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newcurvyroad.vmf compile log

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Jul 13th, 2017
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  1.  
  2. ** Executing...
  3. ** Command: "D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe"
  4. ** Parameters: -game "D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\Prefabs\newcurvyroad.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jun 14 2017)
  7. 4 threads
  8. materialPath: D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig\materials
  9. Loading D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\Prefabs\newcurvyroad.vmf
  10. Could not locate 'GameData' key in d:\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt
  11. Patching WVT material: maps/newcurvyroad/de_train/blendgraveldirt001a_wvt_patch
  12. Patching WVT material: maps/newcurvyroad/nature/blendcliffgrass001a_wvt_patch
  13. fixing up env_cubemap materials on brush sides...
  14. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  15. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  16. Processing areas...done (0)
  17. Building Faces...done (0)
  18. Chop Details...done (0)
  19. Find Visible Detail Sides...
  20. Merged 58 detail faces...done (0)
  21. Merging details...done (0)
  22. FixTjuncs...
  23. PruneNodes...
  24. WriteBSP...
  25. done (0)
  26. writing D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\Prefabs\newcurvyroad.prt...Building visibility clusters...
  27. done (0)
  28. Creating default LDR cubemaps for env_cubemap using skybox materials:
  29. skybox/militia_hdr*.vmt
  30. ! Run buildcubemaps in the engine to get the correct cube maps.
  31. Creating default HDR cubemaps for env_cubemap using skybox materials:
  32. skybox/militia_hdr*.vmt
  33. ! Run buildcubemaps in the engine to get the correct cube maps.
  34. Finding displacement neighbors...
  35. Finding lightmap sample positions...
  36. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  37. Building Physics collision data...
  38. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  39. done (0) (9167616 bytes)
  40. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  41. Compacting texture/material tables...
  42. Reduced 1870 texinfos to 1086
  43. Reduced 91 texdatas to 81 (2667 bytes to 2213)
  44. Writing D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\Prefabs\newcurvyroad.bsp
  45. Wrote ZIP buffer, estimated size 178327, actual size 176639
  46. 1 second elapsed
  47.  
  48. ** Executing...
  49. ** Command: "D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe"
  50. ** Parameters: -game "D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\Prefabs\newcurvyroad"
  51.  
  52. Valve Software - vvis.exe (Jun 14 2017)
  53. 4 threads
  54. reading d:\steam\steamapps\common\source sdk base 2013 multiplayer\bin\prefabs\newcurvyroad.bsp
  55. reading d:\steam\steamapps\common\source sdk base 2013 multiplayer\bin\prefabs\newcurvyroad.prt
  56. 759 portalclusters
  57. 2002 numportals
  58. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  59. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (47)
  60. Optimized: 1089 visible clusters (0.39%)
  61. Total clusters visible: 281073
  62. Average clusters visible: 370
  63. Building PAS...
  64. Average clusters audible: 739
  65. visdatasize:143864 compressed from 145728
  66. writing d:\steam\steamapps\common\source sdk base 2013 multiplayer\bin\prefabs\newcurvyroad.bsp
  67. 47 seconds elapsed
  68.  
  69. ** Executing...
  70. ** Command: "D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe"
  71. ** Parameters: -both -game "D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\Prefabs\newcurvyroad"
  72.  
  73. Valve Software - vrad.exe SSE (Jun 14 2017)
  74.  
  75. Valve Radiosity Simulator
  76. 4 threads
  77. [Reading texlights from 'lights.rad']
  78. [2 texlights parsed from 'lights.rad']
  79.  
  80. Loading d:\steam\steamapps\common\source sdk base 2013 multiplayer\bin\prefabs\newcurvyroad.bsp
  81. Setting up ray-trace acceleration structure... Done (2.13 seconds)
  82. 4362 faces
  83. 2576698 square feet [371044544.00 square inches]
  84. 538 Displacements
  85. 579650 Square Feet [83469664.00 Square Inches]
  86. 4362 patches before subdivision
  87. 96880 patches after subdivision
  88. sun extent from map=0.000000
  89. 2 direct lights
  90. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
  91. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
  92. transfers 16218531, max 1810
  93. transfer lists: 123.7 megs
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  95. Bounce #1 added RGB(300386, 263981, 172649)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #2 added RGB(18620, 15272, 8938)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  99. Bounce #3 added RGB(1454, 1130, 597)
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  101. Bounce #4 added RGB(177, 133, 63)
  102. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  103. Bounce #5 added RGB(23, 16, 7)
  104. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  105. Bounce #6 added RGB(4, 3, 1)
  106. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  107. Bounce #7 added RGB(1, 0, 0)
  108. Build Patch/Sample Hash Table(s).....Done<0.0278 sec>
  109. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
  110. FinalLightFace Done
  111. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  112. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
  113. Writing leaf ambient...done
  114. Ready to Finish
  115.  
  116. Object names Objects/Maxobjs Memory / Maxmem Fullness
  117. ------------ --------------- --------------- --------
  118. models 34/1024 1632/49152 ( 3.3%)
  119. brushes 987/8192 11844/98304 (12.0%)
  120. brushsides 7488/65536 59904/524288 (11.4%)
  121. planes 4366/65536 87320/1310720 ( 6.7%)
  122. vertexes 7650/65536 91800/786432 (11.7%)
  123. nodes 2045/65536 65440/2097152 ( 3.1%)
  124. texinfos 1086/12288 78192/884736 ( 8.8%)
  125. texdata 81/2048 2592/65536 ( 4.0%)
  126. dispinfos 538/0 94688/0 ( 0.0%)
  127. disp_verts 48570/0 971400/0 ( 0.0%)
  128. disp_tris 78080/0 156160/0 ( 0.0%)
  129. disp_lmsamples 1958850/0 1958850/0 ( 0.0%)
  130. faces 4362/65536 244272/3670016 ( 6.7%)
  131. hdr faces 0/65536 0/3670016 ( 0.0%)
  132. origfaces 2600/65536 145600/3670016 ( 4.0%)
  133. leaves 2080/65536 66560/2097152 ( 3.2%)
  134. leaffaces 4033/65536 8066/131072 ( 6.2%)
  135. leafbrushes 2443/65536 4886/131072 ( 3.7%)
  136. areas 2/256 16/2048 ( 0.8%)
  137. surfedges 29571/512000 118284/2048000 ( 5.8%)
  138. edges 18622/256000 74488/1024000 ( 7.3%)
  139. LDR worldlights 2/8192 176/720896 ( 0.0%)
  140. HDR worldlights 0/8192 0/720896 ( 0.0%)
  141. leafwaterdata 0/32768 0/393216 ( 0.0%)
  142. waterstrips 262/32768 2620/327680 ( 0.8%)
  143. waterverts 0/65536 0/786432 ( 0.0%)
  144. waterindices 4359/65536 8718/131072 ( 6.7%)
  145. cubemapsamples 0/1024 0/16384 ( 0.0%)
  146. overlays 0/512 0/180224 ( 0.0%)
  147. LDR lightdata [variable] 5287148/0 ( 0.0%)
  148. HDR lightdata [variable] 0/0 ( 0.0%)
  149. visdata [variable] 143864/16777216 ( 0.9%)
  150. entdata [variable] 27957/393216 ( 7.1%)
  151. LDR ambient table 2080/65536 8320/262144 ( 3.2%)
  152. HDR ambient table 2080/65536 8320/262144 ( 3.2%)
  153. LDR leaf ambient 8526/65536 238728/1835008 (13.0%)
  154. HDR leaf ambient 2080/65536 58240/1835008 ( 3.2%)
  155. occluders 0/0 0/0 ( 0.0%)
  156. occluder polygons 0/0 0/0 ( 0.0%)
  157. occluder vert ind 0/0 0/0 ( 0.0%)
  158. detail props [variable] 1/12 ( 8.3%)
  159. static props [variable] 1/792 ( 0.1%)
  160. pakfile [variable] 176639/0 ( 0.0%)
  161. physics [variable] 9167616/4194304 (218.6%) VERY FULL!
  162. physics terrain [variable] 0/1048576 ( 0.0%)
  163.  
  164. Level flags = 0
  165.  
  166. Total triangle count: 10486
  167. Writing d:\steam\steamapps\common\source sdk base 2013 multiplayer\bin\prefabs\newcurvyroad.bsp
  168. 28 seconds elapsed
  169. Valve Software - vrad.exe SSE (Jun 14 2017)
  170.  
  171. Valve Radiosity Simulator
  172. 4 threads
  173. [Reading texlights from 'lights.rad']
  174. [2 texlights parsed from 'lights.rad']
  175.  
  176. Loading d:\steam\steamapps\common\source sdk base 2013 multiplayer\bin\prefabs\newcurvyroad.bsp
  177. Setting up ray-trace acceleration structure... Done (2.14 seconds)
  178. 4362 faces
  179. 2576698 square feet [371044544.00 square inches]
  180. 538 Displacements
  181. 579650 Square Feet [83469664.00 Square Inches]
  182. 4362 patches before subdivision
  183. 96880 patches after subdivision
  184. sun extent from map=0.000000
  185. 2 direct lights
  186. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
  187. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
  188. transfers 16218531, max 1810
  189. transfer lists: 123.7 megs
  190. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  191. Bounce #1 added RGB(300385, 263980, 172648)
  192. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  193. Bounce #2 added RGB(18620, 15272, 8938)
  194. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  195. Bounce #3 added RGB(1454, 1130, 597)
  196. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  197. Bounce #4 added RGB(177, 133, 63)
  198. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  199. Bounce #5 added RGB(23, 16, 7)
  200. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  201. Bounce #6 added RGB(4, 3, 1)
  202. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  203. Bounce #7 added RGB(1, 0, 0)
  204. Build Patch/Sample Hash Table(s).....Done<0.0298 sec>
  205. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
  206. FinalLightFace Done
  207. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  208. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
  209. Writing leaf ambient...done
  210. Ready to Finish
  211.  
  212. Object names Objects/Maxobjs Memory / Maxmem Fullness
  213. ------------ --------------- --------------- --------
  214. models 34/1024 1632/49152 ( 3.3%)
  215. brushes 987/8192 11844/98304 (12.0%)
  216. brushsides 7488/65536 59904/524288 (11.4%)
  217. planes 4366/65536 87320/1310720 ( 6.7%)
  218. vertexes 7650/65536 91800/786432 (11.7%)
  219. nodes 2045/65536 65440/2097152 ( 3.1%)
  220. texinfos 1086/12288 78192/884736 ( 8.8%)
  221. texdata 81/2048 2592/65536 ( 4.0%)
  222. dispinfos 538/0 94688/0 ( 0.0%)
  223. disp_verts 48570/0 971400/0 ( 0.0%)
  224. disp_tris 78080/0 156160/0 ( 0.0%)
  225. disp_lmsamples 1958850/0 1958850/0 ( 0.0%)
  226. faces 4362/65536 244272/3670016 ( 6.7%)
  227. hdr faces 4362/65536 244272/3670016 ( 6.7%)
  228. origfaces 2600/65536 145600/3670016 ( 4.0%)
  229. leaves 2080/65536 66560/2097152 ( 3.2%)
  230. leaffaces 4033/65536 8066/131072 ( 6.2%)
  231. leafbrushes 2443/65536 4886/131072 ( 3.7%)
  232. areas 2/256 16/2048 ( 0.8%)
  233. surfedges 29571/512000 118284/2048000 ( 5.8%)
  234. edges 18622/256000 74488/1024000 ( 7.3%)
  235. LDR worldlights 2/8192 176/720896 ( 0.0%)
  236. HDR worldlights 2/8192 176/720896 ( 0.0%)
  237. leafwaterdata 0/32768 0/393216 ( 0.0%)
  238. waterstrips 262/32768 2620/327680 ( 0.8%)
  239. waterverts 0/65536 0/786432 ( 0.0%)
  240. waterindices 4359/65536 8718/131072 ( 6.7%)
  241. cubemapsamples 0/1024 0/16384 ( 0.0%)
  242. overlays 0/512 0/180224 ( 0.0%)
  243. LDR lightdata [variable] 5287148/0 ( 0.0%)
  244. HDR lightdata [variable] 5287148/0 ( 0.0%)
  245. visdata [variable] 143864/16777216 ( 0.9%)
  246. entdata [variable] 27957/393216 ( 7.1%)
  247. LDR ambient table 2080/65536 8320/262144 ( 3.2%)
  248. HDR ambient table 2080/65536 8320/262144 ( 3.2%)
  249. LDR leaf ambient 8526/65536 238728/1835008 (13.0%)
  250. HDR leaf ambient 8527/65536 238756/1835008 (13.0%)
  251. occluders 0/0 0/0 ( 0.0%)
  252. occluder polygons 0/0 0/0 ( 0.0%)
  253. occluder vert ind 0/0 0/0 ( 0.0%)
  254. detail props [variable] 1/12 ( 8.3%)
  255. static props [variable] 1/792 ( 0.1%)
  256. pakfile [variable] 176639/0 ( 0.0%)
  257. physics [variable] 9167616/4194304 (218.6%) VERY FULL!
  258. physics terrain [variable] 0/1048576 ( 0.0%)
  259.  
  260. Level flags = 0
  261.  
  262. Total triangle count: 10486
  263. Writing d:\steam\steamapps\common\source sdk base 2013 multiplayer\bin\prefabs\newcurvyroad.bsp
  264. 26 seconds elapsed
  265.  
  266. ** Executing...
  267. ** Command: Copy File
  268. ** Parameters: "D:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\Prefabs\newcurvyroad.bsp" "D:\Steam\steamapps\common\GarrysMod\garrysmod\maps\newcurvyroad.bsp"
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