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- ** Executing...
- ** Command: "c:\program files\steam\steamapps\vbitz\sourcesdk\bin\orangebox\bin\vbsp.exe"
- ** Parameters: -game "c:\program files\steam\steamapps\vbitz\half-life 2 episode two\ep2" "C:\Users\Vbitz\Maps\gm_water"
- Valve Software - vbsp.exe (May 19 2009)
- 2 threads
- materialPath: c:\program files\steam\steamapps\vbitz\half-life 2 episode two\ep2\materials
- Loading C:\Users\Vbitz\Maps\gm_water.vmf
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Processing areas...done (0)
- Building Faces...done (1)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 8 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\Vbitz\Maps\gm_water.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_ep02_06_hdr*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_ep02_06_hdr*.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 (0) (13934 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 58 texinfos to 39
- Reduced 13 texdatas to 12 (318 bytes to 271)
- Writing C:\Users\Vbitz\Maps\gm_water.bsp
- 3 seconds elapsed
- ** Executing...
- ** Command: "c:\program files\steam\steamapps\vbitz\sourcesdk\bin\orangebox\bin\vvis.exe"
- ** Parameters: -game "c:\program files\steam\steamapps\vbitz\half-life 2 episode two\ep2" "C:\Users\Vbitz\Maps\gm_water"
- Valve Software - vvis.exe (May 19 2009)
- 2 threads
- reading c:\users\Vbitz\maps\gm_water.bsp
- reading c:\users\Vbitz\maps\gm_water.prt
- 22 portalclusters
- 1057 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Optimized: 0 visible clusters (0.00%)
- Total clusters visible: 456
- Average clusters visible: 20
- Building PAS...
- Average clusters audible: 22
- visdatasize:312 compressed from 352
- writing c:\users\Vbitz\maps\gm_water.bsp
- 2 seconds elapsed
- ** Executing...
- ** Command: "c:\program files\steam\steamapps\vbitz\sourcesdk\bin\orangebox\bin\vrad.exe"
- ** Parameters: -game "c:\program files\steam\steamapps\vbitz\half-life 2 episode two\ep2" "C:\Users\Vbitz\Maps\gm_water"
- Valve Software - vrad.exe SSE (May 19 2009)
- Valve Radiosity Simulator
- 2 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\Vbitz\maps\gm_water.bsp
- Setting up ray-trace acceleration structure... Done (0.12 seconds)
- 35365 faces
- 59566524 square feet [8577579520.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 35365 patches before subdivision
- ** Executing...
- ** Command: Copy File
- ** Parameters: "C:\Users\Vbitz\Maps\gm_water.bsp" "c:\program files\steam\steamapps\vbitz\half-life 2 episode two\ep2\maps\gm_water.bsp"
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