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Mar 12th, 2022
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  1.  
  2. -------------------------------------------------------------------------------
  3. Running command: cd "G:\SteamLibrary\SteamApps\common\Half-Life 2\bin"
  4. -------------------------------------------------------------------------------
  5.  
  6.  
  7. -------------------------------------------------------------------------------
  8. Running command: "G:\SteamLibrary\SteamApps\common\Half-Life 2\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\SteamApps\sourcemods\mapbase_episodic" "g:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps\ep2_outland_12a"
  9. -------------------------------------------------------------------------------
  10.  
  11. Valve Software - vbsp.exe (Mar 16 2021)
  12. 12 threads
  13. Using shader api: shaderapiempty.dll
  14. materialPath: C:\Program Files (x86)\Steam\SteamApps\sourcemods\mapbase_episodic\materials
  15. Loading g:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps\ep2_outland_12a.vmf
  16. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  17. Patching WVT material: maps/ep2_outland_12a/nature/blendgrassdirt01_wvt_patch
  18. Patching WVT material: maps/ep2_outland_12a/concrete/blendbunk_conc01_wvt_patch
  19. fixing up env_cubemap materials on brush sides...
  20. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  21. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  22. Processing areas...done (0)
  23. Building Faces...done (0)
  24. Chop Details...done (0)
  25. Find Visible Detail Sides...
  26. Merged 2052 detail faces...done (1)
  27. Merging details...done (0)
  28. FixTjuncs...
  29. PruneNodes...
  30. WriteBSP...
  31. done (0)
  32. writing g:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps\ep2_outland_12a.prt...Building visibility clusters...
  33. done (0)
  34. Finding displacement neighbors...
  35. Finding lightmap sample positions...
  36. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  37. Building Physics collision data...
  38. done (0) (532776 bytes)
  39. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  40. Compacting texture/material tables...
  41. Reduced 2321 texinfos to 1483
  42. Reduced 108 texdatas to 101 (2641 bytes to 2403)
  43. Writing g:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps\ep2_outland_12a.bsp
  44. 3 seconds elapsed
  45.  
  46. -------------------------------------------------------------------------------
  47. Running command: cd "G:\SteamLibrary\SteamApps\common\Half-Life 2\bin"
  48. -------------------------------------------------------------------------------
  49.  
  50.  
  51. -------------------------------------------------------------------------------
  52. Running command: "G:\SteamLibrary\SteamApps\common\Half-Life 2\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\SteamApps\sourcemods\mapbase_episodic" "g:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps\ep2_outland_12a"
  53. -------------------------------------------------------------------------------
  54.  
  55. Valve Software - vvis.exe (Mar 16 2021)
  56. 12 threads
  57. reading g:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps\ep2_outland_12a.bsp
  58. reading g:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps\ep2_outland_12a.prt
  59. 84 portalclusters
  60. 246 numportals
  61. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  62. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  63. Optimized: 0 visible clusters (0.00%)
  64. Total clusters visible: 6890
  65. Average clusters visible: 82
  66. Building PAS...
  67. Average clusters audible: 82
  68. visdatasize:2508 compressed from 2688
  69. writing g:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps\ep2_outland_12a.bsp
  70. 0 seconds elapsed
  71.  
  72. -------------------------------------------------------------------------------
  73. Running command: cd "G:\SteamLibrary\SteamApps\common\Half-Life 2\bin"
  74. -------------------------------------------------------------------------------
  75.  
  76.  
  77. -------------------------------------------------------------------------------
  78. Running command: "G:\SteamLibrary\SteamApps\common\Half-Life 2\bin\vrad.exe" -both -game "C:\Program Files (x86)\Steam\SteamApps\sourcemods\mapbase_episodic" "g:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps\ep2_outland_12a"
  79. -------------------------------------------------------------------------------
  80.  
  81. Valve Software - vrad.exe SSE (Feb 8 2022)
  82.  
  83. Valve Radiosity Simulator
  84. 12 threads
  85. [Reading texlights from 'lights.rad']
  86. [48 texlights parsed from 'lights.rad']
  87.  
  88. Loading g:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps\ep2_outland_12a.bsp
  89. Patch Sample Radius Clamped!
  90. Patch Sample Radius Clamped!
  91. Patch Sample Radius Clamped!
  92. Setting up ray-trace acceleration structure... Done (1.33 seconds)
  93. 3522 faces
  94. 1510612 square feet [217528208.00 square inches]
  95. 67 Displacements
  96. 105803 Square Feet [15235677.00 Square Inches]
  97. 3522 patches before subdivision
  98. 45188 patches after subdivision
  99. sun extent from map=0.087156
  100. sun extent from map=0.017452
  101. 6 direct lights
  102. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
  103. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
  104. transfers 7390185, max 1127
  105. transfer lists: 56.4 megs
  106. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  107. Bounce #1 added RGB(58808, 37343, 23099)
  108. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  109. Bounce #2 added RGB(5306, 3285, 1744)
  110. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  111. Bounce #3 added RGB(528, 315, 153)
  112. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  113. Bounce #4 added RGB(62, 37, 16)
  114. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  115. Bounce #5 added RGB(8, 5, 2)
  116. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  117. Bounce #6 added RGB(1, 1, 0)
  118. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  119. Bounce #7 added RGB(0, 0, 0)
  120. Build Patch/Sample Hash Table(s).....Done<0.0129 sec>
  121. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
  122. FinalLightFace Done
  123. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  124. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  125. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  126. Writing leaf ambient...done
  127. Ready to Finish
  128.  
  129. Object names Objects/Maxobjs Memory / Maxmem Fullness
  130. ------------ --------------- --------------- --------
  131. models 4/1024 192/49152 ( 0.4%)
  132. brushes 1480/8192 17760/98304 (18.1%)
  133. brushsides 13508/65536 108064/524288 (20.6%)
  134. planes 8562/65536 171240/1310720 (13.1%)
  135. vertexes 10026/65536 120312/786432 (15.3%)
  136. nodes 244/65536 7808/2097152 ( 0.4%)
  137. texinfos 1483/12288 106776/884736 (12.1%)
  138. texdata 101/2048 3232/65536 ( 4.9%)
  139. dispinfos 67/0 11792/0 ( 0.0%)
  140. disp_verts 5091/0 101820/0 ( 0.0%)
  141. disp_tris 8000/0 16000/0 ( 0.0%)
  142. disp_lmsamples 328672/0 328672/0 ( 0.0%)
  143. faces 3522/65536 197232/3670016 ( 5.4%)
  144. hdr faces 0/65536 0/3670016 ( 0.0%)
  145. origfaces 2785/65536 155960/3670016 ( 4.2%)
  146. leaves 249/65536 7968/2097152 ( 0.4%)
  147. leaffaces 3866/65536 7732/131072 ( 5.9%)
  148. leafbrushes 2040/65536 4080/131072 ( 3.1%)
  149. areas 3/256 24/2048 ( 1.2%)
  150. surfedges 29288/512000 117152/2048000 ( 5.7%)
  151. edges 20624/256000 82496/1024000 ( 8.1%)
  152. LDR worldlights 5/8192 440/720896 ( 0.1%)
  153. HDR worldlights 0/8192 0/720896 ( 0.0%)
  154. leafwaterdata 0/32768 0/393216 ( 0.0%)
  155. waterstrips 777/32768 7770/327680 ( 2.4%)
  156. waterverts 0/65536 0/786432 ( 0.0%)
  157. waterindices 15945/65536 31890/131072 (24.3%)
  158. cubemapsamples 0/1024 0/16384 ( 0.0%)
  159. overlays 72/512 25344/180224 (14.1%)
  160. LDR lightdata [variable] 2115724/0 ( 0.0%)
  161. HDR lightdata [variable] 0/0 ( 0.0%)
  162. visdata [variable] 2508/16777216 ( 0.0%)
  163. entdata [variable] 44068/393216 (11.2%)
  164. LDR ambient table 249/65536 996/262144 ( 0.4%)
  165. HDR ambient table 249/65536 996/262144 ( 0.4%)
  166. LDR leaf ambient 885/65536 24780/1835008 ( 1.4%)
  167. HDR leaf ambient 249/65536 6972/1835008 ( 0.4%)
  168. occluders 0/0 0/0 ( 0.0%)
  169. occluder polygons 0/0 0/0 ( 0.0%)
  170. occluder vert ind 0/0 0/0 ( 0.0%)
  171. detail props [variable] 1/164256 ( 0.0%)
  172. dtl prp lght [variable] 1/4 (25.0%)
  173. HDR dtl prp lght [variable] 1/4 (25.0%)
  174. static props [variable] 1/22104 ( 0.0%)
  175. pakfile [variable] 1429/0 ( 0.0%)
  176. physics [variable] 532776/4194304 (12.7%)
  177. physics terrain [variable] 25995/1048576 ( 2.5%)
  178.  
  179. Level flags = 0
  180.  
  181. Total triangle count: 11041
  182. Writing g:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps\ep2_outland_12a.bsp
  183. 22 seconds elapsed
  184. Valve Software - vrad.exe SSE (Feb 8 2022)
  185.  
  186. Valve Radiosity Simulator
  187. 12 threads
  188. [Reading texlights from 'lights.rad']
  189. [48 texlights parsed from 'lights.rad']
  190.  
  191. Loading g:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps\ep2_outland_12a.bsp
  192. Patch Sample Radius Clamped!
  193. Patch Sample Radius Clamped!
  194. Patch Sample Radius Clamped!
  195. Setting up ray-trace acceleration structure... Done (1.40 seconds)
  196. 3522 faces
  197. 1510612 square feet [217528208.00 square inches]
  198. 67 Displacements
  199. 105803 Square Feet [15235677.00 Square Inches]
  200. 3522 patches before subdivision
  201. 45188 patches after subdivision
  202. sun extent from map=0.087156
  203. sun extent from map=0.017452
  204. 6 direct lights
  205. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
  206. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
  207. transfers 7390185, max 1127
  208. transfer lists: 56.4 megs
  209. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  210. Bounce #1 added RGB(31000, 19235, 11225)
  211. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  212. Bounce #2 added RGB(2858, 1755, 893)
  213. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  214. Bounce #3 added RGB(297, 177, 83)
  215. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  216. Bounce #4 added RGB(36, 22, 9)
  217. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  218. Bounce #5 added RGB(5, 3, 1)
  219. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  220. Bounce #6 added RGB(1, 0, 0)
  221. Build Patch/Sample Hash Table(s).....Done<0.0120 sec>
  222. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
  223. FinalLightFace Done
  224. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  225. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  226. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  227. Writing leaf ambient...done
  228. Ready to Finish
  229.  
  230. Object names Objects/Maxobjs Memory / Maxmem Fullness
  231. ------------ --------------- --------------- --------
  232. models 4/1024 192/49152 ( 0.4%)
  233. brushes 1480/8192 17760/98304 (18.1%)
  234. brushsides 13508/65536 108064/524288 (20.6%)
  235. planes 8562/65536 171240/1310720 (13.1%)
  236. vertexes 10026/65536 120312/786432 (15.3%)
  237. nodes 244/65536 7808/2097152 ( 0.4%)
  238. texinfos 1483/12288 106776/884736 (12.1%)
  239. texdata 101/2048 3232/65536 ( 4.9%)
  240. dispinfos 67/0 11792/0 ( 0.0%)
  241. disp_verts 5091/0 101820/0 ( 0.0%)
  242. disp_tris 8000/0 16000/0 ( 0.0%)
  243. disp_lmsamples 328672/0 328672/0 ( 0.0%)
  244. faces 3522/65536 197232/3670016 ( 5.4%)
  245. hdr faces 3522/65536 197232/3670016 ( 5.4%)
  246. origfaces 2785/65536 155960/3670016 ( 4.2%)
  247. leaves 249/65536 7968/2097152 ( 0.4%)
  248. leaffaces 3866/65536 7732/131072 ( 5.9%)
  249. leafbrushes 2040/65536 4080/131072 ( 3.1%)
  250. areas 3/256 24/2048 ( 1.2%)
  251. surfedges 29288/512000 117152/2048000 ( 5.7%)
  252. edges 20624/256000 82496/1024000 ( 8.1%)
  253. LDR worldlights 5/8192 440/720896 ( 0.1%)
  254. HDR worldlights 5/8192 440/720896 ( 0.1%)
  255. leafwaterdata 0/32768 0/393216 ( 0.0%)
  256. waterstrips 777/32768 7770/327680 ( 2.4%)
  257. waterverts 0/65536 0/786432 ( 0.0%)
  258. waterindices 15945/65536 31890/131072 (24.3%)
  259. cubemapsamples 0/1024 0/16384 ( 0.0%)
  260. overlays 72/512 25344/180224 (14.1%)
  261. LDR lightdata [variable] 2115724/0 ( 0.0%)
  262. HDR lightdata [variable] 2115724/0 ( 0.0%)
  263. visdata [variable] 2508/16777216 ( 0.0%)
  264. entdata [variable] 44068/393216 (11.2%)
  265. LDR ambient table 249/65536 996/262144 ( 0.4%)
  266. HDR ambient table 249/65536 996/262144 ( 0.4%)
  267. LDR leaf ambient 885/65536 24780/1835008 ( 1.4%)
  268. HDR leaf ambient 747/65536 20916/1835008 ( 1.1%)
  269. occluders 0/0 0/0 ( 0.0%)
  270. occluder polygons 0/0 0/0 ( 0.0%)
  271. occluder vert ind 0/0 0/0 ( 0.0%)
  272. detail props [variable] 1/164256 ( 0.0%)
  273. dtl prp lght [variable] 1/4 (25.0%)
  274. HDR dtl prp lght [variable] 1/4 (25.0%)
  275. static props [variable] 1/22104 ( 0.0%)
  276. pakfile [variable] 1429/0 ( 0.0%)
  277. physics [variable] 532776/4194304 (12.7%)
  278. physics terrain [variable] 25995/1048576 ( 2.5%)
  279.  
  280. Level flags = 0
  281.  
  282. Total triangle count: 11041
  283. Writing g:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps\ep2_outland_12a.bsp
  284. 21 seconds elapsed
  285.  
  286. -------------------------------------------------------------------------------
  287. Running command: copy "g:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps\ep2_outland_12a.bsp" "C:\Program Files (x86)\Steam\SteamApps\sourcemods\mapbase_episodic\maps\ep2_outland_12a.bsp"
  288. -------------------------------------------------------------------------------
  289.  
  290. Finished. Press a key to close.
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