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- Building Faces...done (0)
- Chop Details...done (1)
- Find Visible Detail Sides...
- Merged 1646 detail faces...done (1)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (1)
- writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe
- nsive\sdk_content\maps\95ussm.prt...Building visibility clusters...
- done (0)
- 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 (1) (1373002 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 3800 texinfos to 2273
- Reduced 151 texdatas to 122 (4149 bytes to 3007)
- Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe
- nsive\sdk_content\maps\95ussm.bsp
- 7 seconds elapsed
- CDynamicFunction: Closing library 'Kernel32.dll' (77550000)
- -------------------------------------------------------------------------------
- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
- e Global Offensive\bin"
- -------------------------------------------------------------------------------
- -------------------------------------------------------------------------------
- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
- lobal Offensive\bin\vvis.exe" -threads 4 -game "C:\Program Files (x86)\Steam\ste
- amapps\common\Counter-Strike Global Offensive\csgo" "c:\program files (x86)\stea
- m\steamapps\common\counter-strike global offensive\sdk_content\maps\95ussm"
- -------------------------------------------------------------------------------
- CDynamicFunction: Loading library 'Kernel32.dll' (77550000)
- CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77C4256
- 0
- Valve Software - vvis.exe (Jun 30 2015)
- 4 threads
- reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe
- nsive\sdk_content\maps\95ussm.bsp
- reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe
- nsive\sdk_content\maps\95ussm.prt
- 1442 portalclusters
- 4379 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 (841)
- Optimized: 8850 visible clusters (0.00%)
- Total clusters visible: 647724
- Average clusters visible: 449
- Building PAS...
- Average clusters audible: 1413
- visdatasize:476473 compressed from 530656
- writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe
- nsive\sdk_content\maps\95ussm.bsp
- 14 minutes, 1 second elapsed
- CDynamicFunction: Closing library 'Kernel32.dll' (77550000)
- -------------------------------------------------------------------------------
- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
- e Global Offensive\bin"
- -------------------------------------------------------------------------------
- -------------------------------------------------------------------------------
- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
- lobal Offensive\bin\vrad.exe" -threads 4 -textureshadows -final -ldr -StaticProp
- Lighting -StaticPropPolys -game "C:\Program Files (x86)\Steam\steamapps\common\C
- ounter-Strike Global Offensive\csgo" "c:\program files (x86)\steam\steamapps\com
- mon\counter-strike global offensive\sdk_content\maps\95ussm"
- -------------------------------------------------------------------------------
- CDynamicFunction: Loading library 'Kernel32.dll' (77550000)
- CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77C4256
- 0
- Valve Software - vrad.exe SSE (Jun 30 2015)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [2 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offe
- nsive\sdk_content\maps\95ussm.bsp
- Loaded alpha texture materials\models\props_foliage\Mall_trees_branches02.vtf
- Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf
- Loaded alpha texture materials\models\props_foliage\Urban_Tree03_branches.vtf
- Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches02.vtf
- Loaded alpha texture materials\Metal\metalfence004a.vtf
- Setting up ray-trace acceleration structure... Done (33.28 seconds)
- 12181 faces
- 16 degenerate faces
- 689651 square feet [99309784.00 square inches]
- 363 Displacements
- 147240 Square Feet [21202642.00 Square Inches]
- 12165 patches before subdivision
- 86113 patches after subdivision
- sun extent from map=0.087156
- 32 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (860)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (55)
- transfers 10930984, max 2390
- transfer lists: 83.4 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(390161, 361772, 253018)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(61812, 48662, 27177)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(12464, 8715, 4389)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(2563, 1603, 727)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(577, 335, 149)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(137, 77, 35)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(36, 20, 10)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(11, 7, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(4, 3, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(2, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #11 added RGB(1, 1, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0357 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (21)
- 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 (25)
- Writing leaf ambient...done
- Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3
- ...4...5...6...7...8...9...10 (395)
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 43/1024 2064/49152 ( 4.2%)
- brushes 3788/8192 45456/98304 (46.2%)
- brushsides 33194/65536 265552/524288 (50.7%)
- planes 22444/65536 448880/1310720 (34.2%)
- vertexes 20884/65536 250608/786432 (31.9%)
- nodes 3073/65536 98336/2097152 ( 4.7%)
- texinfos 2273/12288 163656/884736 (18.5%)
- texdata 122/2048 3904/65536 ( 6.0%)
- dispinfos 363/0 63888/0 ( 0.0%)
- disp_verts 21451/0 429020/0 ( 0.0%)
- disp_tris 32832/0 65664/0 ( 0.0%)
- disp_multiblend 0/0 0/0 ( 0.0%)
- disp_lmsamples 415296/0 415296/0 ( 0.0%)
- faces 12181/65536 682136/3670016 (18.6%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 10518/65536 589008/3670016 (16.0%)
- facebrushes 2289/0 4578/0 ( 0.0%)
- facebrushlists 12181/0 48724/0 ( 0.0%)
- leaves 3117/65536 99744/2097152 ( 4.8%)
- leaffaces 16264/65536 32528/131072 (24.8%)
- leafbrushes 8494/65536 16988/131072 (13.0%)
- areas 6/1024 48/8192 ( 0.6%)
- surfedges 102682/512000 410728/2048000 (20.1%)
- edges 65012/256000 260048/1024000 (25.4%)
- LDR worldlights 32/8192 3200/819200 ( 0.4%)
- HDR worldlights 0/8192 0/819200 ( 0.0%)
- leafwaterdata 1/32768 12/393216 ( 0.0%)
- waterstrips 1530/32768 15300/327680 ( 4.7%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 32130/65536 64260/131072 (49.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 27/1024 9504/360448 ( 2.6%)
- LDR lightdata [variable] 5034317/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 476473/16777216 ( 2.8%)
- entdata [variable] 68153/393216 (17.3%)
- LDR ambient table 3117/65536 12468/262144 ( 4.8%)
- HDR ambient table 3117/65536 12468/262144 ( 4.8%)
- LDR leaf ambient 15992/65536 447776/1835008 (24.4%)
- HDR leaf ambient 3117/65536 87276/1835008 ( 4.8%)
- 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] 1/39816 ( 0.0%)
- pakfile [variable] 3277651/0 ( 0.0%)
- physics [variable] 1373002/4194304 (32.7%)
- physics terrain [variable] 98803/1048576 ( 9.4%)
- Level flags = 5
- Total triangle count: 36106
- Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe
- nsive\sdk_content\maps\95ussm.bsp
- 23 minutes, 12 seconds elapsed
- CDynamicFunction: Closing library 'Kernel32.dll' (77550000)
- -------------------------------------------------------------------------------
- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
- e Global Offensive\bin"
- -------------------------------------------------------------------------------
- -------------------------------------------------------------------------------
- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
- lobal Offensive\bin\vrad.exe" -threads 4 -textureshadows -final -hdr -StaticProp
- Lighting -StaticPropPolys-game "C:\Program Files (x86)\Steam\steamapps\common\Co
- unter-Strike Global Offensive\csgo" "c:\program files (x86)\steam\steamapps\comm
- on\counter-strike global offensive\sdk_content\maps\95ussm"
- -------------------------------------------------------------------------------
- CDynamicFunction: Loading library 'Kernel32.dll' (77550000)
- CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77C4256
- 0
- Valve Software - vrad.exe SSE (Jun 30 2015)
- Valve Radiosity Simulator
- Command line: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Glob
- al Offensive\bin\vrad.exe" "-threads" "4" "-textureshadows" "-final" "-hdr" "-St
- aticPropLighting" "-StaticPropPolys-game" "C:\Program Files (x86)\Steam\steamapp
- s\common\Counter-Strike Global Offensive\csgo" "c:\program files (x86)\steam\ste
- amapps\common\counter-strike global offensive\sdk_content\maps\95ussm"
- usage : vrad [options...] bspfile
- example: vrad c:\hl2\hl2\maps\test
- Common options:
- -v (or -verbose): Turn on verbose output (also shows more command
- -bounce # : Set max number of bounces (default: 100).
- -fast : Quick and dirty lighting.
- -fastambient : Per-leaf ambient sampling is lower quality to save compute t
- ime.
- -final : High quality processing. equivalent to -extrasky 16.
- -finitefalloff : use an alternative falloff model that falls off to exactly z
- ero at the zero_percent_distance.
- -extrasky n : trace N times as many rays for indirect light and sky ambien
- t.
- -low : Run as an idle-priority process.
- -mpi : Use VMPI to distribute computations.
- -rederror : Show errors in red.
- -vproject <directory> : Override the VPROJECT environment variable.
- -game <directory> : Same as -vproject.
- Other options:
- -novconfig : Don't bring up graphical UI on vproject errors.
- -dump : Write debugging .txt files.
- -dumpnormals : Write normals to debug files.
- -dumptrace : Write ray-tracing environment to debug files.
- -threads : Control the number of threads vbsp uses (defaults to the #
- or processors on your machine).
- -lights <file> : Load a lights file in addition to lights.rad and the
- level lights file.
- -noextra : Disable supersampling.
- -debugextra : Places debugging data in lightmaps to visualize
- supersampling.
- -smooth # : Set the threshold for smoothing groups, in degrees
- (default 45).
- -dlightmap : Force direct lighting into different lightmap than
- radiosity.
- -stoponexit : Wait for a keypress on exit.
- -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
- -nodetaillight : Don't light detail props.
- -centersamples : Move sample centers.
- -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
- The number specified must be less than 1.0 or it will be
- ignored.
- -loghash : Log the sample hash table to samplehash.txt.
- -onlydetail : Only light detail props and per-leaf lighting.
- -maxdispsamplesize #: Set max displacement sample size (default: 512).
- -softsun <n> : Treat the sun as an area light source of size <n> degrees.
- Produces soft shadows.
- Recommended values are between 0 and 5. Default is 0.
- -FullMinidumps : Write large minidumps on crash.
- -chop : Smallest number of luxel widths for a bounce patch, used on
- edges
- -maxchop : Coarsest allowed number of luxel widths for a patch, used in f
- ace interiors
- -LargeDispSampleRadius: This can be used if there are splotches of bounced
- light on terrain. The compile will take longer, but
- it will gather light across a wider area.
- -StaticPropLighting : generate backed static prop vertex lighting
- -StaticPropPolys : Perform shadow tests of static props at polygon precision
- -OnlyStaticProps : Only perform direct static prop lighting (vrad debug opti
- on)
- -StaticPropNormals : when lighting static props, just show their normal vector
- -textureshadows : Allows texture alpha channels to block light - rays intersec
- ting alpha surfaces will sample the texture
- -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
- -nossprops : Globally disable self-shadowing on static props
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