failed: m_nNumRegisteredWriters == 0
  167. Valve Software - vrad.exe SSE (May 19 2009)
  168.  
  169. Valve Radiosity Simulator
  170. 4 threads
  171. Could not find lights.rad in lights.rad.
  172. Trying VRAD BIN directory instead...
  173. Warning: Couldn't open texlight file C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\bin\source2007\bin\lights.rad.
  174. Loading c:\program files (x86)\steam\steamapps\sourcemods\bg2\maps\lb_Frontier.bsp
  175. Setting up ray-trace acceleration structure... Done (2.78 seconds)
  176. 4652 faces
  177. 1 degenerate faces
  178. 12646869 square feet [1821149184.00 square inches]
  179. 76 Displacements
  180. 2110506 Square Feet [303912864.00 Square Inches]
  181. 4651 patches before subdivision
  182. 101203 patches after subdivision
  183. 14 direct lights
  184. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (18)
  185. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
  186. transfers 6024756, max 511
  187. transfer lists: 46.0 megs
  188. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  189. Bounce #1 added RGB(24183, 11014, 3328)
  190. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  191. Bounce #2 added RGB(3292, 1339, 323)
  192. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  193. Bounce #3 added RGB(368, 139, 26)
  194. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  195. Bounce #4 added RGB(69, 22, 3)
  196. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  197. Bounce #5 added RGB(13, 4, 0)
  198. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  199. Bounce #6 added RGB(3, 1, 0)
  200. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  201. Bounce #7 added RGB(1, 0, 0)
  202. Build Patch/Sample Hash Table(s).....Done<0.0777 sec>
  203. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
  204. FinalLightFace Done
  205. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  206. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (8)
  207. Writing leaf ambient...done
  208. Ready to Finish
  209.  
  210. Object names Objects/Maxobjs Memory / Maxmem Fullness
  211. ------------ --------------- --------------- --------
  212. models 33/1024 1584/49152 ( 3.2%)
  213. brushes 523/8192 6276/98304 ( 6.4%)
  214. brushsides 3769/65536 30152/524288 ( 5.8%)
  215. planes 3846/65536 76920/1310720 ( 5.9%)
  216. vertexes 6735/65536 80820/786432 (10.3%)
  217. nodes 3095/65536 99040/2097152 ( 4.7%)
  218. texinfos 427/12288 30744/884736 ( 3.5%)
  219. texdata 69/2048 2208/65536 ( 3.4%)
  220. dispinfos 76/0 13376/0 ( 0.0%)
  221. disp_verts 21964/0 439280/0 ( 0.0%)
  222. disp_tris 38912/0 77824/0 ( 0.0%)
  223. disp_lmsamples 5159448/0 5159448/0 ( 0.0%)
  224. faces 4652/65536 260512/3670016 ( 7.1%)
  225. hdr faces 4652/65536 260512/3670016 ( 7.1%)
  226. origfaces 2407/65536 134792/3670016 ( 3.7%)
  227. leaves 3129/65536 100128/2097152 ( 4.8%)
  228. leaffaces 6040/65536 12080/131072 ( 9.2%)
  229. leafbrushes 2888/65536 5776/131072 ( 4.4%)
  230. areas 2/256 16/2048 ( 0.8%)
  231. surfedges 31968/512000 127872/2048000 ( 6.2%)
  232. edges 18253/256000 73012/1024000 ( 7.1%)
  233. LDR worldlights 14/8192 1232/720896 ( 0.2%)
  234. HDR worldlights 14/8192 1232/720896 ( 0.2%)
  235. leafwaterdata 2/32768 24/393216 ( 0.0%)
  236. waterstrips 438/32768 4380/327680 ( 1.3%)
  237. waterverts 0/65536 0/786432 ( 0.0%)
  238. waterindices 8364/65536 16728/131072 (12.8%)
  239. cubemapsamples 0/1024 0/16384 ( 0.0%)
  240. overlays 0/512 0/180224 ( 0.0%)
  241. LDR lightdata [variable] 5643416/0 ( 0.0%)
  242. HDR lightdata [variable] 5643416/0 ( 0.0%)
  243. visdata [variable] 546071/16777216 ( 3.3%)
  244. entdata [variable] 51009/393216 (13.0%)
  245. LDR ambient table 3129/65536 12516/262144 ( 4.8%)
  246. HDR ambient table 3129/65536 12516/262144 ( 4.8%)
  247. LDR leaf ambient 12369/65536 346332/1835008 (18.9%)
  248. HDR leaf ambient 12367/65536 346276/1835008 (18.9%)
  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] 1/37722 ( 0.0%)
  254. pakfile [variable] 88665/0 ( 0.0%)
  255. physics [variable] 212298/4194304 ( 5.1%)
  256. physics terrain [variable] 72282/1048576 ( 6.9%)
  257.  
  258. Level flags = 0
  259.  
  260. Total triangle count: 12861
  261. Writing c:\program files (x86)\steam\steamapps\sourcemods\bg2\maps\lb_Frontier.bsp
  262. 1 minute, 3 seconds elapsed
  263. ..\tier1\fileio.cpp (4002) : Assertion Failed: m_nNumRegisteredWriters == 0
  264.  
  265. ** Executing...
  266. ** Command: Copy File
  267. ** Parameters: "C:\Program Files (x86)\Steam\steamapps\sourcemods\bg2\maps\lb_Frontier.bsp" "C:\Program Files (x86)\Steam\steamapps\SourceMods\battlegrounds2\maps\lb_Frontier.bsp"
  268.  
  269.  
  270. ** Executing...
  271. ** Command: C:\Program Files (x86)\Steam\steam.exe
  272. ** Parameters: -applaunch 218 -game "C:\Program Files (x86)\Steam\steamapps\sourcemods\bg2" +map "lb_Frontier"
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