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Compile Log - babyavery22

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Sep 21st, 2015
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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Source\Source SDK Projects\VerticalVille 2\MapName_vvt.vmf"
  5.  
  6. Valve Software - vbsp.exe (May 15 2014)
  7. 4 threads
  8. materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\materials
  9. Loading C:\Source\Source SDK Projects\VerticalVille 2\MapName_vvt.vmf
  10. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
  11. fixing up env_cubemap materials on brush sides...
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. Processing areas...done (0)
  15. Building Faces...done (0)
  16. Chop Details...done (0)
  17. Find Visible Detail Sides...done (0)
  18. Merging details...done (0)
  19. FixTjuncs...
  20. PruneNodes...
  21. WriteBSP...
  22. done (0)
  23. writing C:\Source\Source SDK Projects\VerticalVille 2\MapName_vvt.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 (0) (80649 bytes)
  36. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  37. Compacting texture/material tables...
  38. Reduced 473 texinfos to 299
  39. Reduced 37 texdatas to 34 (1305 bytes to 1236)
  40. Writing C:\Source\Source SDK Projects\VerticalVille 2\MapName_vvt.bsp
  41. 0 seconds elapsed
  42.  
  43. ** Executing...
  44. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
  45. ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Source\Source SDK Projects\VerticalVille 2\MapName_vvt"
  46.  
  47. Valve Software - vvis.exe (May 15 2014)
  48. 4 threads
  49. reading c:\source\source sdk projects\verticalville 2\MapName_vvt.bsp
  50. reading c:\source\source sdk projects\verticalville 2\MapName_vvt.prt
  51. 435 portalclusters
  52. 1516 numportals
  53. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  54. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (11)
  55. Optimized: 351 visible clusters (0.53%)
  56. Total clusters visible: 65656
  57. Average clusters visible: 150
  58. Building PAS...
  59. Average clusters audible: 350
  60. visdatasize:45586 compressed from 48720
  61. writing c:\source\source sdk projects\verticalville 2\MapName_vvt.bsp
  62. 11 seconds elapsed
  63.  
  64. ** Executing...
  65. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
  66. ** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Source\Source SDK Projects\VerticalVille 2\MapName_vvt"
  67.  
  68. Valve Software - vrad.exe SSE (May 15 2014)
  69.  
  70. Valve Radiosity Simulator
  71. 4 threads
  72. [Reading texlights from 'lights.rad']
  73. [48 texlights parsed from 'lights.rad']
  74.  
  75. Loading c:\source\source sdk projects\verticalville 2\MapName_vvt.bsp
  76. Setting up ray-trace acceleration structure... Done (0.12 seconds)
  77. 1245 faces
  78. 82607 square feet [11895458.00 square inches]
  79. 0 Displacements
  80. 0 Square Feet [0.00 Square Inches]
  81. 1245 patches before subdivision
  82. zero area child patch
  83. 21601 patches after subdivision
  84. sun extent from map=0.043619
  85. 9 direct lights
  86. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
  87. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
  88. transfers 2477629, max 540
  89. transfer lists: 18.9 megs
  90. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  91. Bounce #1 added RGB(34215, 32796, 26159)
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  93. Bounce #2 added RGB(13884, 11779, 8557)
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  95. Bounce #3 added RGB(5815, 4581, 3065)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #4 added RGB(2756, 1936, 1163)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  99. Bounce #5 added RGB(1234, 800, 440)
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  101. Bounce #6 added RGB(585, 342, 170)
  102. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  103. Bounce #7 added RGB(269, 145, 66)
  104. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  105. Bounce #8 added RGB(127, 62, 26)
  106. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  107. Bounce #9 added RGB(59, 27, 10)
  108. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  109. Bounce #10 added RGB(28, 12, 4)
  110. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  111. Bounce #11 added RGB(13, 5, 2)
  112. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  113. Bounce #12 added RGB(6, 2, 1)
  114. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  115. Bounce #13 added RGB(3, 1, 0)
  116. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  117. Bounce #14 added RGB(1, 0, 0)
  118. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  119. Bounce #15 added RGB(1, 0, 0)
  120. Build Patch/Sample Hash Table(s).....Done<0.0055 sec>
  121. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
  122. FinalLightFace Done
  123. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  124. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  125. Writing leaf ambient...done
  126. Ready to Finish
  127.  
  128. Object names Objects/Maxobjs Memory / Maxmem Fullness
  129. ------------ --------------- --------------- --------
  130. models 6/1024 288/49152 ( 0.6%)
  131. brushes 224/8192 2688/98304 ( 2.7%)
  132. brushsides 1528/65536 12224/524288 ( 2.3%)
  133. planes 1176/65536 23520/1310720 ( 1.8%)
  134. vertexes 2280/65536 27360/786432 ( 3.5%)
  135. nodes 794/65536 25408/2097152 ( 1.2%)
  136. texinfos 299/12288 21528/884736 ( 2.4%)
  137. texdata 34/2048 1088/65536 ( 1.7%)
  138. dispinfos 0/0 0/0 ( 0.0%)
  139. disp_verts 0/0 0/0 ( 0.0%)
  140. disp_tris 0/0 0/0 ( 0.0%)
  141. disp_lmsamples 0/0 0/0 ( 0.0%)
  142. faces 1245/65536 69720/3670016 ( 1.9%)
  143. hdr faces 0/65536 0/3670016 ( 0.0%)
  144. origfaces 608/65536 34048/3670016 ( 0.9%)
  145. leaves 801/65536 25632/2097152 ( 1.2%)
  146. leaffaces 1678/65536 3356/131072 ( 2.6%)
  147. leafbrushes 510/65536 1020/131072 ( 0.8%)
  148. areas 2/256 16/2048 ( 0.8%)
  149. surfedges 8344/512000 33376/2048000 ( 1.6%)
  150. edges 4694/256000 18776/1024000 ( 1.8%)
  151. LDR worldlights 9/8192 792/720896 ( 0.1%)
  152. HDR worldlights 0/8192 0/720896 ( 0.0%)
  153. leafwaterdata 0/32768 0/393216 ( 0.0%)
  154. waterstrips 132/32768 1320/327680 ( 0.4%)
  155. waterverts 0/65536 0/786432 ( 0.0%)
  156. waterindices 2076/65536 4152/131072 ( 3.2%)
  157. cubemapsamples 16/1024 256/16384 ( 1.6%)
  158. overlays 1/512 352/180224 ( 0.2%)
  159. LDR lightdata [variable] 1158568/0 ( 0.0%)
  160. HDR lightdata [variable] 0/0 ( 0.0%)
  161. visdata [variable] 45586/16777216 ( 0.3%)
  162. entdata [variable] 107493/393216 (27.3%)
  163. LDR ambient table 801/65536 3204/262144 ( 1.2%)
  164. HDR ambient table 801/65536 3204/262144 ( 1.2%)
  165. LDR leaf ambient 3829/65536 107212/1835008 ( 5.8%)
  166. HDR leaf ambient 801/65536 22428/1835008 ( 1.2%)
  167. occluders 0/0 0/0 ( 0.0%)
  168. occluder polygons 0/0 0/0 ( 0.0%)
  169. occluder vert ind 0/0 0/0 ( 0.0%)
  170. detail props [variable] 1/12 ( 8.3%)
  171. static props [variable] 1/6658 ( 0.0%)
  172. pakfile [variable] 1801214/0 ( 0.0%)
  173. physics [variable] 80649/4194304 ( 1.9%)
  174. physics terrain [variable] 2/1048576 ( 0.0%)
  175.  
  176. Level flags = 0
  177.  
  178. Total triangle count: 3422
  179. Writing c:\source\source sdk projects\verticalville 2\MapName_vvt.bsp
  180. 4 seconds elapsed
  181. Valve Software - vrad.exe SSE (May 15 2014)
  182.  
  183. Valve Radiosity Simulator
  184. 4 threads
  185. [Reading texlights from 'lights.rad']
  186. [48 texlights parsed from 'lights.rad']
  187.  
  188. Loading c:\source\source sdk projects\verticalville 2\MapName_vvt.bsp
  189. Setting up ray-trace acceleration structure... Done (0.12 seconds)
  190. 1245 faces
  191. 82607 square feet [11895458.00 square inches]
  192. 0 Displacements
  193. 0 Square Feet [0.00 Square Inches]
  194. 1245 patches before subdivision
  195. zero area child patch
  196. 21601 patches after subdivision
  197. sun extent from map=0.043619
  198. 9 direct lights
  199. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
  200. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
  201. transfers 2477629, max 540
  202. transfer lists: 18.9 megs
  203. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  204. Bounce #1 added RGB(34214, 32795, 26159)
  205. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  206. Bounce #2 added RGB(13884, 11779, 8557)
  207. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  208. Bounce #3 added RGB(5815, 4581, 3065)
  209. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  210. Bounce #4 added RGB(2756, 1936, 1163)
  211. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  212. Bounce #5 added RGB(1234, 800, 440)
  213. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  214. Bounce #6 added RGB(585, 342, 170)
  215. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  216. Bounce #7 added RGB(269, 145, 66)
  217. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  218. Bounce #8 added RGB(127, 62, 26)
  219. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  220. Bounce #9 added RGB(59, 27, 10)
  221. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  222. Bounce #10 added RGB(28, 12, 4)
  223. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  224. Bounce #11 added RGB(13, 5, 2)
  225. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  226. Bounce #12 added RGB(6, 2, 1)
  227. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  228. Bounce #13 added RGB(3, 1, 0)
  229. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  230. Bounce #14 added RGB(1, 0, 0)
  231. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  232. Bounce #15 added RGB(1, 0, 0)
  233. Build Patch/Sample Hash Table(s).....Done<0.0055 sec>
  234. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
  235. FinalLightFace Done
  236. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  237. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  238. Writing leaf ambient...done
  239. Ready to Finish
  240.  
  241. Object names Objects/Maxobjs Memory / Maxmem Fullness
  242. ------------ --------------- --------------- --------
  243. models 6/1024 288/49152 ( 0.6%)
  244. brushes 224/8192 2688/98304 ( 2.7%)
  245. brushsides 1528/65536 12224/524288 ( 2.3%)
  246. planes 1176/65536 23520/1310720 ( 1.8%)
  247. vertexes 2280/65536 27360/786432 ( 3.5%)
  248. nodes 794/65536 25408/2097152 ( 1.2%)
  249. texinfos 299/12288 21528/884736 ( 2.4%)
  250. texdata 34/2048 1088/65536 ( 1.7%)
  251. dispinfos 0/0 0/0 ( 0.0%)
  252. disp_verts 0/0 0/0 ( 0.0%)
  253. disp_tris 0/0 0/0 ( 0.0%)
  254. disp_lmsamples 0/0 0/0 ( 0.0%)
  255. faces 1245/65536 69720/3670016 ( 1.9%)
  256. hdr faces 1245/65536 69720/3670016 ( 1.9%)
  257. origfaces 608/65536 34048/3670016 ( 0.9%)
  258. leaves 801/65536 25632/2097152 ( 1.2%)
  259. leaffaces 1678/65536 3356/131072 ( 2.6%)
  260. leafbrushes 510/65536 1020/131072 ( 0.8%)
  261. areas 2/256 16/2048 ( 0.8%)
  262. surfedges 8344/512000 33376/2048000 ( 1.6%)
  263. edges 4694/256000 18776/1024000 ( 1.8%)
  264. LDR worldlights 9/8192 792/720896 ( 0.1%)
  265. HDR worldlights 9/8192 792/720896 ( 0.1%)
  266. leafwaterdata 0/32768 0/393216 ( 0.0%)
  267. waterstrips 132/32768 1320/327680 ( 0.4%)
  268. waterverts 0/65536 0/786432 ( 0.0%)
  269. waterindices 2076/65536 4152/131072 ( 3.2%)
  270. cubemapsamples 16/1024 256/16384 ( 1.6%)
  271. overlays 1/512 352/180224 ( 0.2%)
  272. LDR lightdata [variable] 1158568/0 ( 0.0%)
  273. HDR lightdata [variable] 1158568/0 ( 0.0%)
  274. visdata [variable] 45586/16777216 ( 0.3%)
  275. entdata [variable] 107493/393216 (27.3%)
  276. LDR ambient table 801/65536 3204/262144 ( 1.2%)
  277. HDR ambient table 801/65536 3204/262144 ( 1.2%)
  278. LDR leaf ambient 3829/65536 107212/1835008 ( 5.8%)
  279. HDR leaf ambient 3829/65536 107212/1835008 ( 5.8%)
  280. occluders 0/0 0/0 ( 0.0%)
  281. occluder polygons 0/0 0/0 ( 0.0%)
  282. occluder vert ind 0/0 0/0 ( 0.0%)
  283. detail props [variable] 1/12 ( 8.3%)
  284. static props [variable] 1/6658 ( 0.0%)
  285. pakfile [variable] 1801214/0 ( 0.0%)
  286. physics [variable] 80649/4194304 ( 1.9%)
  287. physics terrain [variable] 2/1048576 ( 0.0%)
  288.  
  289. Level flags = 0
  290.  
  291. Total triangle count: 3422
  292. Writing c:\source\source sdk projects\verticalville 2\MapName_vvt.bsp
  293. 4 seconds elapsed
  294.  
  295. ** Executing...
  296. ** Command: Copy File
  297. ** Parameters: "C:\Source\Source SDK Projects\VerticalVille 2\MapName_vvt.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\MapName_vvt.bsp"
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