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final compile log

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Jul 1st, 2015
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  1. Building Faces...done (0)
  2. Chop Details...done (1)
  3. Find Visible Detail Sides...
  4. Merged 1646 detail faces...done (1)
  5. Merging details...done (0)
  6. FixTjuncs...
  7. PruneNodes...
  8. WriteBSP...
  9. done (1)
  10. writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe
  11. nsive\sdk_content\maps\95ussm.prt...Building visibility clusters...
  12. done (0)
  13. Finding displacement neighbors...
  14. Finding lightmap sample positions...
  15. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  16. Building Physics collision data...
  17. done (1) (1373002 bytes)
  18. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  19. Water found with no water_lod_control entity, creating a default one.
  20. Compacting texture/material tables...
  21. Reduced 3800 texinfos to 2273
  22. Reduced 151 texdatas to 122 (4149 bytes to 3007)
  23. Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe
  24. nsive\sdk_content\maps\95ussm.bsp
  25. 7 seconds elapsed
  26. CDynamicFunction: Closing library 'Kernel32.dll' (77550000)
  27.  
  28. -------------------------------------------------------------------------------
  29. Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
  30. e Global Offensive\bin"
  31. -------------------------------------------------------------------------------
  32.  
  33.  
  34. -------------------------------------------------------------------------------
  35. Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
  36. lobal Offensive\bin\vvis.exe" -threads 4 -game "C:\Program Files (x86)\Steam\ste
  37. amapps\common\Counter-Strike Global Offensive\csgo" "c:\program files (x86)\stea
  38. m\steamapps\common\counter-strike global offensive\sdk_content\maps\95ussm"
  39. -------------------------------------------------------------------------------
  40.  
  41. CDynamicFunction: Loading library 'Kernel32.dll' (77550000)
  42. CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77C4256
  43. 0
  44. Valve Software - vvis.exe (Jun 30 2015)
  45. 4 threads
  46. reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe
  47. nsive\sdk_content\maps\95ussm.bsp
  48. reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe
  49. nsive\sdk_content\maps\95ussm.prt
  50. 1442 portalclusters
  51. 4379 numportals
  52. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  53. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (841)
  54. Optimized: 8850 visible clusters (0.00%)
  55. Total clusters visible: 647724
  56. Average clusters visible: 449
  57. Building PAS...
  58. Average clusters audible: 1413
  59. visdatasize:476473 compressed from 530656
  60. writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe
  61. nsive\sdk_content\maps\95ussm.bsp
  62. 14 minutes, 1 second elapsed
  63. CDynamicFunction: Closing library 'Kernel32.dll' (77550000)
  64.  
  65. -------------------------------------------------------------------------------
  66. Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
  67. e Global Offensive\bin"
  68. -------------------------------------------------------------------------------
  69.  
  70.  
  71. -------------------------------------------------------------------------------
  72. Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
  73. lobal Offensive\bin\vrad.exe" -threads 4 -textureshadows -final -ldr -StaticProp
  74. Lighting -StaticPropPolys -game "C:\Program Files (x86)\Steam\steamapps\common\C
  75. ounter-Strike Global Offensive\csgo" "c:\program files (x86)\steam\steamapps\com
  76. mon\counter-strike global offensive\sdk_content\maps\95ussm"
  77. -------------------------------------------------------------------------------
  78.  
  79. CDynamicFunction: Loading library 'Kernel32.dll' (77550000)
  80. CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77C4256
  81. 0
  82. Valve Software - vrad.exe SSE (Jun 30 2015)
  83.  
  84. Valve Radiosity Simulator
  85. 4 threads
  86. [Reading texlights from 'lights.rad']
  87. [2 texlights parsed from 'lights.rad']
  88.  
  89. Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offe
  90. nsive\sdk_content\maps\95ussm.bsp
  91. Loaded alpha texture materials\models\props_foliage\Mall_trees_branches02.vtf
  92. Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf
  93. Loaded alpha texture materials\models\props_foliage\Urban_Tree03_branches.vtf
  94. Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches02.vtf
  95. Loaded alpha texture materials\Metal\metalfence004a.vtf
  96. Setting up ray-trace acceleration structure... Done (33.28 seconds)
  97. 12181 faces
  98. 16 degenerate faces
  99. 689651 square feet [99309784.00 square inches]
  100. 363 Displacements
  101. 147240 Square Feet [21202642.00 Square Inches]
  102. 12165 patches before subdivision
  103. 86113 patches after subdivision
  104. sun extent from map=0.087156
  105. 32 direct lights
  106. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (860)
  107. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (55)
  108. transfers 10930984, max 2390
  109. transfer lists: 83.4 megs
  110. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  111. Bounce #1 added RGB(390161, 361772, 253018)
  112. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  113. Bounce #2 added RGB(61812, 48662, 27177)
  114. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  115. Bounce #3 added RGB(12464, 8715, 4389)
  116. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  117. Bounce #4 added RGB(2563, 1603, 727)
  118. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  119. Bounce #5 added RGB(577, 335, 149)
  120. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  121. Bounce #6 added RGB(137, 77, 35)
  122. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  123. Bounce #7 added RGB(36, 20, 10)
  124. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  125. Bounce #8 added RGB(11, 7, 4)
  126. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  127. Bounce #9 added RGB(4, 3, 2)
  128. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  129. Bounce #10 added RGB(2, 1, 1)
  130. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  131. Bounce #11 added RGB(1, 1, 0)
  132. Build Patch/Sample Hash Table(s).....Done<0.0357 sec>
  133. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (21)
  134. FinalLightFace Done
  135. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  136. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (25)
  137. Writing leaf ambient...done
  138. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3
  139. ...4...5...6...7...8...9...10 (395)
  140.  
  141. Ready to Finish
  142.  
  143. Object names Objects/Maxobjs Memory / Maxmem Fullness
  144. ------------ --------------- --------------- --------
  145. models 43/1024 2064/49152 ( 4.2%)
  146. brushes 3788/8192 45456/98304 (46.2%)
  147. brushsides 33194/65536 265552/524288 (50.7%)
  148. planes 22444/65536 448880/1310720 (34.2%)
  149. vertexes 20884/65536 250608/786432 (31.9%)
  150. nodes 3073/65536 98336/2097152 ( 4.7%)
  151. texinfos 2273/12288 163656/884736 (18.5%)
  152. texdata 122/2048 3904/65536 ( 6.0%)
  153. dispinfos 363/0 63888/0 ( 0.0%)
  154. disp_verts 21451/0 429020/0 ( 0.0%)
  155. disp_tris 32832/0 65664/0 ( 0.0%)
  156. disp_multiblend 0/0 0/0 ( 0.0%)
  157. disp_lmsamples 415296/0 415296/0 ( 0.0%)
  158. faces 12181/65536 682136/3670016 (18.6%)
  159. hdr faces 0/65536 0/3670016 ( 0.0%)
  160. origfaces 10518/65536 589008/3670016 (16.0%)
  161. facebrushes 2289/0 4578/0 ( 0.0%)
  162. facebrushlists 12181/0 48724/0 ( 0.0%)
  163. leaves 3117/65536 99744/2097152 ( 4.8%)
  164. leaffaces 16264/65536 32528/131072 (24.8%)
  165. leafbrushes 8494/65536 16988/131072 (13.0%)
  166. areas 6/1024 48/8192 ( 0.6%)
  167. surfedges 102682/512000 410728/2048000 (20.1%)
  168. edges 65012/256000 260048/1024000 (25.4%)
  169. LDR worldlights 32/8192 3200/819200 ( 0.4%)
  170. HDR worldlights 0/8192 0/819200 ( 0.0%)
  171. leafwaterdata 1/32768 12/393216 ( 0.0%)
  172. waterstrips 1530/32768 15300/327680 ( 4.7%)
  173. waterverts 0/65536 0/786432 ( 0.0%)
  174. waterindices 32130/65536 64260/131072 (49.0%)
  175. cubemapsamples 0/1024 0/16384 ( 0.0%)
  176. overlays 27/1024 9504/360448 ( 2.6%)
  177. LDR lightdata [variable] 5034317/0 ( 0.0%)
  178. HDR lightdata [variable] 0/0 ( 0.0%)
  179. visdata [variable] 476473/16777216 ( 2.8%)
  180. entdata [variable] 68153/393216 (17.3%)
  181. LDR ambient table 3117/65536 12468/262144 ( 4.8%)
  182. HDR ambient table 3117/65536 12468/262144 ( 4.8%)
  183. LDR leaf ambient 15992/65536 447776/1835008 (24.4%)
  184. HDR leaf ambient 3117/65536 87276/1835008 ( 4.8%)
  185. occluders 0/0 0/0 ( 0.0%)
  186. occluder polygons 0/0 0/0 ( 0.0%)
  187. occluder vert ind 0/0 0/0 ( 0.0%)
  188. detail props [variable] 1/12 ( 8.3%)
  189. static props [variable] 1/39816 ( 0.0%)
  190. pakfile [variable] 3277651/0 ( 0.0%)
  191. physics [variable] 1373002/4194304 (32.7%)
  192. physics terrain [variable] 98803/1048576 ( 9.4%)
  193.  
  194. Level flags = 5
  195.  
  196. Total triangle count: 36106
  197. Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe
  198. nsive\sdk_content\maps\95ussm.bsp
  199. 23 minutes, 12 seconds elapsed
  200. CDynamicFunction: Closing library 'Kernel32.dll' (77550000)
  201.  
  202. -------------------------------------------------------------------------------
  203. Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
  204. e Global Offensive\bin"
  205. -------------------------------------------------------------------------------
  206.  
  207.  
  208. -------------------------------------------------------------------------------
  209. Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
  210. lobal Offensive\bin\vrad.exe" -threads 4 -textureshadows -final -hdr -StaticProp
  211. Lighting -StaticPropPolys-game "C:\Program Files (x86)\Steam\steamapps\common\Co
  212. unter-Strike Global Offensive\csgo" "c:\program files (x86)\steam\steamapps\comm
  213. on\counter-strike global offensive\sdk_content\maps\95ussm"
  214. -------------------------------------------------------------------------------
  215.  
  216. CDynamicFunction: Loading library 'Kernel32.dll' (77550000)
  217. CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77C4256
  218. 0
  219. Valve Software - vrad.exe SSE (Jun 30 2015)
  220.  
  221. Valve Radiosity Simulator
  222. Command line: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Glob
  223. al Offensive\bin\vrad.exe" "-threads" "4" "-textureshadows" "-final" "-hdr" "-St
  224. aticPropLighting" "-StaticPropPolys-game" "C:\Program Files (x86)\Steam\steamapp
  225. s\common\Counter-Strike Global Offensive\csgo" "c:\program files (x86)\steam\ste
  226. amapps\common\counter-strike global offensive\sdk_content\maps\95ussm"
  227.  
  228. usage : vrad [options...] bspfile
  229. example: vrad c:\hl2\hl2\maps\test
  230.  
  231. Common options:
  232.  
  233. -v (or -verbose): Turn on verbose output (also shows more command
  234. -bounce # : Set max number of bounces (default: 100).
  235. -fast : Quick and dirty lighting.
  236. -fastambient : Per-leaf ambient sampling is lower quality to save compute t
  237. ime.
  238. -final : High quality processing. equivalent to -extrasky 16.
  239. -finitefalloff : use an alternative falloff model that falls off to exactly z
  240. ero at the zero_percent_distance.
  241. -extrasky n : trace N times as many rays for indirect light and sky ambien
  242. t.
  243. -low : Run as an idle-priority process.
  244. -mpi : Use VMPI to distribute computations.
  245. -rederror : Show errors in red.
  246.  
  247. -vproject <directory> : Override the VPROJECT environment variable.
  248. -game <directory> : Same as -vproject.
  249.  
  250. Other options:
  251. -novconfig : Don't bring up graphical UI on vproject errors.
  252. -dump : Write debugging .txt files.
  253. -dumpnormals : Write normals to debug files.
  254. -dumptrace : Write ray-tracing environment to debug files.
  255. -threads : Control the number of threads vbsp uses (defaults to the #
  256. or processors on your machine).
  257. -lights <file> : Load a lights file in addition to lights.rad and the
  258. level lights file.
  259. -noextra : Disable supersampling.
  260. -debugextra : Places debugging data in lightmaps to visualize
  261. supersampling.
  262. -smooth # : Set the threshold for smoothing groups, in degrees
  263. (default 45).
  264. -dlightmap : Force direct lighting into different lightmap than
  265. radiosity.
  266. -stoponexit : Wait for a keypress on exit.
  267. -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
  268. -nodetaillight : Don't light detail props.
  269. -centersamples : Move sample centers.
  270. -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
  271. The number specified must be less than 1.0 or it will be
  272. ignored.
  273. -loghash : Log the sample hash table to samplehash.txt.
  274. -onlydetail : Only light detail props and per-leaf lighting.
  275. -maxdispsamplesize #: Set max displacement sample size (default: 512).
  276. -softsun <n> : Treat the sun as an area light source of size <n> degrees.
  277. Produces soft shadows.
  278. Recommended values are between 0 and 5. Default is 0.
  279. -FullMinidumps : Write large minidumps on crash.
  280. -chop : Smallest number of luxel widths for a bounce patch, used on
  281. edges
  282. -maxchop : Coarsest allowed number of luxel widths for a patch, used in f
  283. ace interiors
  284. -LargeDispSampleRadius: This can be used if there are splotches of bounced
  285. light on terrain. The compile will take longer, but
  286. it will gather light across a wider area.
  287. -StaticPropLighting : generate backed static prop vertex lighting
  288. -StaticPropPolys : Perform shadow tests of static props at polygon precision
  289.  
  290. -OnlyStaticProps : Only perform direct static prop lighting (vrad debug opti
  291. on)
  292. -StaticPropNormals : when lighting static props, just show their normal vector
  293.  
  294. -textureshadows : Allows texture alpha channels to block light - rays intersec
  295. ting alpha surfaces will sample the texture
  296. -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
  297.  
  298. -nossprops : Globally disable self-shadowing on static props
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