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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:\HammerAutosave\ctfattempt(willrename)_001.vmf_autosave"
- Valve Software - vbsp.exe (Mar 6 2018)
- 8 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
- Loading C:\HammerAutosave\ctfattempt(willrename)_001.vmf_autosave
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Patching WVT material: maps/ctfattempt(willrename)_001/dev/dev_blendmeasure_wvt_patch
- Patching WVT material: maps/ctfattempt(willrename)_001/nature/blendgroundtogravel008_wvt_patch
- 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 (0)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\HammerAutosave\ctfattempt(willrename)_001.prt...Building visibility clusters...
- done (0)
- *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
- *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
- 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) (88144 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 238 texinfos to 115
- Reduced 17 texdatas to 14 (472 bytes to 403)
- Writing C:\HammerAutosave\ctfattempt(willrename)_001.bsp
- Wrote ZIP buffer, estimated size 1071, actual size 857
- 1 second elapsed
- ** 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" "C:\HammerAutosave\ctfattempt(willrename)_001"
- Valve Software - vvis.exe (Mar 6 2018)
- 8 threads
- reading c:\hammerautosave\ctfattempt(willrename)_001.bsp
- reading c:\hammerautosave\ctfattempt(willrename)_001.prt
- 276 portalclusters
- 624 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: 118 visible clusters (0.49%)
- Total clusters visible: 24136
- Average clusters visible: 87
- Building PAS...
- Average clusters audible: 175
- visdatasize:17613 compressed from 22080
- writing c:\hammerautosave\ctfattempt(willrename)_001.bsp
- 0 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\HammerAutosave\ctfattempt(willrename)_001"
- Valve Software - vrad.exe SSE (Mar 6 2018)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading c:\hammerautosave\ctfattempt(willrename)_001.bsp
- Setting up ray-trace acceleration structure... Done (0.08 seconds)
- 1106 faces
- 176721 square feet [25447910.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 1106 patches before subdivision
- 20132 patches after subdivision
- 77 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
- transfers 1762614, max 346
- transfer lists: 13.4 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(237226, 127258, 155295)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(35615, 12811, 19971)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(6419, 1382, 2900)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(1222, 153, 433)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(245, 17, 67)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(50, 2, 10)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(10, 0, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(2, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0036 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
- FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 15/1024 720/49152 ( 1.5%)
- brushes 234/8192 2808/98304 ( 2.9%)
- brushsides 1480/65536 11840/524288 ( 2.3%)
- planes 628/65536 12560/1310720 ( 1.0%)
- vertexes 1904/65536 22848/786432 ( 2.9%)
- nodes 738/65536 23616/2097152 ( 1.1%)
- texinfos 115/12288 8280/884736 ( 0.9%)
- texdata 14/2048 448/65536 ( 0.7%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 1106/65536 61936/3670016 ( 1.7%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 619/65536 34664/3670016 ( 0.9%)
- leaves 754/65536 24128/2097152 ( 1.2%)
- leaffaces 1243/65536 2486/131072 ( 1.9%)
- leafbrushes 522/65536 1044/131072 ( 0.8%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 7766/512000 31064/2048000 ( 1.5%)
- edges 4540/256000 18160/1024000 ( 1.8%)
- LDR worldlights 77/8192 6776/720896 ( 0.9%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 128/32768 1280/327680 ( 0.4%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 1986/65536 3972/131072 ( 3.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 8/512 2816/180224 ( 1.6%)
- LDR lightdata [variable] 405116/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 17613/16777216 ( 0.1%)
- entdata [variable] 28871/393216 ( 7.3%)
- LDR ambient table 754/65536 3016/262144 ( 1.2%)
- HDR ambient table 754/65536 3016/262144 ( 1.2%)
- LDR leaf ambient 3343/65536 93604/1835008 ( 5.1%)
- HDR leaf ambient 754/65536 21112/1835008 ( 1.2%)
- 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] 1/2954 ( 0.0%)
- pakfile [variable] 857/0 ( 0.0%)
- physics [variable] 88144/4194304 ( 2.1%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 3078
- Writing c:\hammerautosave\ctfattempt(willrename)_001.bsp
- 3 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "C:\HammerAutosave\ctfattempt(willrename)_001.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\ctfattempt(willrename)_001.bsp"
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -toconsole -dev -console +sv_lan 1 -lv +map "ctfattempt(willrename)_001" -steam
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