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- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\jukl5_000\Documents\a-MAPS\koth_swiftwater.vmf"
- Valve Software - vbsp.exe (Jun 10 2014)
- 8 threads
- materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
- Loading C:\Users\jukl5_000\Documents\a-MAPS\koth_swiftwater.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Patching WVT material: maps/koth_swiftwater/cp_mountainlab/nature/blendrocktograss002_wvt_patch
- Patching WVT material: maps/koth_swiftwater/nature/blendconcretetograss002_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)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 454 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (1)
- writing C:\Users\jukl5_000\Documents\a-MAPS\koth_swiftwater.prt...Building visibility clusters...
- done (0)
- *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
- *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (0) (476135 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 1011 texinfos to 600
- Reduced 95 texdatas to 84 (2704 bytes to 2311)
- Writing C:\Users\jukl5_000\Documents\a-MAPS\koth_swiftwater.bsp
- 2 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\jukl5_000\Documents\a-MAPS\koth_swiftwater"
- Valve Software - vvis.exe (Jun 10 2014)
- 8 threads
- reading c:\users\jukl5_000\documents\a-maps\koth_swiftwater.bsp
- reading c:\users\jukl5_000\documents\a-maps\koth_swiftwater.prt
- 828 portalclusters
- 2195 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 (10)
- Optimized: 2373 visible clusters (1.23%)
- Total clusters visible: 193257
- Average clusters visible: 233
- Building PAS...
- Average clusters audible: 767
- visdatasize:155544 compressed from 172224
- writing c:\users\jukl5_000\documents\a-maps\koth_swiftwater.bsp
- 10 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\jukl5_000\Documents\a-MAPS\koth_swiftwater"
- Valve Software - vrad.exe SSE (Jun 10 2014)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- [34 texlights parsed from 'lights.rad']
- Loading c:\users\jukl5_000\documents\a-maps\koth_swiftwater.bsp
- Setting up ray-trace acceleration structure... Done (1.32 seconds)
- 4423 faces
- 644850 square feet [92858400.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 4423 patches before subdivision
- 68001 patches after subdivision
- light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
- can't solve quadratic for light 473.000000 473.000000
- light has _fifty_percent_distance of 106.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 106.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 106.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 106.000000 but _zero_percent_distance of 0.000000
- can't solve quadratic for light 482.000000 482.000000
- can't solve quadratic for light 482.000000 482.000000
- light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 176.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 270.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 270.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 270.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 176.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 176.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 240.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 240.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 420.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 118.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 240.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 240.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 248.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 320.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 320.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
- sun extent from map=0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 180.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 180.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 180.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 212.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 96.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 242.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 320.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 320.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 192.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 192.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 448.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 320.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 320.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 352.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 320.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 320.000000 but _zero_percent_distance of 0.000000
- 93 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
- transfers 7820577, max 857
- transfer lists: 59.7 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(453277, 263241, 215948)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(55907, 23603, 22348)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(9992, 2854, 2813)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(1741, 405, 422)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(353, 72, 72)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(74, 15, 14)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(17, 4, 3)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(4, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0180 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
- 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 22/1024 1056/49152 ( 2.1%)
- brushes 1424/8192 17088/98304 (17.4%)
- brushsides 11857/65536 94856/524288 (18.1%)
- planes 6416/65536 128320/1310720 ( 9.8%)
- vertexes 8043/65536 96516/786432 (12.3%)
- nodes 1855/65536 59360/2097152 ( 2.8%)
- texinfos 600/12288 43200/884736 ( 4.9%)
- texdata 84/2048 2688/65536 ( 4.1%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 4423/65536 247688/3670016 ( 6.7%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 2885/65536 161560/3670016 ( 4.4%)
- leaves 1878/65536 60096/2097152 ( 2.9%)
- leaffaces 5609/65536 11218/131072 ( 8.6%)
- leafbrushes 2708/65536 5416/131072 ( 4.1%)
- areas 4/256 32/2048 ( 1.6%)
- surfedges 33134/512000 132536/2048000 ( 6.5%)
- edges 21295/256000 85180/1024000 ( 8.3%)
- LDR worldlights 93/8192 8184/720896 ( 1.1%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 2/32768 24/393216 ( 0.0%)
- waterstrips 706/32768 7060/327680 ( 2.2%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 12327/65536 24654/131072 (18.8%)
- cubemapsamples 19/1024 304/16384 ( 1.9%)
- overlays 10/512 3520/180224 ( 2.0%)
- LDR lightdata [variable] 1670592/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 155544/16777216 ( 0.9%)
- entdata [variable] 61730/393216 (15.7%)
- LDR ambient table 1878/65536 7512/262144 ( 2.9%)
- HDR ambient table 1878/65536 7512/262144 ( 2.9%)
- LDR leaf ambient 8729/65536 244412/1835008 (13.3%)
- HDR leaf ambient 1878/65536 52584/1835008 ( 2.9%)
- 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] 1/19548 ( 0.0%)
- pakfile [variable] 5387/0 ( 0.0%)
- physics [variable] 476135/4194304 (11.4%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 12938
- Writing c:\users\jukl5_000\documents\a-maps\koth_swiftwater.bsp
- 20 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** 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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