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Jun 12th, 2014
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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\jukl5_000\Documents\a-MAPS\koth_swiftwater.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jun 10 2014)
  7. 8 threads
  8. materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
  9. Loading C:\Users\jukl5_000\Documents\a-MAPS\koth_swiftwater.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Patching WVT material: maps/koth_swiftwater/cp_mountainlab/nature/blendrocktograss002_wvt_patch
  12. Patching WVT material: maps/koth_swiftwater/nature/blendconcretetograss002_wvt_patch
  13. fixing up env_cubemap materials on brush sides...
  14. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  15. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  16. Processing areas...done (0)
  17. Building Faces...done (0)
  18. Chop Details...done (0)
  19. Find Visible Detail Sides...
  20. Merged 454 detail faces...done (0)
  21. Merging details...done (0)
  22. FixTjuncs...
  23. PruneNodes...
  24. WriteBSP...
  25. done (1)
  26. writing C:\Users\jukl5_000\Documents\a-MAPS\koth_swiftwater.prt...Building visibility clusters...
  27. done (0)
  28. *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
  29. Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
  30. *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
  31. Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
  32. Finding displacement neighbors...
  33. Finding lightmap sample positions...
  34. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  35. Building Physics collision data...
  36. done (0) (476135 bytes)
  37. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  38. Water found with no water_lod_control entity, creating a default one.
  39. Compacting texture/material tables...
  40. Reduced 1011 texinfos to 600
  41. Reduced 95 texdatas to 84 (2704 bytes to 2311)
  42. Writing C:\Users\jukl5_000\Documents\a-MAPS\koth_swiftwater.bsp
  43. 2 seconds elapsed
  44.  
  45. ** Executing...
  46. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
  47. ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\jukl5_000\Documents\a-MAPS\koth_swiftwater"
  48.  
  49. Valve Software - vvis.exe (Jun 10 2014)
  50. 8 threads
  51. reading c:\users\jukl5_000\documents\a-maps\koth_swiftwater.bsp
  52. reading c:\users\jukl5_000\documents\a-maps\koth_swiftwater.prt
  53. 828 portalclusters
  54. 2195 numportals
  55. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  56. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (10)
  57. Optimized: 2373 visible clusters (1.23%)
  58. Total clusters visible: 193257
  59. Average clusters visible: 233
  60. Building PAS...
  61. Average clusters audible: 767
  62. visdatasize:155544 compressed from 172224
  63. writing c:\users\jukl5_000\documents\a-maps\koth_swiftwater.bsp
  64. 10 seconds elapsed
  65.  
  66. ** Executing...
  67. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
  68. ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\jukl5_000\Documents\a-MAPS\koth_swiftwater"
  69.  
  70. Valve Software - vrad.exe SSE (Jun 10 2014)
  71.  
  72. Valve Radiosity Simulator
  73. 8 threads
  74. [Reading texlights from 'lights.rad']
  75. [34 texlights parsed from 'lights.rad']
  76.  
  77. Loading c:\users\jukl5_000\documents\a-maps\koth_swiftwater.bsp
  78. Setting up ray-trace acceleration structure... Done (1.32 seconds)
  79. 4423 faces
  80. 644850 square feet [92858400.00 square inches]
  81. 0 Displacements
  82. 0 Square Feet [0.00 Square Inches]
  83. 4423 patches before subdivision
  84. 68001 patches after subdivision
  85. light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
  86. light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
  87. light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
  88. light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
  89. light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
  90. light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
  91. can't solve quadratic for light 473.000000 473.000000
  92. light has _fifty_percent_distance of 106.000000 but _zero_percent_distance of 0.000000
  93. light has _fifty_percent_distance of 106.000000 but _zero_percent_distance of 0.000000
  94. light has _fifty_percent_distance of 106.000000 but _zero_percent_distance of 0.000000
  95. light has _fifty_percent_distance of 106.000000 but _zero_percent_distance of 0.000000
  96. can't solve quadratic for light 482.000000 482.000000
  97. can't solve quadratic for light 482.000000 482.000000
  98. light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
  99. light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
  100. light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
  101. light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
  102. light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
  103. light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
  104. light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
  105. light has _fifty_percent_distance of 176.000000 but _zero_percent_distance of 0.000000
  106. light has _fifty_percent_distance of 270.000000 but _zero_percent_distance of 0.000000
  107. light has _fifty_percent_distance of 270.000000 but _zero_percent_distance of 0.000000
  108. light has _fifty_percent_distance of 270.000000 but _zero_percent_distance of 0.000000
  109. light has _fifty_percent_distance of 176.000000 but _zero_percent_distance of 0.000000
  110. light has _fifty_percent_distance of 176.000000 but _zero_percent_distance of 0.000000
  111. light has _fifty_percent_distance of 240.000000 but _zero_percent_distance of 0.000000
  112. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  113. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  114. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  115. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  116. light has _fifty_percent_distance of 240.000000 but _zero_percent_distance of 0.000000
  117. light has _fifty_percent_distance of 420.000000 but _zero_percent_distance of 0.000000
  118. light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
  119. light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
  120. light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
  121. light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
  122. light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
  123. light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
  124. light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
  125. light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
  126. light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
  127. light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
  128. light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
  129. light has _fifty_percent_distance of 240.000000 but _zero_percent_distance of 0.000000
  130. light has _fifty_percent_distance of 240.000000 but _zero_percent_distance of 0.000000
  131. light has _fifty_percent_distance of 248.000000 but _zero_percent_distance of 0.000000
  132. light has _fifty_percent_distance of 320.000000 but _zero_percent_distance of 0.000000
  133. light has _fifty_percent_distance of 320.000000 but _zero_percent_distance of 0.000000
  134. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  135. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  136. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  137. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  138. sun extent from map=0.000000
  139. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  140. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  141. light has _fifty_percent_distance of 180.000000 but _zero_percent_distance of 0.000000
  142. light has _fifty_percent_distance of 180.000000 but _zero_percent_distance of 0.000000
  143. light has _fifty_percent_distance of 180.000000 but _zero_percent_distance of 0.000000
  144. light has _fifty_percent_distance of 212.000000 but _zero_percent_distance of 0.000000
  145. light has _fifty_percent_distance of 96.000000 but _zero_percent_distance of 0.000000
  146. light has _fifty_percent_distance of 242.000000 but _zero_percent_distance of 0.000000
  147. light has _fifty_percent_distance of 320.000000 but _zero_percent_distance of 0.000000
  148. light has _fifty_percent_distance of 320.000000 but _zero_percent_distance of 0.000000
  149. light has _fifty_percent_distance of 192.000000 but _zero_percent_distance of 0.000000
  150. light has _fifty_percent_distance of 192.000000 but _zero_percent_distance of 0.000000
  151. light has _fifty_percent_distance of 448.000000 but _zero_percent_distance of 0.000000
  152. light has _fifty_percent_distance of 320.000000 but _zero_percent_distance of 0.000000
  153. light has _fifty_percent_distance of 320.000000 but _zero_percent_distance of 0.000000
  154. light has _fifty_percent_distance of 352.000000 but _zero_percent_distance of 0.000000
  155. light has _fifty_percent_distance of 320.000000 but _zero_percent_distance of 0.000000
  156. light has _fifty_percent_distance of 320.000000 but _zero_percent_distance of 0.000000
  157. 93 direct lights
  158. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
  159. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
  160. transfers 7820577, max 857
  161. transfer lists: 59.7 megs
  162. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  163. Bounce #1 added RGB(453277, 263241, 215948)
  164. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  165. Bounce #2 added RGB(55907, 23603, 22348)
  166. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  167. Bounce #3 added RGB(9992, 2854, 2813)
  168. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  169. Bounce #4 added RGB(1741, 405, 422)
  170. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  171. Bounce #5 added RGB(353, 72, 72)
  172. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  173. Bounce #6 added RGB(74, 15, 14)
  174. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  175. Bounce #7 added RGB(17, 4, 3)
  176. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  177. Bounce #8 added RGB(4, 1, 1)
  178. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  179. Bounce #9 added RGB(1, 0, 0)
  180. Build Patch/Sample Hash Table(s).....Done<0.0180 sec>
  181. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
  182. FinalLightFace Done
  183. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  184. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
  185. Writing leaf ambient...done
  186. Ready to Finish
  187.  
  188. Object names Objects/Maxobjs Memory / Maxmem Fullness
  189. ------------ --------------- --------------- --------
  190. models 22/1024 1056/49152 ( 2.1%)
  191. brushes 1424/8192 17088/98304 (17.4%)
  192. brushsides 11857/65536 94856/524288 (18.1%)
  193. planes 6416/65536 128320/1310720 ( 9.8%)
  194. vertexes 8043/65536 96516/786432 (12.3%)
  195. nodes 1855/65536 59360/2097152 ( 2.8%)
  196. texinfos 600/12288 43200/884736 ( 4.9%)
  197. texdata 84/2048 2688/65536 ( 4.1%)
  198. dispinfos 0/0 0/0 ( 0.0%)
  199. disp_verts 0/0 0/0 ( 0.0%)
  200. disp_tris 0/0 0/0 ( 0.0%)
  201. disp_lmsamples 0/0 0/0 ( 0.0%)
  202. faces 4423/65536 247688/3670016 ( 6.7%)
  203. hdr faces 0/65536 0/3670016 ( 0.0%)
  204. origfaces 2885/65536 161560/3670016 ( 4.4%)
  205. leaves 1878/65536 60096/2097152 ( 2.9%)
  206. leaffaces 5609/65536 11218/131072 ( 8.6%)
  207. leafbrushes 2708/65536 5416/131072 ( 4.1%)
  208. areas 4/256 32/2048 ( 1.6%)
  209. surfedges 33134/512000 132536/2048000 ( 6.5%)
  210. edges 21295/256000 85180/1024000 ( 8.3%)
  211. LDR worldlights 93/8192 8184/720896 ( 1.1%)
  212. HDR worldlights 0/8192 0/720896 ( 0.0%)
  213. leafwaterdata 2/32768 24/393216 ( 0.0%)
  214. waterstrips 706/32768 7060/327680 ( 2.2%)
  215. waterverts 0/65536 0/786432 ( 0.0%)
  216. waterindices 12327/65536 24654/131072 (18.8%)
  217. cubemapsamples 19/1024 304/16384 ( 1.9%)
  218. overlays 10/512 3520/180224 ( 2.0%)
  219. LDR lightdata [variable] 1670592/0 ( 0.0%)
  220. HDR lightdata [variable] 0/0 ( 0.0%)
  221. visdata [variable] 155544/16777216 ( 0.9%)
  222. entdata [variable] 61730/393216 (15.7%)
  223. LDR ambient table 1878/65536 7512/262144 ( 2.9%)
  224. HDR ambient table 1878/65536 7512/262144 ( 2.9%)
  225. LDR leaf ambient 8729/65536 244412/1835008 (13.3%)
  226. HDR leaf ambient 1878/65536 52584/1835008 ( 2.9%)
  227. occluders 0/0 0/0 ( 0.0%)
  228. occluder polygons 0/0 0/0 ( 0.0%)
  229. occluder vert ind 0/0 0/0 ( 0.0%)
  230. detail props [variable] 1/12 ( 8.3%)
  231. static props [variable] 1/19548 ( 0.0%)
  232. pakfile [variable] 5387/0 ( 0.0%)
  233. physics [variable] 476135/4194304 (11.4%)
  234. physics terrain [variable] 2/1048576 ( 0.0%)
  235.  
  236. Level flags = 0
  237.  
  238. Total triangle count: 12938
  239. Writing c:\users\jukl5_000\documents\a-maps\koth_swiftwater.bsp
  240. 20 seconds elapsed
  241.  
  242. ** Executing...
  243. ** Command: Copy File
  244. ** Parameters: "C:\Users\jukl5_000\Documents\a-MAPS\koth_swiftwater.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\koth_swiftwater.bsp"
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