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Sep 22nd, 2017
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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download\maps\walmart_bettermeme_v8.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jun 14 2017)
  7. 4 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
  9. Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download\maps\walmart_bettermeme_v8.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Patching WVT material: maps/walmart_bettermeme_v8/egypt/sand_floor_blend_04_wvt_patch
  12. Patching WVT material: maps/walmart_bettermeme_v8/moon/blend_moon_dust_moon_craters3_wvt_patch
  13. Patching WVT material: maps/walmart_bettermeme_v8/moon/blend_moon_dust_moon_craters_wvt_patch
  14. Patching WVT material: maps/walmart_bettermeme_v8/nature/blendgroundtograss007_nodetail_wvt_patch
  15. Patching WVT material: maps/walmart_bettermeme_v8/maritime/nature/blendsandtosand_wvt_patch
  16. Patching WVT material: maps/walmart_bettermeme_v8/concrete/blendfloortosand_wvt_patch
  17. Patching WVT material: maps/walmart_bettermeme_v8/maritime/nature/blendrocktoground_wvt_patch
  18. Patching WVT material: maps/walmart_bettermeme_v8/maritime/concrete/blendfloortograss_wvt_patch
  19. Patching WVT material: maps/walmart_bettermeme_v8/egypt/sky_sand_waves_01_wvt_patch
  20. Patching WVT material: maps/walmart_bettermeme_v8/brick/blendcobbletocobblesnow001_wvt_patch
  21. fixing up env_cubemap materials on brush sides...
  22. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  23. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  24. Processing areas...done (0)
  25. Building Faces...done (0)
  26. Chop Details...done (0)
  27. Find Visible Detail Sides...
  28. Merged 2398 detail faces...done (1)
  29. Merging details...done (0)
  30. FixTjuncs...
  31. PruneNodes...
  32. WriteBSP...
  33. done (1)
  34. writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download\maps\walmart_bettermeme_v8.prt...Building visibility clusters...
  35. done (0)
  36. Creating default LDR cubemaps for env_cubemap using skybox materials:
  37. skybox/sky_day01_05*.vmt
  38. ! Run buildcubemaps in the engine to get the correct cube maps.
  39. Creating default HDR cubemaps for env_cubemap using skybox materials:
  40. skybox/sky_day01_05*.vmt
  41. ! Run buildcubemaps in the engine to get the correct cube maps.
  42. Finding displacement neighbors...
  43. Finding lightmap sample positions...
  44. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  45. Building Physics collision data...
  46. done (1) (1568972 bytes)
  47. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  48. Compacting texture/material tables...
  49. Reduced 8575 texinfos to 6893
  50. Reduced 304 texdatas to 253 (12173 bytes to 10064)
  51. Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download\maps\walmart_bettermeme_v8.bsp
  52. Wrote ZIP buffer, estimated size 1222505, actual size 1204871
  53. 17 seconds elapsed
  54. 2.055238 -1.783597 0.000000
  55. 1.634919 -1.572904 0.000000
  56. 1.634919 -1.397339 0.000000
  57. 1.634919 -1.797643 0.000000
  58. make_triangles:calc_triangle_representation: Cannot convert
  59. -0.002438 -0.360969 0.000000
  60. 0.389131 -0.360969 0.000000
  61. 0.389131 -0.046998 0.000000
  62. make_triangles:calc_triangle_representation: Cannot convert
  63. -0.002438 -0.360969 0.000000
  64. 0.389131 -0.360969 0.000000
  65. 0.389131 -0.046998 0.000000
  66. make_triangles:calc_triangle_representation: Cannot convert
  67.  
  68. ** Executing...
  69. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
  70. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download\maps\walmart_bettermeme_v8"
  71.  
  72. Valve Software - vvis.exe (Jun 14 2017)
  73. fastvis = true
  74. 4 threads
  75. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\walmart_bettermeme_v8.bsp
  76. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\walmart_bettermeme_v8.prt
  77. 3387 portalclusters
  78. 11585 numportals
  79. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
  80. Optimized: 157807 visible clusters (4.45%)
  81. Total clusters visible: 3548958
  82. Average clusters visible: 1047
  83. Building PAS...
  84. Average clusters audible: 1350
  85. visdatasize:1411402 compressed from 2872176
  86. writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\walmart_bettermeme_v8.bsp
  87. 3 seconds elapsed
  88.  
  89. ** Executing...
  90. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
  91. ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download\maps\walmart_bettermeme_v8"
  92.  
  93. Valve Software - vrad.exe SSE (Jun 14 2017)
  94.  
  95. Valve Radiosity Simulator
  96. 4 threads
  97. [Reading texlights from 'lights.rad']
  98. unknown light specifier type - lights
  99.  
  100. [56 texlights parsed from 'lights.rad']
  101.  
  102. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\walmart_bettermeme_v8.bsp
  103. Setting up ray-trace acceleration structure... Done (3.74 seconds)
  104. 21965 faces
  105. 32 degenerate faces
  106. 5732853 square feet [825530880.00 square inches]
  107. 110 Displacements
  108. 347586 Square Feet [50052452.00 Square Inches]
  109. 21933 patches before subdivision
  110. zero area child patch
  111. zero area child patch
  112. zero area child patch
  113. zero area child patch
  114. 372503 patches after subdivision
  115. 1867 direct lights
  116. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (269)
  117. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (87)
  118. transfers 54445982, max 2136
  119. transfer lists: 415.4 megs
  120. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  121. Bounce #1 added RGB(1518240, 1348345, 1071507)
  122. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  123. Bounce #2 added RGB(506620, 405568, 270407)
  124. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  125. Bounce #3 added RGB(99761, 83511, 63730)
  126. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  127. Bounce #4 added RGB(50710, 38311, 25520)
  128. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  129. Bounce #5 added RGB(14379, 11984, 9237)
  130. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  131. Bounce #6 added RGB(7616, 5766, 4101)
  132. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  133. Bounce #7 added RGB(2870, 2329, 1753)
  134. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  135. Bounce #8 added RGB(1499, 1137, 813)
  136. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  137. Bounce #9 added RGB(670, 521, 372)
  138. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  139. Bounce #10 added RGB(348, 258, 177)
  140. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  141. Bounce #11 added RGB(170, 125, 83)
  142. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  143. Bounce #12 added RGB(88, 63, 40)
  144. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  145. Bounce #13 added RGB(45, 31, 19)
  146. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  147. Bounce #14 added RGB(24, 16, 9)
  148. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  149. Bounce #15 added RGB(12, 8, 5)
  150. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  151. Bounce #16 added RGB(6, 4, 2)
  152. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  153. Bounce #17 added RGB(3, 2, 1)
  154. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  155. Bounce #18 added RGB(2, 1, 1)
  156. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  157. Bounce #19 added RGB(1, 1, 0)
  158. Build Patch/Sample Hash Table(s).....Done<0.2175 sec>
  159. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16)
  160. FinalLightFace Done
  161. 1260 of 1260 (100% of) surface lights went in leaf ambient cubes.
  162. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (84)
  163. Writing leaf ambient...done
  164. Ready to Finish
  165.  
  166. Object names Objects/Maxobjs Memory / Maxmem Fullness
  167. ------------ --------------- --------------- --------
  168. models 126/1024 6048/49152 (12.3%)
  169. brushes 4286/8192 51432/98304 (52.3%)
  170. brushsides 34373/65536 274984/524288 (52.4%)
  171. planes 25608/65536 512160/1310720 (39.1%)
  172. vertexes 34704/65536 416448/786432 (53.0%)
  173. nodes 6741/65536 215712/2097152 (10.3%)
  174. texinfos 6893/12288 496296/884736 (56.1%)
  175. texdata 253/2048 8096/65536 (12.4%)
  176. dispinfos 110/0 19360/0 ( 0.0%)
  177. disp_verts 8182/0 163640/0 ( 0.0%)
  178. disp_tris 12832/0 25664/0 ( 0.0%)
  179. disp_lmsamples 815992/0 815992/0 ( 0.0%)
  180. faces 21965/65536 1230040/3670016 (33.5%)
  181. hdr faces 0/65536 0/3670016 ( 0.0%)
  182. origfaces 14669/65536 821464/3670016 (22.4%)
  183. leaves 6868/65536 219776/2097152 (10.5%)
  184. leaffaces 32429/65536 64858/131072 (49.5%)
  185. leafbrushes 11424/65536 22848/131072 (17.4%)
  186. areas 10/256 80/2048 ( 3.9%)
  187. surfedges 167516/512000 670064/2048000 (32.7%)
  188. edges 100433/256000 401732/1024000 (39.2%)
  189. LDR worldlights 1864/8192 164032/720896 (22.8%)
  190. HDR worldlights 0/8192 0/720896 ( 0.0%)
  191. leafwaterdata 3/32768 36/393216 ( 0.0%)
  192. waterstrips 2746/32768 27460/327680 ( 8.4%)
  193. waterverts 0/65536 0/786432 ( 0.0%)
  194. waterindices 51426/65536 102852/131072 (78.5%)
  195. cubemapsamples 10/1024 160/16384 ( 1.0%)
  196. overlays 3/512 1056/180224 ( 0.6%)
  197. LDR lightdata [variable] 17101388/0 ( 0.0%)
  198. HDR lightdata [variable] 0/0 ( 0.0%)
  199. visdata [variable] 1411402/16777216 ( 8.4%)
  200. entdata [variable] 466111/393216 (118.5%) VERY FULL!
  201. LDR ambient table 6868/65536 27472/262144 (10.5%)
  202. HDR ambient table 6868/65536 27472/262144 (10.5%)
  203. LDR leaf ambient 33804/65536 946512/1835008 (51.6%)
  204. HDR leaf ambient 6868/65536 192304/1835008 (10.5%)
  205. occluders 0/0 0/0 ( 0.0%)
  206. occluder polygons 0/0 0/0 ( 0.0%)
  207. occluder vert ind 0/0 0/0 ( 0.0%)
  208. detail props [variable] 1/12 ( 8.3%)
  209. static props [variable] 1/88338 ( 0.0%)
  210. pakfile [variable] 1204871/0 ( 0.0%)
  211. physics [variable] 1568972/4194304 (37.4%)
  212. physics terrain [variable] 15702/1048576 ( 1.5%)
  213.  
  214. Level flags = 0
  215.  
  216. Total triangle count: 65012
  217. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\walmart_bettermeme_v8.bsp
  218. 7 minutes, 46 seconds elapsed
  219. Valve Software - vrad.exe SSE (Jun 14 2017)
  220.  
  221. Valve Radiosity Simulator
  222. 4 threads
  223. [Reading texlights from 'lights.rad']
  224. unknown light specifier type - lights
  225.  
  226. [56 texlights parsed from 'lights.rad']
  227.  
  228. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\walmart_bettermeme_v8.bsp
  229. Setting up ray-trace acceleration structure... Done (4.33 seconds)
  230. 21965 faces
  231. 32 degenerate faces
  232. 5732853 square feet [825530880.00 square inches]
  233. 110 Displacements
  234. 347586 Square Feet [50052452.00 Square Inches]
  235. 21933 patches before subdivision
  236. zero area child patch
  237. zero area child patch
  238. zero area child patch
  239. zero area child patch
  240. 372503 patches after subdivision
  241. 1867 direct lights
  242. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (270)
  243. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (90)
  244. transfers 54445982, max 2136
  245. transfer lists: 415.4 megs
  246. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  247. Bounce #1 added RGB(1510582, 1346740, 998159)
  248. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  249. Bounce #2 added RGB(505075, 405328, 257702)
  250. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  251. Bounce #3 added RGB(99416, 83465, 61019)
  252. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  253. Bounce #4 added RGB(50634, 38302, 24876)
  254. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  255. Bounce #5 added RGB(14361, 11982, 9071)
  256. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  257. Bounce #6 added RGB(7612, 5765, 4056)
  258. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  259. Bounce #7 added RGB(2869, 2329, 1740)
  260. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  261. Bounce #8 added RGB(1498, 1137, 810)
  262. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  263. Bounce #9 added RGB(670, 521, 371)
  264. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  265. Bounce #10 added RGB(348, 258, 176)
  266. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  267. Bounce #11 added RGB(170, 125, 83)
  268. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  269. Bounce #12 added RGB(88, 63, 40)
  270. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  271. Bounce #13 added RGB(45, 31, 19)
  272. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  273. Bounce #14 added RGB(24, 16, 9)
  274. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  275. Bounce #15 added RGB(12, 8, 5)
  276. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  277. Bounce #16 added RGB(6, 4, 2)
  278. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  279. Bounce #17 added RGB(3, 2, 1)
  280. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  281. Bounce #18 added RGB(2, 1, 1)
  282. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  283. Bounce #19 added RGB(1, 1, 0)
  284. Build Patch/Sample Hash Table(s).....Done<0.1729 sec>
  285. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16)
  286. FinalLightFace Done
  287. 1260 of 1260 (100% of) surface lights went in leaf ambient cubes.
  288. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (79)
  289. Writing leaf ambient...done
  290. Ready to Finish
  291.  
  292. Object names Objects/Maxobjs Memory / Maxmem Fullness
  293. ------------ --------------- --------------- --------
  294. models 126/1024 6048/49152 (12.3%)
  295. brushes 4286/8192 51432/98304 (52.3%)
  296. brushsides 34373/65536 274984/524288 (52.4%)
  297. planes 25608/65536 512160/1310720 (39.1%)
  298. vertexes 34704/65536 416448/786432 (53.0%)
  299. nodes 6741/65536 215712/2097152 (10.3%)
  300. texinfos 6893/12288 496296/884736 (56.1%)
  301. texdata 253/2048 8096/65536 (12.4%)
  302. dispinfos 110/0 19360/0 ( 0.0%)
  303. disp_verts 8182/0 163640/0 ( 0.0%)
  304. disp_tris 12832/0 25664/0 ( 0.0%)
  305. disp_lmsamples 815992/0 815992/0 ( 0.0%)
  306. faces 21965/65536 1230040/3670016 (33.5%)
  307. hdr faces 21965/65536 1230040/3670016 (33.5%)
  308. origfaces 14669/65536 821464/3670016 (22.4%)
  309. leaves 6868/65536 219776/2097152 (10.5%)
  310. leaffaces 32429/65536 64858/131072 (49.5%)
  311. leafbrushes 11424/65536 22848/131072 (17.4%)
  312. areas 10/256 80/2048 ( 3.9%)
  313. surfedges 167516/512000 670064/2048000 (32.7%)
  314. edges 100433/256000 401732/1024000 (39.2%)
  315. LDR worldlights 1864/8192 164032/720896 (22.8%)
  316. HDR worldlights 1864/8192 164032/720896 (22.8%)
  317. leafwaterdata 3/32768 36/393216 ( 0.0%)
  318. waterstrips 2746/32768 27460/327680 ( 8.4%)
  319. waterverts 0/65536 0/786432 ( 0.0%)
  320. waterindices 51426/65536 102852/131072 (78.5%)
  321. cubemapsamples 10/1024 160/16384 ( 1.0%)
  322. overlays 3/512 1056/180224 ( 0.6%)
  323. LDR lightdata [variable] 17101388/0 ( 0.0%)
  324. HDR lightdata [variable] 17101388/0 ( 0.0%)
  325. visdata [variable] 1411402/16777216 ( 8.4%)
  326. entdata [variable] 466111/393216 (118.5%) VERY FULL!
  327. LDR ambient table 6868/65536 27472/262144 (10.5%)
  328. HDR ambient table 6868/65536 27472/262144 (10.5%)
  329. LDR leaf ambient 33804/65536 946512/1835008 (51.6%)
  330. HDR leaf ambient 33723/65536 944244/1835008 (51.5%)
  331. occluders 0/0 0/0 ( 0.0%)
  332. occluder polygons 0/0 0/0 ( 0.0%)
  333. occluder vert ind 0/0 0/0 ( 0.0%)
  334. detail props [variable] 1/12 ( 8.3%)
  335. static props [variable] 1/88338 ( 0.0%)
  336. pakfile [variable] 1204871/0 ( 0.0%)
  337. physics [variable] 1568972/4194304 (37.4%)
  338. physics terrain [variable] 15702/1048576 ( 1.5%)
  339.  
  340. Level flags = 0
  341.  
  342. Total triangle count: 65012
  343. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\walmart_bettermeme_v8.bsp
  344. 7 minutes, 47 seconds elapsed
  345.  
  346. ** Executing...
  347. ** Command: Copy File
  348. ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download\maps\walmart_bettermeme_v8.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\walmart_bettermeme_v8.bsp"
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