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  1. ** Executing...
  2. ** Command: "E:\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
  3. ** Parameters: -game "E:\Steam\steamapps\common\Half-Life 2\ep2" "e:\steam\steamapps\common\half-life 2\ep2\lobby"
  4.  
  5. Valve Software - vvis.exe (May 15 2014)
  6. 4 threads
  7. reading e:\steam\steamapps\common\half-life 2\ep2\lobby.bsp
  8. reading e:\steam\steamapps\common\half-life 2\ep2\lobby.prt
  9. 684 portalclusters
  10. 2357 numportals
  11. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  12. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (104)
  13. Optimized: 485 visible clusters (0.33%)
  14. Total clusters visible: 147525
  15. Average clusters visible: 215
  16. Building PAS...
  17. Average clusters audible: 680
  18. visdatasize:112351 compressed from 120384
  19. writing e:\steam\steamapps\common\half-life 2\ep2\lobby.bsp
  20. 1 minute, 44 seconds elapsed
  21.  
  22. ** Executing...
  23. ** Command: "E:\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
  24. ** Parameters: -both -final -staticlighting -staticproppolys -game "E:\Steam\steamapps\common\Half-Life 2\ep2" "e:\steam\steamapps\common\half-life 2\ep2\lobby"
  25.  
  26. Valve Software - vrad.exe SSE (May 15 2014)
  27.  
  28. Valve Radiosity Simulator
  29. Command line: "E:\Steam\steamapps\common\Half-Life 2\bin\vrad.exe" "-ldr" "-final" "-staticlighting" "-staticproppolys" "-game" "E:\Steam\steamapps\common\Half-Life 2\ep2" "e:\steam\steamapps\common\half-life 2\ep2\lobby"
  30.  
  31. usage : vrad [options...] bspfile
  32. example: vrad c:\hl2\hl2\maps\test
  33.  
  34. Common options:
  35.  
  36. -v (or -verbose): Turn on verbose output (also shows more command
  37. -bounce # : Set max number of bounces (default: 100).
  38. -fast : Quick and dirty lighting.
  39. -fastambient : Per-leaf ambient sampling is lower quality to save compute time.
  40. -final : High quality processing. equivalent to -extrasky 16.
  41. -extrasky n : trace N times as many rays for indirect light and sky ambient.
  42. -low : Run as an idle-priority process.
  43. -mpi : Use VMPI to distribute computations.
  44. -rederror : Show errors in red.
  45.  
  46. -vproject <directory> : Override the VPROJECT environment variable.
  47. -game <directory> : Same as -vproject.
  48.  
  49. Other options:
  50. -novconfig : Don't bring up graphical UI on vproject errors.
  51. -dump : Write debugging .txt files.
  52. -dumpnormals : Write normals to debug files.
  53. -dumptrace : Write ray-tracing environment to debug files.
  54. -threads : Control the number of threads vbsp uses (defaults to the #
  55. or processors on your machine).
  56. -lights <file> : Load a lights file in addition to lights.rad and the
  57. level lights file.
  58. -noextra : Disable supersampling.
  59. -debugextra : Places debugging data in lightmaps to visualize
  60. supersampling.
  61. -smooth # : Set the threshold for smoothing groups, in degrees
  62. (default 45).
  63. -dlightmap : Force direct lighting into different lightmap than
  64. radiosity.
  65. -stoponexit : Wait for a keypress on exit.
  66. -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
  67. -nodetaillight : Don't light detail props.
  68. -centersamples : Move sample centers.
  69. -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
  70. The number specified must be less than 1.0 or it will be
  71. ignored.
  72. -loghash : Log the sample hash table to samplehash.txt.
  73. -onlydetail : Only light detail props and per-leaf lighting.
  74. -maxdispsamplesize #: Set max displacement sample size (default: 512).
  75. -softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
  76. Recommended values are between 0 and 5. Default is 0.
  77. -FullMinidumps : Write large minidumps on crash.
  78. -chop : Smallest number of luxel widths for a bounce patch, used on edges
  79. -maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors
  80.  
  81. -LargeDispSampleRadius: This can be used if there are splotches of bounced light
  82. on terrain. The compile will take longer, but it will gather
  83. light across a wider area.
  84. -StaticPropLighting : generate backed static prop vertex lighting
  85. -StaticPropPolys : Perform shadow tests of static props at polygon precision
  86. -OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
  87. -StaticPropNormals : when lighting static props, just show their normal vector
  88. -textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
  89. -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
  90. -nossprops : Globally disable self-shadowing on static props
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