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- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
- ** 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"
- Valve Software - vbsp.exe (Jun 14 2017)
- 4 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
- Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download\maps\walmart_bettermeme_v8.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Patching WVT material: maps/walmart_bettermeme_v8/egypt/sand_floor_blend_04_wvt_patch
- Patching WVT material: maps/walmart_bettermeme_v8/moon/blend_moon_dust_moon_craters3_wvt_patch
- Patching WVT material: maps/walmart_bettermeme_v8/moon/blend_moon_dust_moon_craters_wvt_patch
- Patching WVT material: maps/walmart_bettermeme_v8/nature/blendgroundtograss007_nodetail_wvt_patch
- Patching WVT material: maps/walmart_bettermeme_v8/maritime/nature/blendsandtosand_wvt_patch
- Patching WVT material: maps/walmart_bettermeme_v8/concrete/blendfloortosand_wvt_patch
- Patching WVT material: maps/walmart_bettermeme_v8/maritime/nature/blendrocktoground_wvt_patch
- Patching WVT material: maps/walmart_bettermeme_v8/maritime/concrete/blendfloortograss_wvt_patch
- Patching WVT material: maps/walmart_bettermeme_v8/egypt/sky_sand_waves_01_wvt_patch
- Patching WVT material: maps/walmart_bettermeme_v8/brick/blendcobbletocobblesnow001_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 2398 detail faces...done (1)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (1)
- writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download\maps\walmart_bettermeme_v8.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_05*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_05*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (1) (1568972 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 8575 texinfos to 6893
- Reduced 304 texdatas to 253 (12173 bytes to 10064)
- Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download\maps\walmart_bettermeme_v8.bsp
- Wrote ZIP buffer, estimated size 1222505, actual size 1204871
- 17 seconds elapsed
- 2.055238 -1.783597 0.000000
- 1.634919 -1.572904 0.000000
- 1.634919 -1.397339 0.000000
- 1.634919 -1.797643 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
- -0.002438 -0.360969 0.000000
- 0.389131 -0.360969 0.000000
- 0.389131 -0.046998 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
- -0.002438 -0.360969 0.000000
- 0.389131 -0.360969 0.000000
- 0.389131 -0.046998 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
- ** 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"
- Valve Software - vvis.exe (Jun 14 2017)
- fastvis = true
- 4 threads
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\walmart_bettermeme_v8.bsp
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\walmart_bettermeme_v8.prt
- 3387 portalclusters
- 11585 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
- Optimized: 157807 visible clusters (4.45%)
- Total clusters visible: 3548958
- Average clusters visible: 1047
- Building PAS...
- Average clusters audible: 1350
- visdatasize:1411402 compressed from 2872176
- writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\walmart_bettermeme_v8.bsp
- 3 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
- ** 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"
- Valve Software - vrad.exe SSE (Jun 14 2017)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\walmart_bettermeme_v8.bsp
- Setting up ray-trace acceleration structure... Done (3.74 seconds)
- 21965 faces
- 32 degenerate faces
- 5732853 square feet [825530880.00 square inches]
- 110 Displacements
- 347586 Square Feet [50052452.00 Square Inches]
- 21933 patches before subdivision
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- 372503 patches after subdivision
- 1867 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (269)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (87)
- transfers 54445982, max 2136
- transfer lists: 415.4 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(1518240, 1348345, 1071507)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(506620, 405568, 270407)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #3 added RGB(99761, 83511, 63730)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(50710, 38311, 25520)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(14379, 11984, 9237)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(7616, 5766, 4101)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #7 added RGB(2870, 2329, 1753)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(1499, 1137, 813)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(670, 521, 372)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(348, 258, 177)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #11 added RGB(170, 125, 83)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(88, 63, 40)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(45, 31, 19)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #14 added RGB(24, 16, 9)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #15 added RGB(12, 8, 5)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #16 added RGB(6, 4, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #17 added RGB(3, 2, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #18 added RGB(2, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #19 added RGB(1, 1, 0)
- Build Patch/Sample Hash Table(s).....Done<0.2175 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16)
- FinalLightFace Done
- 1260 of 1260 (100% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (84)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 126/1024 6048/49152 (12.3%)
- brushes 4286/8192 51432/98304 (52.3%)
- brushsides 34373/65536 274984/524288 (52.4%)
- planes 25608/65536 512160/1310720 (39.1%)
- vertexes 34704/65536 416448/786432 (53.0%)
- nodes 6741/65536 215712/2097152 (10.3%)
- texinfos 6893/12288 496296/884736 (56.1%)
- texdata 253/2048 8096/65536 (12.4%)
- dispinfos 110/0 19360/0 ( 0.0%)
- disp_verts 8182/0 163640/0 ( 0.0%)
- disp_tris 12832/0 25664/0 ( 0.0%)
- disp_lmsamples 815992/0 815992/0 ( 0.0%)
- faces 21965/65536 1230040/3670016 (33.5%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 14669/65536 821464/3670016 (22.4%)
- leaves 6868/65536 219776/2097152 (10.5%)
- leaffaces 32429/65536 64858/131072 (49.5%)
- leafbrushes 11424/65536 22848/131072 (17.4%)
- areas 10/256 80/2048 ( 3.9%)
- surfedges 167516/512000 670064/2048000 (32.7%)
- edges 100433/256000 401732/1024000 (39.2%)
- LDR worldlights 1864/8192 164032/720896 (22.8%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 3/32768 36/393216 ( 0.0%)
- waterstrips 2746/32768 27460/327680 ( 8.4%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 51426/65536 102852/131072 (78.5%)
- cubemapsamples 10/1024 160/16384 ( 1.0%)
- overlays 3/512 1056/180224 ( 0.6%)
- LDR lightdata [variable] 17101388/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 1411402/16777216 ( 8.4%)
- entdata [variable] 466111/393216 (118.5%) VERY FULL!
- LDR ambient table 6868/65536 27472/262144 (10.5%)
- HDR ambient table 6868/65536 27472/262144 (10.5%)
- LDR leaf ambient 33804/65536 946512/1835008 (51.6%)
- HDR leaf ambient 6868/65536 192304/1835008 (10.5%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/88338 ( 0.0%)
- pakfile [variable] 1204871/0 ( 0.0%)
- physics [variable] 1568972/4194304 (37.4%)
- physics terrain [variable] 15702/1048576 ( 1.5%)
- Level flags = 0
- Total triangle count: 65012
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\walmart_bettermeme_v8.bsp
- 7 minutes, 46 seconds elapsed
- Valve Software - vrad.exe SSE (Jun 14 2017)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\walmart_bettermeme_v8.bsp
- Setting up ray-trace acceleration structure... Done (4.33 seconds)
- 21965 faces
- 32 degenerate faces
- 5732853 square feet [825530880.00 square inches]
- 110 Displacements
- 347586 Square Feet [50052452.00 Square Inches]
- 21933 patches before subdivision
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- 372503 patches after subdivision
- 1867 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (270)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (90)
- transfers 54445982, max 2136
- transfer lists: 415.4 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(1510582, 1346740, 998159)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(505075, 405328, 257702)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #3 added RGB(99416, 83465, 61019)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(50634, 38302, 24876)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(14361, 11982, 9071)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(7612, 5765, 4056)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(2869, 2329, 1740)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(1498, 1137, 810)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(670, 521, 371)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(348, 258, 176)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(170, 125, 83)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #12 added RGB(88, 63, 40)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(45, 31, 19)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #14 added RGB(24, 16, 9)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #15 added RGB(12, 8, 5)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #16 added RGB(6, 4, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #17 added RGB(3, 2, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #18 added RGB(2, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #19 added RGB(1, 1, 0)
- Build Patch/Sample Hash Table(s).....Done<0.1729 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16)
- FinalLightFace Done
- 1260 of 1260 (100% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (79)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 126/1024 6048/49152 (12.3%)
- brushes 4286/8192 51432/98304 (52.3%)
- brushsides 34373/65536 274984/524288 (52.4%)
- planes 25608/65536 512160/1310720 (39.1%)
- vertexes 34704/65536 416448/786432 (53.0%)
- nodes 6741/65536 215712/2097152 (10.3%)
- texinfos 6893/12288 496296/884736 (56.1%)
- texdata 253/2048 8096/65536 (12.4%)
- dispinfos 110/0 19360/0 ( 0.0%)
- disp_verts 8182/0 163640/0 ( 0.0%)
- disp_tris 12832/0 25664/0 ( 0.0%)
- disp_lmsamples 815992/0 815992/0 ( 0.0%)
- faces 21965/65536 1230040/3670016 (33.5%)
- hdr faces 21965/65536 1230040/3670016 (33.5%)
- origfaces 14669/65536 821464/3670016 (22.4%)
- leaves 6868/65536 219776/2097152 (10.5%)
- leaffaces 32429/65536 64858/131072 (49.5%)
- leafbrushes 11424/65536 22848/131072 (17.4%)
- areas 10/256 80/2048 ( 3.9%)
- surfedges 167516/512000 670064/2048000 (32.7%)
- edges 100433/256000 401732/1024000 (39.2%)
- LDR worldlights 1864/8192 164032/720896 (22.8%)
- HDR worldlights 1864/8192 164032/720896 (22.8%)
- leafwaterdata 3/32768 36/393216 ( 0.0%)
- waterstrips 2746/32768 27460/327680 ( 8.4%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 51426/65536 102852/131072 (78.5%)
- cubemapsamples 10/1024 160/16384 ( 1.0%)
- overlays 3/512 1056/180224 ( 0.6%)
- LDR lightdata [variable] 17101388/0 ( 0.0%)
- HDR lightdata [variable] 17101388/0 ( 0.0%)
- visdata [variable] 1411402/16777216 ( 8.4%)
- entdata [variable] 466111/393216 (118.5%) VERY FULL!
- LDR ambient table 6868/65536 27472/262144 (10.5%)
- HDR ambient table 6868/65536 27472/262144 (10.5%)
- LDR leaf ambient 33804/65536 946512/1835008 (51.6%)
- HDR leaf ambient 33723/65536 944244/1835008 (51.5%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/88338 ( 0.0%)
- pakfile [variable] 1204871/0 ( 0.0%)
- physics [variable] 1568972/4194304 (37.4%)
- physics terrain [variable] 15702/1048576 ( 1.5%)
- Level flags = 0
- Total triangle count: 65012
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\walmart_bettermeme_v8.bsp
- 7 minutes, 47 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** 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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