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Sep 30th, 2014
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  1.  
  2. ** Executing...
  3. ** Command: "E:\SteamLibrary\SteamApps\common\counter-strike source\bin\vbsp.exe"
  4. ** Parameters: -game "E:\SteamLibrary\SteamApps\common\counter-strike source\cstrike" "C:\Users\Hyphen\Desktop\Mapper\jb_italia_finale.vmf"
  5.  
  6. Valve Software - vbsp.exe (May 15 2014)
  7. 2 threads
  8. materialPath: E:\SteamLibrary\SteamApps\common\counter-strike source\cstrike\materials
  9. Loading C:\Users\Hyphen\Desktop\Mapper\jb_italia_finale.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Can't find surfaceprop panel for material METAL/PRODVENTA, using default
  12. material "italia/wttitalia" not found.
  13. Material not found!: ITALIA/WTTITALIA
  14. material "tools/toolshurt" not found.
  15. Material not found!: TOOLS/TOOLSHURT
  16. Could not locate 'GameData' key in e:\steamlibrary\steamapps\common\counter-strike source\cstrike\gameinfo.txt
  17. fixing up env_cubemap materials on brush sides...
  18. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  19. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  20. Processing areas...done (0)
  21. Building Faces...done (0)
  22. Chop Details...done (0)
  23. Find Visible Detail Sides...
  24. Merged 538 detail faces...done (0)
  25. Merging details...done (0)
  26. FixTjuncs...
  27. PruneNodes...
  28. WriteBSP...
  29. done (1)
  30. writing C:\Users\Hyphen\Desktop\Mapper\jb_italia_finale.prt...Building visibility clusters...
  31. done (0)
  32. Creating default LDR cubemaps for env_cubemap using skybox materials:
  33. skybox/militia_hdr*.vmt
  34. ! Run buildcubemaps in the engine to get the correct cube maps.
  35. Creating default HDR cubemaps for env_cubemap using skybox materials:
  36. skybox/militia_hdr*.vmt
  37. ! Run buildcubemaps in the engine to get the correct cube maps.
  38. Finding displacement neighbors...
  39. Finding lightmap sample positions...
  40. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  41. Building Physics collision data...
  42. done (2) (1178251 bytes)
  43. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  44. Compacting texture/material tables...
  45. Reduced 4832 texinfos to 3392
  46. Reduced 360 texdatas to 323 (12539 bytes to 11264)
  47. Writing C:\Users\Hyphen\Desktop\Mapper\jb_italia_finale.bsp
  48. 20 seconds elapsed
  49.  
  50. ** Executing...
  51. ** Command: "E:\SteamLibrary\SteamApps\common\counter-strike source\bin\vvis.exe"
  52. ** Parameters: -game "E:\SteamLibrary\SteamApps\common\counter-strike source\cstrike" -fast "C:\Users\Hyphen\Desktop\Mapper\jb_italia_finale"
  53.  
  54. Valve Software - vvis.exe (May 15 2014)
  55. fastvis = true
  56. 2 threads
  57. reading c:\users\hyphen\desktop\mapper\jb_italia_finale.bsp
  58. reading c:\users\hyphen\desktop\mapper\jb_italia_finale.prt
  59. 1293 portalclusters
  60. 3532 numportals
  61. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
  62. Optimized: 63896 visible clusters (8.71%)
  63. Total clusters visible: 733517
  64. Average clusters visible: 567
  65. Building PAS...
  66. Average clusters audible: 1158
  67. visdatasize:348217 compressed from 434448
  68. writing c:\users\hyphen\desktop\mapper\jb_italia_finale.bsp
  69. 1 second elapsed
  70.  
  71. ** Executing...
  72. ** Command: "E:\SteamLibrary\SteamApps\common\counter-strike source\bin\vrad.exe"
  73. ** Parameters: -game "E:\SteamLibrary\SteamApps\common\counter-strike source\cstrike" -noextra "C:\Users\Hyphen\Desktop\Mapper\jb_italia_finale"
  74.  
  75. Valve Software - vrad.exe SSE (May 14 2014)
  76.  
  77. Valve Radiosity Simulator
  78. 2 threads
  79. [Reading texlights from 'lights.rad']
  80. [2 texlights parsed from 'lights.rad']
  81.  
  82. Loading c:\users\hyphen\desktop\mapper\jb_italia_finale.bsp
  83. Setting up ray-trace acceleration structure... Done (3.36 seconds)
  84. 13137 faces
  85. 1 degenerate faces
  86. 1200309 square feet [172844576.00 square inches]
  87. 0 Displacements
  88. 0 Square Feet [0.00 Square Inches]
  89. 13136 patches before subdivision
  90. zero area child patch
  91. 121320 patches after subdivision
  92. sun extent from map=0.000000
  93. 216 direct lights
  94. BuildFacelights: 0.
  95. WARNING: Too many light styles on a face at (2657.000000, 2456.000000, -7.500000)
  96. ..
  97. WARNING: Too many light styles on a face at (2879.000000, 2456.000000, -7.500000)
  98. 1
  99. WARNING: Too many light styles on a face at (2727.000000, 2456.000000, -7.500000)
  100.  
  101. WARNING: Too many light styles on a face at (2799.000000, 2456.000000, -7.500000)
  102. ...2..
  103. WARNING: Too many light styles on a face at (2450.163818, 2734.952148, 199.999893)
  104. .3...
  105. WARNING: Too many light styles on a face at (3080.000000, 2776.000000, 255.000000)
  106.  
  107. WARNING: Too many light styles on a face at (3080.000000, 2280.000000, 255.000000)
  108.  
  109. WARNING: Too many light styles on a face at (2428.000000, 2776.000000, 255.000000)
  110.  
  111. WARNING: Too many light styles on a face at (2428.000000, 2280.000000, 255.000000)
  112.  
  113. WARNING: Too many light styles on a face at (2924.000000, 2776.000000, 255.000000)
  114.  
  115. WARNING: Too many light styles on a face at (2924.000000, 2280.000000, 255.000000)
  116.  
  117. WARNING: Too many light styles on a face at (2425.000000, 2248.000000, 248.000000)
  118.  
  119. WARNING: Too many light styles on a face at (2425.000000, 2552.000000, 248.000000)
  120.  
  121. WARNING: Too many light styles on a face at (2487.999512, 2783.000000, 248.000000)
  122.  
  123. WARNING: Too many light styles on a face at (2923.999756, 2783.000000, 248.000000)
  124.  
  125. WARNING: Too many light styles on a face at (2585.000000, 2456.000000, -11.500000)
  126.  
  127. WARNING: Too many light styles on a face at (2951.000000, 2456.000000, -11.500000)
  128.  
  129. WARNING: Too many light styles on a face at (2712.000000, 2679.000000, -11.500000)
  130. 4...5...6...7...8...9...10 (20)
  131. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (66)
  132. transfers 14990248, max 939
  133. transfer lists: 114.4 megs
  134. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  135. Bounce #1 added RGB(880650, 612657, 306763)
  136. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  137. Bounce #2 added RGB(189904, 119539, 47570)
  138. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  139. Bounce #3 added RGB(50255, 30568, 10728)
  140. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  141. Bounce #4 added RGB(14212, 8954, 2971)
  142. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  143. Bounce #5 added RGB(4599, 3012, 944)
  144. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  145. Bounce #6 added RGB(1517, 1054, 315)
  146. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  147. Bounce #7 added RGB(549, 394, 112)
  148. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  149. Bounce #8 added RGB(201, 149, 40)
  150. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  151. Bounce #9 added RGB(78, 58, 15)
  152. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  153. Bounce #10 added RGB(31, 23, 6)
  154. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  155. Bounce #11 added RGB(13, 9, 2)
  156. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  157. Bounce #12 added RGB(6, 4, 1)
  158. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  159. Bounce #13 added RGB(3, 2, 0)
  160. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  161. Bounce #14 added RGB(2, 1, 0)
  162. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  163. Bounce #15 added RGB(1, 0, 0)
  164. Build Patch/Sample Hash Table(s).....Done<0.0580 sec>
  165. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (28)
  166. FinalLightFace Done
  167. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  168. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (17)
  169. Writing leaf ambient...done
  170. Ready to Finish
  171.  
  172. Object names Objects/Maxobjs Memory / Maxmem Fullness
  173. ------------ --------------- --------------- --------
  174. models 258/1024 12384/49152 (25.2%)
  175. brushes 2991/8192 35892/98304 (36.5%)
  176. brushsides 20509/65536 164072/524288 (31.3%)
  177. planes 12660/65536 253200/1310720 (19.3%)
  178. vertexes 23515/65536 282180/786432 (35.9%)
  179. nodes 5368/65536 171776/2097152 ( 8.2%)
  180. texinfos 3392/12288 244224/884736 (27.6%)
  181. texdata 323/2048 10336/65536 (15.8%)
  182. dispinfos 0/0 0/0 ( 0.0%)
  183. disp_verts 0/0 0/0 ( 0.0%)
  184. disp_tris 0/0 0/0 ( 0.0%)
  185. disp_lmsamples 0/0 0/0 ( 0.0%)
  186. faces 13137/65536 735672/3670016 (20.0%)
  187. hdr faces 0/65536 0/3670016 ( 0.0%)
  188. origfaces 9721/65536 544376/3670016 (14.8%)
  189. leaves 5627/65536 180064/2097152 ( 8.6%)
  190. leaffaces 15757/65536 31514/131072 (24.0%)
  191. leafbrushes 5809/65536 11618/131072 ( 8.9%)
  192. areas 2/256 16/2048 ( 0.8%)
  193. surfedges 103903/512000 415612/2048000 (20.3%)
  194. edges 64562/256000 258248/1024000 (25.2%)
  195. LDR worldlights 216/8192 19008/720896 ( 2.6%)
  196. HDR worldlights 0/8192 0/720896 ( 0.0%)
  197. leafwaterdata 2/32768 24/393216 ( 0.0%)
  198. waterstrips 1081/32768 10810/327680 ( 3.3%)
  199. waterverts 0/65536 0/786432 ( 0.0%)
  200. waterindices 22146/65536 44292/131072 (33.8%)
  201. cubemapsamples 81/1024 1296/16384 ( 7.9%)
  202. overlays 63/512 22176/180224 (12.3%)
  203. LDR lightdata [variable] 5248164/0 ( 0.0%)
  204. HDR lightdata [variable] 0/0 ( 0.0%)
  205. visdata [variable] 348217/16777216 ( 2.1%)
  206. entdata [variable] 439516/393216 (111.8%) VERY FULL!
  207. LDR ambient table 5627/65536 22508/262144 ( 8.6%)
  208. HDR ambient table 5627/65536 22508/262144 ( 8.6%)
  209. LDR leaf ambient 19797/65536 554316/1835008 (30.2%)
  210. HDR leaf ambient 5627/65536 157556/1835008 ( 8.6%)
  211. occluders 0/0 0/0 ( 0.0%)
  212. occluder polygons 0/0 0/0 ( 0.0%)
  213. occluder vert ind 0/0 0/0 ( 0.0%)
  214. detail props [variable] 1/12 ( 8.3%)
  215. static props [variable] 1/39850 ( 0.0%)
  216. pakfile [variable] 7158197/0 ( 0.0%)
  217. physics [variable] 1178251/4194304 (28.1%)
  218. physics terrain [variable] 2/1048576 ( 0.0%)
  219.  
  220. Level flags = 0
  221.  
  222. Total triangle count: 38481
  223. Writing c:\users\hyphen\desktop\mapper\jb_italia_finale.bsp
  224. 2 minutes, 21 seconds elapsed
  225.  
  226. ** Executing...
  227. ** Command: Copy File
  228. ** Parameters: "C:\Users\Hyphen\Desktop\Mapper\jb_italia_finale.bsp" "E:\SteamLibrary\SteamApps\common\counter-strike source\cstrike\maps\jb_italia_finale.bsp"
  229.  
  230.  
  231. ** Executing...
  232. ** Command: "E:\SteamLibrary\SteamApps\common\counter-strike source\hl2.exe"
  233. ** Parameters: -game "E:\SteamLibrary\SteamApps\common\counter-strike source\cstrike" +map "jb_italia_finale" -steam
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