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  1.  
  2. Basebunker Final Compile
  3.  
  4. ** Executing...
  5. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vbsp.exe"
  6. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1"
  7.  
  8. Valve Software - vbsp.exe (Jun 14 2017)
  9. 4 threads
  10. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\materials
  11. Loading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.vmf
  12. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  13. Patching WVT material: maps/dm_basebunker_rc1/nature/blenddirtmud01_wvt_patch
  14. Patching WVT material: maps/dm_basebunker_rc1/nature/blenddirtmud02a_wvt_patch
  15. Patching WVT material: maps/dm_basebunker_rc1/bunker_blend/blend_grass_01_wvt_patch
  16. Patching WVT material: maps/dm_basebunker_rc1/bunker_blend/blend_grass_02_wvt_patch
  17. fixing up env_cubemap materials on brush sides...
  18. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  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 (2)
  23. Find Visible Detail Sides...
  24. Merged 4346 detail faces...done (5)
  25. Merging details...done (0)
  26. FixTjuncs...
  27. PruneNodes...
  28. WriteBSP...
  29. done (2)
  30. writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.prt...Building visibility clusters...
  31. done (0)
  32. Creating default LDR cubemaps for env_cubemap using skybox materials:
  33.    skybox/cruel_night_ovl_hq*.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/cruel_night_ovl_hq*.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. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  43. done (1) (7291523 bytes)
  44. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  45. Compacting texture/material tables...
  46. Reduced 16656 texinfos to 10015
  47. Reduced 1283 texdatas to 1133 (80721 bytes to 72355)
  48. Writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.bsp
  49. Wrote ZIP buffer, estimated size 21151916, actual size 20978306
  50. 59 seconds elapsed
  51.  
  52. ** Executing...
  53. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vvis.exe"
  54. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1"
  55.  
  56. Valve Software - vvis.exe (Jun 14 2017)
  57. 4 threads
  58. reading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.bsp
  59. reading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.prt
  60. 1125 portalclusters
  61. 2451 numportals
  62. BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
  63. PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (8)
  64. Optimized: 310 visible clusters (0.00%)
  65. Total clusters visible: 225695
  66. Average clusters visible: 200
  67. Building PAS...
  68. Average clusters audible: 351
  69. visdatasize:141574  compressed from 324000
  70. writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.bsp
  71. 9 seconds elapsed
  72.  
  73. ** Executing...
  74. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vrad.exe"
  75. ** Parameters: -final -textureshadows -ldr -StaticPropLighting -StaticPropPolys -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1"
  76.  
  77. Valve Software - vrad.exe SSE (Jun 14 2017)
  78.  
  79.       Valve Radiosity Simulator    
  80. 4 threads
  81. [Reading texlights from 'lights.rad']
  82. [48 texlights parsed from 'lights.rad']
  83.  
  84. Loading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.bsp
  85. Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf
  86. Loaded alpha texture materials\models\Cliffs\ferns01.vtf
  87. Loaded alpha texture materials\models\props_foliage\rocks_vegetation.vtf
  88. Loaded alpha texture materials\models\props_forest\fern01.vtf
  89. Loaded alpha texture materials\models\props_foliage\arbre01.vtf
  90. Loaded alpha texture materials\models\props_foliage\arbre01.vtf
  91. Loaded alpha texture materials\Models\props_forest\fence_chicken_alpha.vtf
  92. Setting up ray-trace acceleration structure... Done (48.61 seconds)
  93. 21004 faces
  94. 17 degenerate faces
  95. 1284813 square feet [185013120.00 square inches]
  96. 337 Displacements
  97. 222587 Square Feet [32052534.00 Square Inches]
  98. 20987 patches before subdivision
  99. 439327 patches after subdivision
  100. 431 direct lights
  101. BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (811)
  102. BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (140)
  103. transfers 69196728, max 1786
  104. transfer lists: 527.9 megs
  105. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  106.     Bounce #1 added RGB(917681, 358220, 105496)
  107. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  108.     Bounce #2 added RGB(175290, 69927, 17664)
  109. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  110.     Bounce #3 added RGB(27728, 11213, 2520)
  111. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  112.     Bounce #4 added RGB(5637, 2435, 493)
  113. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  114.     Bounce #5 added RGB(1177, 521, 96)
  115. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  116.     Bounce #6 added RGB(278, 132, 22)
  117. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  118.     Bounce #7 added RGB(73, 34, 5)
  119. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  120.     Bounce #8 added RGB(20, 10, 1)
  121. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  122.     Bounce #9 added RGB(6, 3, 0)
  123. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  124.     Bounce #10 added RGB(2, 1, 0)
  125. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  126.     Bounce #11 added RGB(1, 0, 0)
  127. Build Patch/Sample Hash Table(s).....Done<0.0927 sec>
  128. FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (18)
  129. FinalLightFace Done
  130. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  131. 2 of 2 (100% of) surface lights went in leaf ambient cubes.
  132. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
  133. Writing leaf ambient...done
  134. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (138)
  135.  
  136. Ready to Finish
  137.  
  138. Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
  139. ------------       ---------------  ---------------  --------
  140. models                  40/1024         1920/49152    ( 3.9%)
  141. brushes               6530/8192        78360/98304    (79.7%)
  142. brushsides           56670/65536      453360/524288   (86.5%) VERY FULL!
  143. planes               37144/65536      742880/1310720  (56.7%)
  144. vertexes             35981/65536      431772/786432   (54.9%)
  145. nodes                 3188/65536      102016/2097152  ( 4.9%)
  146. texinfos             10015/12288      721080/884736   (81.5%) VERY FULL!
  147. texdata               1133/2048        36256/65536    (55.3%)
  148. dispinfos              337/0           59312/0        ( 0.0%)
  149. disp_verts           27273/0          545460/0        ( 0.0%)
  150. disp_tris            43424/0           86848/0        ( 0.0%)
  151. disp_lmsamples       69401/0           69401/0        ( 0.0%)
  152. faces                21004/65536     1176224/3670016  (32.0%)
  153. hdr faces                0/65536           0/3670016  ( 0.0%)
  154. origfaces            16100/65536      901600/3670016  (24.6%)
  155. leaves                3229/65536      103328/2097152  ( 4.9%)
  156. leaffaces            27046/65536       54092/131072   (41.3%)
  157. leafbrushes          12688/65536       25376/131072   (19.4%)
  158. areas                   35/256           280/2048     (13.7%)
  159. surfedges           168824/512000     675296/2048000  (33.0%)
  160. edges               105671/256000     422684/1024000  (41.3%)
  161. LDR worldlights        431/8192        37928/720896   ( 5.3%)
  162. HDR worldlights          0/8192            0/720896   ( 0.0%)
  163. leafwaterdata            6/32768          72/393216   ( 0.0%)
  164. waterstrips           2335/32768       23350/327680   ( 7.1%)
  165. waterverts               0/65536           0/786432   ( 0.0%)
  166. waterindices         51675/65536      103350/131072   (78.8%)
  167. cubemapsamples         195/1024         3120/16384    (19.0%)
  168. overlays               483/512        170016/180224   (94.3%) VERY FULL!
  169. LDR lightdata         [variable]    39731740/0        ( 0.0%)
  170. HDR lightdata         [variable]           0/0        ( 0.0%)
  171. visdata               [variable]      141574/16777216 ( 0.8%)
  172. entdata               [variable]      478100/393216   (121.6%) VERY FULL!
  173. LDR ambient table     3229/65536       12916/262144   ( 4.9%)
  174. HDR ambient table     3229/65536       12916/262144   ( 4.9%)
  175. LDR leaf ambient     14859/65536      416052/1835008  (22.7%)
  176. HDR leaf ambient      3229/65536       90412/1835008  ( 4.9%)
  177. occluders                9/0             360/0        ( 0.0%)
  178. occluder polygons        0/0               0/0        ( 0.0%)
  179. occluder vert ind        0/0               0/0        ( 0.0%)
  180. detail props          [variable]           1/962228   ( 0.0%)
  181. dtl prp lght          [variable]           1/4        (25.0%)
  182. HDR dtl prp lght      [variable]           1/4        (25.0%)
  183. static props          [variable]           1/303108   ( 0.0%)
  184. pakfile               [variable]    36565486/0        ( 0.0%)
  185. physics               [variable]     7291523/4194304  (173.8%) VERY FULL!
  186. physics terrain       [variable]           0/1048576  ( 0.0%)
  187.  
  188. Level flags = 1
  189.  
  190. Total triangle count: 61504
  191. Writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.bsp
  192. 19 minutes, 57 seconds elapsed
  193.  
  194. ** Executing...
  195. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vrad.exe"
  196. ** Parameters: -final -textureshadows -hdr -StaticPropLighting -StaticPropPolys -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1"
  197.  
  198. Valve Software - vrad.exe SSE (Jun 14 2017)
  199.  
  200.       Valve Radiosity Simulator    
  201. 4 threads
  202. [Reading texlights from 'lights.rad']
  203. [48 texlights parsed from 'lights.rad']
  204.  
  205. Loading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.bsp
  206. Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf
  207. Loaded alpha texture materials\models\Cliffs\ferns01.vtf
  208. Loaded alpha texture materials\models\props_foliage\rocks_vegetation.vtf
  209. Loaded alpha texture materials\models\props_forest\fern01.vtf
  210. Loaded alpha texture materials\models\props_foliage\arbre01.vtf
  211. Loaded alpha texture materials\models\props_foliage\arbre01.vtf
  212. Loaded alpha texture materials\Models\props_forest\fence_chicken_alpha.vtf
  213. Setting up ray-trace acceleration structure... Done (49.49 seconds)
  214. 21004 faces
  215. 17 degenerate faces
  216. 1284813 square feet [185013120.00 square inches]
  217. 337 Displacements
  218. 222587 Square Feet [32052534.00 Square Inches]
  219. 20987 patches before subdivision
  220. 439327 patches after subdivision
  221. 431 direct lights
  222. BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (817)
  223. BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (140)
  224. transfers 69196728, max 1786
  225. transfer lists: 527.9 megs
  226. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  227.     Bounce #1 added RGB(919921, 355346, 102426)
  228. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  229.     Bounce #2 added RGB(175663, 69520, 17300)
  230. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  231.     Bounce #3 added RGB(27789, 11135, 2462)
  232. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  233.     Bounce #4 added RGB(5648, 2423, 486)
  234. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  235.     Bounce #5 added RGB(1178, 519, 95)
  236. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  237.     Bounce #6 added RGB(279, 132, 22)
  238. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  239.     Bounce #7 added RGB(73, 34, 5)
  240. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  241.     Bounce #8 added RGB(20, 10, 1)
  242. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  243.     Bounce #9 added RGB(6, 3, 0)
  244. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  245.     Bounce #10 added RGB(2, 1, 0)
  246. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  247.     Bounce #11 added RGB(1, 0, 0)
  248. Build Patch/Sample Hash Table(s).....Done<0.4728 sec>
  249. FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (21)
  250. FinalLightFace Done
  251. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  252. 2 of 2 (100% of) surface lights went in leaf ambient cubes.
  253. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
  254. Writing leaf ambient...done
  255. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (138)
  256.  
  257. Ready to Finish
  258.  
  259. Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
  260. ------------       ---------------  ---------------  --------
  261. models                  40/1024         1920/49152    ( 3.9%)
  262. brushes               6530/8192        78360/98304    (79.7%)
  263. brushsides           56670/65536      453360/524288   (86.5%) VERY FULL!
  264. planes               37144/65536      742880/1310720  (56.7%)
  265. vertexes             35981/65536      431772/786432   (54.9%)
  266. nodes                 3188/65536      102016/2097152  ( 4.9%)
  267. texinfos             10015/12288      721080/884736   (81.5%) VERY FULL!
  268. texdata               1133/2048        36256/65536    (55.3%)
  269. dispinfos              337/0           59312/0        ( 0.0%)
  270. disp_verts           27273/0          545460/0        ( 0.0%)
  271. disp_tris            43424/0           86848/0        ( 0.0%)
  272. disp_lmsamples       69401/0           69401/0        ( 0.0%)
  273. faces                21004/65536     1176224/3670016  (32.0%)
  274. hdr faces            21004/65536     1176224/3670016  (32.0%)
  275. origfaces            16100/65536      901600/3670016  (24.6%)
  276. leaves                3229/65536      103328/2097152  ( 4.9%)
  277. leaffaces            27046/65536       54092/131072   (41.3%)
  278. leafbrushes          12688/65536       25376/131072   (19.4%)
  279. areas                   35/256           280/2048     (13.7%)
  280. surfedges           168824/512000     675296/2048000  (33.0%)
  281. edges               105671/256000     422684/1024000  (41.3%)
  282. LDR worldlights        431/8192        37928/720896   ( 5.3%)
  283. HDR worldlights        431/8192        37928/720896   ( 5.3%)
  284. leafwaterdata            6/32768          72/393216   ( 0.0%)
  285. waterstrips           2335/32768       23350/327680   ( 7.1%)
  286. waterverts               0/65536           0/786432   ( 0.0%)
  287. waterindices         51675/65536      103350/131072   (78.8%)
  288. cubemapsamples         195/1024         3120/16384    (19.0%)
  289. overlays               483/512        170016/180224   (94.3%) VERY FULL!
  290. LDR lightdata         [variable]    39731740/0        ( 0.0%)
  291. HDR lightdata         [variable]    39731740/0        ( 0.0%)
  292. visdata               [variable]      141574/16777216 ( 0.8%)
  293. entdata               [variable]      478100/393216   (121.6%) VERY FULL!
  294. LDR ambient table     3229/65536       12916/262144   ( 4.9%)
  295. HDR ambient table     3229/65536       12916/262144   ( 4.9%)
  296. LDR leaf ambient     14859/65536      416052/1835008  (22.7%)
  297. HDR leaf ambient     14861/65536      416108/1835008  (22.7%)
  298. occluders                9/0             360/0        ( 0.0%)
  299. occluder polygons        0/0               0/0        ( 0.0%)
  300. occluder vert ind        0/0               0/0        ( 0.0%)
  301. detail props          [variable]           1/962228   ( 0.0%)
  302. dtl prp lght          [variable]           1/4        (25.0%)
  303. HDR dtl prp lght      [variable]           1/4        (25.0%)
  304. static props          [variable]           1/303108   ( 0.0%)
  305. pakfile               [variable]    52180922/0        ( 0.0%)
  306. physics               [variable]     7291523/4194304  (173.8%) VERY FULL!
  307. physics terrain       [variable]           0/1048576  ( 0.0%)
  308.  
  309. Level flags = 3
  310.  
  311. Total triangle count: 61504
  312. Writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.bsp
  313. 20 minutes, 20 seconds elapsed
  314.  
  315. ** Executing...
  316. ** Command: Copy File
  317. ** Parameters: "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\dm_basebunker_rc1.bsp"
RAW Paste Data
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