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  1.  
  2. ** Executing...
  3. ** Command: "c:\program files (x86)\steam\steamapps\spiderslasher\sourcesdk\bin\orangebox\bin\vbsp.exe"
  4. ** Parameters: -game "c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jul 7 2010)
  7. 4 threads
  8. materialPath: c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\materials
  9. Loading C:\Program Files (x86)\Steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.vmf
  10. Patching WVT material: maps/quitefuckingshitupdammit/harvest/blendgrassground001_nosprites_wvt_patch
  11. Patching WVT material: maps/quitefuckingshitupdammit/swamp/nature/blendswampmudtodirt001_wvt_patch
  12. Patching WVT material: maps/quitefuckingshitupdammit/egypt/sand_floor_blend_04_wvt_patch
  13. fixing up env_cubemap materials on brush sides...
  14. ProcessBlock_Thread: 0...1...2...3...4...5Brush 89218: WARNING, microbrush
  15. .Brush 112484: WARNING, microbrush
  16. ..6...7...8...9...10 (0)
  17. ProcessBlock_Thread: 0...1...2...3...4...5Brush 89218: WARNING, microbrush
  18. .Brush 112484: WARNING, microbrush
  19. ..6...7...8...9...10 (0)
  20. Processing areas...done (0)
  21. Building Faces...done (0)
  22. FixTjuncs...
  23. PruneNodes...
  24. WriteBSP...
  25. done (0)
  26. writing C:\Program Files (x86)\Steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.prt...Building visibility clusters...
  27. done (0)
  28. *** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
  29. Can't load skybox file skybox/sky_halloween to build the default cubemap!
  30. *** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
  31. Can't load skybox file skybox/sky_halloween to build the default cubemap!
  32. Finding displacement neighbors...
  33. Finding lightmap sample positions...
  34. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  35. Building Physics collision data...
  36. done (0) (73663 bytes)
  37. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  38. Water found with no water_lod_control entity, creating a default one.
  39. Compacting texture/material tables...
  40. Reduced 374 texinfos to 281
  41. Reduced 34 texdatas to 28 (1033 bytes to 768)
  42. Writing C:\Program Files (x86)\Steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.bsp
  43. 1 second elapsed
  44.  
  45. ** Executing...
  46. ** Command: "c:\program files (x86)\steam\steamapps\spiderslasher\sourcesdk\bin\orangebox\bin\vvis.exe"
  47. ** Parameters: -game "c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit"
  48.  
  49. Valve Software - vvis.exe (Jul 7 2010)
  50. 4 threads
  51. reading c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.bsp
  52. reading c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.prt
  53. 391 portalclusters
  54. 1082 numportals
  55. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  56. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2)
  57. Optimized: 565 visible clusters (0.00%)
  58. Total clusters visible: 46344
  59. Average clusters visible: 118
  60. Building PAS...
  61. Average clusters audible: 327
  62. visdatasize:39005 compressed from 43792
  63. writing c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.bsp
  64. 2 seconds elapsed
  65.  
  66. ** Executing...
  67. ** Command: "c:\program files (x86)\steam\steamapps\spiderslasher\sourcesdk\bin\orangebox\bin\vrad.exe"
  68. ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit"
  69.  
  70. Valve Software - vrad.exe SSE (Jul 7 2010)
  71.  
  72. Valve Radiosity Simulator
  73. 4 threads
  74. [Reading texlights from 'lights.rad']
  75. [34 texlights parsed from 'lights.rad']
  76.  
  77. Loading c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.bsp
  78. Setting up ray-trace acceleration structure... Done (0.12 seconds)
  79. 2269 faces
  80. 1262684 square feet [181826608.00 square inches]
  81. 0 Displacements
  82. 0 Square Feet [0.00 Square Inches]
  83. 2269 patches before subdivision
  84. 108659 patches after subdivision
  85. sun extent from map=0.000000
  86. sun extent from map=0.017452
  87. 44 direct lights
  88. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
  89. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
  90. transfers 16700556, max 698
  91. transfer lists: 127.4 megs
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  93. Bounce #1 added RGB(40023, 39124, 32792)
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  95. Bounce #2 added RGB(6008, 4715, 2986)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #3 added RGB(1577, 950, 430)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  99. Bounce #4 added RGB(503, 248, 86)
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  101. Bounce #5 added RGB(178, 73, 20)
  102. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  103. Bounce #6 added RGB(66, 22, 5)
  104. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  105. Bounce #7 added RGB(25, 7, 1)
  106. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  107. Bounce #8 added RGB(10, 2, 0)
  108. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  109. Bounce #9 added RGB(4, 1, 0)
  110. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  111. Bounce #10 added RGB(2, 0, 0)
  112. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  113. Bounce #11 added RGB(1, 0, 0)
  114. Build Patch/Sample Hash Table(s).....Done<0.0569 sec>
  115. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
  116. FinalLightFace Done
  117. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  118. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
  119. Writing leaf ambient...done
  120. Ready to Finish
  121.  
  122. Object names Objects/Maxobjs Memory / Maxmem Fullness
  123. ------------ --------------- --------------- --------
  124. models 25/1024 1200/49152 ( 2.4%)
  125. brushes 200/8192 2400/98304 ( 2.4%)
  126. brushsides 1352/65536 10816/524288 ( 2.1%)
  127. planes 1470/65536 29400/1310720 ( 2.2%)
  128. vertexes 3556/65536 42672/786432 ( 5.4%)
  129. nodes 1025/65536 32800/2097152 ( 1.6%)
  130. texinfos 281/12288 20232/884736 ( 2.3%)
  131. texdata 28/2048 896/65536 ( 1.4%)
  132. dispinfos 0/0 0/0 ( 0.0%)
  133. disp_verts 0/0 0/0 ( 0.0%)
  134. disp_tris 0/0 0/0 ( 0.0%)
  135. disp_lmsamples 0/0 0/0 ( 0.0%)
  136. faces 2269/65536 127064/3670016 ( 3.5%)
  137. hdr faces 0/65536 0/3670016 ( 0.0%)
  138. origfaces 586/65536 32816/3670016 ( 0.9%)
  139. leaves 1051/65536 33632/2097152 ( 1.6%)
  140. leaffaces 2529/65536 5058/131072 ( 3.9%)
  141. leafbrushes 715/65536 1430/131072 ( 1.1%)
  142. areas 3/256 24/2048 ( 1.2%)
  143. surfedges 12884/512000 51536/2048000 ( 2.5%)
  144. edges 6871/256000 27484/1024000 ( 2.7%)
  145. LDR worldlights 43/8192 3784/720896 ( 0.5%)
  146. HDR worldlights 0/8192 0/720896 ( 0.0%)
  147. leafwaterdata 1/32768 12/393216 ( 0.0%)
  148. waterstrips 231/32768 2310/327680 ( 0.7%)
  149. waterverts 0/65536 0/786432 ( 0.0%)
  150. waterindices 3171/65536 6342/131072 ( 4.8%)
  151. cubemapsamples 0/1024 0/16384 ( 0.0%)
  152. overlays 0/512 0/180224 ( 0.0%)
  153. LDR lightdata [variable] 6877528/0 ( 0.0%)
  154. HDR lightdata [variable] 0/0 ( 0.0%)
  155. visdata [variable] 39005/16777216 ( 0.2%)
  156. entdata [variable] 71245/393216 (18.1%)
  157. LDR ambient table 1051/65536 4204/262144 ( 1.6%)
  158. HDR ambient table 1051/65536 4204/262144 ( 1.6%)
  159. LDR leaf ambient 3644/65536 102032/1835008 ( 5.6%)
  160. HDR leaf ambient 1051/65536 29428/1835008 ( 1.6%)
  161. occluders 0/0 0/0 ( 0.0%)
  162. occluder polygons 0/0 0/0 ( 0.0%)
  163. occluder vert ind 0/0 0/0 ( 0.0%)
  164. detail props [variable] 1/12 ( 8.3%)
  165. static props [variable] 1/12 ( 8.3%)
  166. pakfile [variable] 2548/0 ( 0.0%)
  167. physics [variable] 73663/4194304 ( 1.8%)
  168. physics terrain [variable] 2/1048576 ( 0.0%)
  169.  
  170. Level flags = 0
  171.  
  172. Total triangle count: 6007
  173. Writing c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.bsp
  174. 30 seconds elapsed
  175. Valve Software - vrad.exe SSE (Jul 7 2010)
  176.  
  177. Valve Radiosity Simulator
  178. 4 threads
  179. [Reading texlights from 'lights.rad']
  180. [34 texlights parsed from 'lights.rad']
  181.  
  182. Loading c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.bsp
  183. Setting up ray-trace acceleration structure... Done (0.10 seconds)
  184. 2269 faces
  185. 1262684 square feet [181826608.00 square inches]
  186. 0 Displacements
  187. 0 Square Feet [0.00 Square Inches]
  188. 2269 patches before subdivision
  189. 108659 patches after subdivision
  190. sun extent from map=0.000000
  191. sun extent from map=0.017452
  192. 44 direct lights
  193. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
  194. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
  195. transfers 16700556, max 698
  196. transfer lists: 127.4 megs
  197. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  198. Bounce #1 added RGB(40023, 39124, 32792)
  199. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  200. Bounce #2 added RGB(6008, 4715, 2986)
  201. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  202. Bounce #3 added RGB(1577, 950, 430)
  203. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  204. Bounce #4 added RGB(503, 248, 86)
  205. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  206. Bounce #5 added RGB(178, 73, 20)
  207. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  208. Bounce #6 added RGB(66, 22, 5)
  209. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  210. Bounce #7 added RGB(25, 7, 1)
  211. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  212. Bounce #8 added RGB(10, 2, 0)
  213. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  214. Bounce #9 added RGB(4, 1, 0)
  215. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  216. Bounce #10 added RGB(2, 0, 0)
  217. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  218. Bounce #11 added RGB(1, 0, 0)
  219. Build Patch/Sample Hash Table(s).....Done<0.0630 sec>
  220. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
  221. FinalLightFace Done
  222. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  223. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
  224. Writing leaf ambient...done
  225. Ready to Finish
  226.  
  227. Object names Objects/Maxobjs Memory / Maxmem Fullness
  228. ------------ --------------- --------------- --------
  229. models 25/1024 1200/49152 ( 2.4%)
  230. brushes 200/8192 2400/98304 ( 2.4%)
  231. brushsides 1352/65536 10816/524288 ( 2.1%)
  232. planes 1470/65536 29400/1310720 ( 2.2%)
  233. vertexes 3556/65536 42672/786432 ( 5.4%)
  234. nodes 1025/65536 32800/2097152 ( 1.6%)
  235. texinfos 281/12288 20232/884736 ( 2.3%)
  236. texdata 28/2048 896/65536 ( 1.4%)
  237. dispinfos 0/0 0/0 ( 0.0%)
  238. disp_verts 0/0 0/0 ( 0.0%)
  239. disp_tris 0/0 0/0 ( 0.0%)
  240. disp_lmsamples 0/0 0/0 ( 0.0%)
  241. faces 2269/65536 127064/3670016 ( 3.5%)
  242. hdr faces 2269/65536 127064/3670016 ( 3.5%)
  243. origfaces 586/65536 32816/3670016 ( 0.9%)
  244. leaves 1051/65536 33632/2097152 ( 1.6%)
  245. leaffaces 2529/65536 5058/131072 ( 3.9%)
  246. leafbrushes 715/65536 1430/131072 ( 1.1%)
  247. areas 3/256 24/2048 ( 1.2%)
  248. surfedges 12884/512000 51536/2048000 ( 2.5%)
  249. edges 6871/256000 27484/1024000 ( 2.7%)
  250. LDR worldlights 43/8192 3784/720896 ( 0.5%)
  251. HDR worldlights 43/8192 3784/720896 ( 0.5%)
  252. leafwaterdata 1/32768 12/393216 ( 0.0%)
  253. waterstrips 231/32768 2310/327680 ( 0.7%)
  254. waterverts 0/65536 0/786432 ( 0.0%)
  255. waterindices 3171/65536 6342/131072 ( 4.8%)
  256. cubemapsamples 0/1024 0/16384 ( 0.0%)
  257. overlays 0/512 0/180224 ( 0.0%)
  258. LDR lightdata [variable] 6877528/0 ( 0.0%)
  259. HDR lightdata [variable] 6877528/0 ( 0.0%)
  260. visdata [variable] 39005/16777216 ( 0.2%)
  261. entdata [variable] 71245/393216 (18.1%)
  262. LDR ambient table 1051/65536 4204/262144 ( 1.6%)
  263. HDR ambient table 1051/65536 4204/262144 ( 1.6%)
  264. LDR leaf ambient 3644/65536 102032/1835008 ( 5.6%)
  265. HDR leaf ambient 3642/65536 101976/1835008 ( 5.6%)
  266. occluders 0/0 0/0 ( 0.0%)
  267. occluder polygons 0/0 0/0 ( 0.0%)
  268. occluder vert ind 0/0 0/0 ( 0.0%)
  269. detail props [variable] 1/12 ( 8.3%)
  270. static props [variable] 1/12 ( 8.3%)
  271. pakfile [variable] 2548/0 ( 0.0%)
  272. physics [variable] 73663/4194304 ( 1.8%)
  273. physics terrain [variable] 2/1048576 ( 0.0%)
  274.  
  275. Level flags = 0
  276.  
  277. Total triangle count: 6007
  278. Writing c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.bsp
  279. 28 seconds elapsed
  280.  
  281. ** Executing...
  282. ** Command: Copy File
  283. ** Parameters: "C:\Program Files (x86)\Steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.bsp" "c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.bsp"
  284.  
  285.  
  286. ** Executing...
  287. ** Command: c:\program files (x86)\steam\steam.exe
  288. ** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf" +map "quitefuckingshitupdammit"
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