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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "c:\users\macieg\desktop\hammer maps\dreammap1"
  5.  
  6. Valve Software - vbsp.exe (May 15 2014)
  7. 4 threads
  8. materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\materials
  9. Loading c:\users\macieg\desktop\hammer maps\dreammap1.vmf
  10. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
  11. Patching WVT material: maps/dreammap1/nature/blendrockdirt_tunnel03a_dx8_wvt_patch
  12. Patching WVT material: maps/dreammap1/concrete/blendconcdirt004a_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...done (0)
  20. Merging details...done (0)
  21. FixTjuncs...
  22. PruneNodes...
  23. WriteBSP...
  24. done (0)
  25. writing c:\users\macieg\desktop\hammer maps\dreammap1.prt...Building visibility clusters...
  26. done (0)
  27. Creating default LDR cubemaps for env_cubemap using skybox materials:
  28. skybox/sky_day01_09*.vmt
  29. ! Run buildcubemaps in the engine to get the correct cube maps.
  30. Creating default HDR cubemaps for env_cubemap using skybox materials:
  31. skybox/sky_day01_09*.vmt
  32. ! Run buildcubemaps in the engine to get the correct cube maps.
  33. Finding displacement neighbors...
  34. Finding lightmap sample positions...
  35. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  36. Building Physics collision data...
  37. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  38. done (0) (1176975 bytes)
  39. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  40. Compacting texture/material tables...
  41. Reduced 309 texinfos to 90
  42. Reduced 19 texdatas to 18 (501 bytes to 474)
  43. Writing c:\users\macieg\desktop\hammer maps\dreammap1.bsp
  44. 1 second elapsed
  45.  
  46. ** Executing...
  47. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
  48. ** Parameters: -threads 3 -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "c:\users\macieg\desktop\hammer maps\dreammap1"
  49.  
  50. Valve Software - vvis.exe (May 15 2014)
  51. 3 threads
  52. reading c:\users\macieg\desktop\hammer maps\dreammap1.bsp
  53. reading c:\users\macieg\desktop\hammer maps\dreammap1.prt
  54. 91 portalclusters
  55. 188 numportals
  56. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  57. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  58. Optimized: 4 visible clusters (0.10%)
  59. Total clusters visible: 4139
  60. Average clusters visible: 45
  61. Building PAS...
  62. Average clusters audible: 78
  63. visdatasize:2897 compressed from 2912
  64. writing c:\users\macieg\desktop\hammer maps\dreammap1.bsp
  65. 0 seconds elapsed
  66.  
  67. ** Executing...
  68. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
  69. ** Parameters: -threads 3 -both -final -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "c:\users\macieg\desktop\hammer maps\dreammap1"
  70.  
  71. Valve Software - vrad.exe SSE (May 15 2014)
  72.  
  73. Valve Radiosity Simulator
  74. 3 threads
  75. [Reading texlights from 'lights.rad']
  76. [48 texlights parsed from 'lights.rad']
  77.  
  78. Loading c:\users\macieg\desktop\hammer maps\dreammap1.bsp
  79. Setting up ray-trace acceleration structure... Done (0.95 seconds)
  80. 297 faces
  81. 202065 square feet [29097426.00 square inches]
  82. 74 Displacements
  83. 176033 Square Feet [25348770.00 Square Inches]
  84. 297 patches before subdivision
  85. 8331 patches after subdivision
  86. sun extent from map=0.121869
  87. 6 direct lights
  88. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (45)
  89. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
  90. transfers 247963, max 219
  91. transfer lists: 1.9 megs
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  93. Bounce #1 added RGB(449, 453, 525)
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  95. Bounce #2 added RGB(68, 63, 80)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #3 added RGB(17, 15, 20)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  99. Bounce #4 added RGB(4, 4, 5)
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  101. Bounce #5 added RGB(1, 1, 1)
  102. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  103. Bounce #6 added RGB(0, 0, 0)
  104. Build Patch/Sample Hash Table(s).....Done<0.0103 sec>
  105. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
  106. FinalLightFace Done
  107. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  108. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  109. Writing leaf ambient...done
  110. Ready to Finish
  111.  
  112. Object names Objects/Maxobjs Memory / Maxmem Fullness
  113. ------------ --------------- --------------- --------
  114. models 2/1024 96/49152 ( 0.2%)
  115. brushes 83/8192 996/98304 ( 1.0%)
  116. brushsides 778/65536 6224/524288 ( 1.2%)
  117. planes 1378/65536 27560/1310720 ( 2.1%)
  118. vertexes 825/65536 9900/786432 ( 1.3%)
  119. nodes 395/65536 12640/2097152 ( 0.6%)
  120. texinfos 90/12288 6480/884736 ( 0.7%)
  121. texdata 18/2048 576/65536 ( 0.9%)
  122. dispinfos 74/0 13024/0 ( 0.0%)
  123. disp_verts 6282/0 125640/0 ( 0.0%)
  124. disp_tris 10048/0 20096/0 ( 0.0%)
  125. disp_lmsamples 341700/0 341700/0 ( 0.0%)
  126. faces 297/65536 16632/3670016 ( 0.5%)
  127. hdr faces 0/65536 0/3670016 ( 0.0%)
  128. origfaces 209/65536 11704/3670016 ( 0.3%)
  129. leaves 398/65536 12736/2097152 ( 0.6%)
  130. leaffaces 232/65536 464/131072 ( 0.4%)
  131. leafbrushes 367/65536 734/131072 ( 0.6%)
  132. areas 2/256 16/2048 ( 0.8%)
  133. surfedges 2271/512000 9084/2048000 ( 0.4%)
  134. edges 1407/256000 5628/1024000 ( 0.5%)
  135. LDR worldlights 6/8192 528/720896 ( 0.1%)
  136. HDR worldlights 0/8192 0/720896 ( 0.0%)
  137. leafwaterdata 0/32768 0/393216 ( 0.0%)
  138. waterstrips 23/32768 230/327680 ( 0.1%)
  139. waterverts 0/65536 0/786432 ( 0.0%)
  140. waterindices 327/65536 654/131072 ( 0.5%)
  141. cubemapsamples 0/1024 0/16384 ( 0.0%)
  142. overlays 0/512 0/180224 ( 0.0%)
  143. LDR lightdata [variable] 644572/0 ( 0.0%)
  144. HDR lightdata [variable] 0/0 ( 0.0%)
  145. visdata [variable] 2897/16777216 ( 0.0%)
  146. entdata [variable] 5119/393216 ( 1.3%)
  147. LDR ambient table 398/65536 1592/262144 ( 0.6%)
  148. HDR ambient table 398/65536 1592/262144 ( 0.6%)
  149. LDR leaf ambient 733/65536 20524/1835008 ( 1.1%)
  150. HDR leaf ambient 398/65536 11144/1835008 ( 0.6%)
  151. occluders 0/0 0/0 ( 0.0%)
  152. occluder polygons 0/0 0/0 ( 0.0%)
  153. occluder vert ind 0/0 0/0 ( 0.0%)
  154. detail props [variable] 1/12 ( 8.3%)
  155. static props [variable] 1/2066 ( 0.0%)
  156. pakfile [variable] 106397/0 ( 0.0%)
  157. physics [variable] 1176975/4194304 (28.1%)
  158. physics terrain [variable] 0/1048576 ( 0.0%)
  159.  
  160. Level flags = 0
  161.  
  162. Total triangle count: 760
  163. Writing c:\users\macieg\desktop\hammer maps\dreammap1.bsp
  164. 50 seconds elapsed
  165. Valve Software - vrad.exe SSE (May 15 2014)
  166.  
  167. Valve Radiosity Simulator
  168. 3 threads
  169. [Reading texlights from 'lights.rad']
  170. [48 texlights parsed from 'lights.rad']
  171.  
  172. Loading c:\users\macieg\desktop\hammer maps\dreammap1.bsp
  173. Setting up ray-trace acceleration structure... Done (0.84 seconds)
  174. 297 faces
  175. 202065 square feet [29097426.00 square inches]
  176. 74 Displacements
  177. 176033 Square Feet [25348770.00 Square Inches]
  178. 297 patches before subdivision
  179. 8331 patches after subdivision
  180. sun extent from map=0.121869
  181. 6 direct lights
  182. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (44)
  183. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
  184. transfers 247963, max 219
  185. transfer lists: 1.9 megs
  186. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  187. Bounce #1 added RGB(449, 453, 525)
  188. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  189. Bounce #2 added RGB(68, 63, 80)
  190. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  191. Bounce #3 added RGB(17, 15, 20)
  192. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  193. Bounce #4 added RGB(4, 4, 5)
  194. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  195. Bounce #5 added RGB(1, 1, 1)
  196. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  197. Bounce #6 added RGB(0, 0, 0)
  198. Build Patch/Sample Hash Table(s).....Done<0.0104 sec>
  199. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
  200. FinalLightFace Done
  201. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  202. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
  203. Writing leaf ambient...done
  204. Ready to Finish
  205.  
  206. Object names Objects/Maxobjs Memory / Maxmem Fullness
  207. ------------ --------------- --------------- --------
  208. models 2/1024 96/49152 ( 0.2%)
  209. brushes 83/8192 996/98304 ( 1.0%)
  210. brushsides 778/65536 6224/524288 ( 1.2%)
  211. planes 1378/65536 27560/1310720 ( 2.1%)
  212. vertexes 825/65536 9900/786432 ( 1.3%)
  213. nodes 395/65536 12640/2097152 ( 0.6%)
  214. texinfos 90/12288 6480/884736 ( 0.7%)
  215. texdata 18/2048 576/65536 ( 0.9%)
  216. dispinfos 74/0 13024/0 ( 0.0%)
  217. disp_verts 6282/0 125640/0 ( 0.0%)
  218. disp_tris 10048/0 20096/0 ( 0.0%)
  219. disp_lmsamples 341700/0 341700/0 ( 0.0%)
  220. faces 297/65536 16632/3670016 ( 0.5%)
  221. hdr faces 297/65536 16632/3670016 ( 0.5%)
  222. origfaces 209/65536 11704/3670016 ( 0.3%)
  223. leaves 398/65536 12736/2097152 ( 0.6%)
  224. leaffaces 232/65536 464/131072 ( 0.4%)
  225. leafbrushes 367/65536 734/131072 ( 0.6%)
  226. areas 2/256 16/2048 ( 0.8%)
  227. surfedges 2271/512000 9084/2048000 ( 0.4%)
  228. edges 1407/256000 5628/1024000 ( 0.5%)
  229. LDR worldlights 6/8192 528/720896 ( 0.1%)
  230. HDR worldlights 6/8192 528/720896 ( 0.1%)
  231. leafwaterdata 0/32768 0/393216 ( 0.0%)
  232. waterstrips 23/32768 230/327680 ( 0.1%)
  233. waterverts 0/65536 0/786432 ( 0.0%)
  234. waterindices 327/65536 654/131072 ( 0.5%)
  235. cubemapsamples 0/1024 0/16384 ( 0.0%)
  236. overlays 0/512 0/180224 ( 0.0%)
  237. LDR lightdata [variable] 644572/0 ( 0.0%)
  238. HDR lightdata [variable] 644572/0 ( 0.0%)
  239. visdata [variable] 2897/16777216 ( 0.0%)
  240. entdata [variable] 5119/393216 ( 1.3%)
  241. LDR ambient table 398/65536 1592/262144 ( 0.6%)
  242. HDR ambient table 398/65536 1592/262144 ( 0.6%)
  243. LDR leaf ambient 733/65536 20524/1835008 ( 1.1%)
  244. HDR leaf ambient 733/65536 20524/1835008 ( 1.1%)
  245. occluders 0/0 0/0 ( 0.0%)
  246. occluder polygons 0/0 0/0 ( 0.0%)
  247. occluder vert ind 0/0 0/0 ( 0.0%)
  248. detail props [variable] 1/12 ( 8.3%)
  249. static props [variable] 1/2066 ( 0.0%)
  250. pakfile [variable] 106397/0 ( 0.0%)
  251. physics [variable] 1176975/4194304 (28.1%)
  252. physics terrain [variable] 0/1048576 ( 0.0%)
  253.  
  254. Level flags = 0
  255.  
  256. Total triangle count: 760
  257. Writing c:\users\macieg\desktop\hammer maps\dreammap1.bsp
  258. 49 seconds elapsed
  259.  
  260. ** Executing...
  261. ** Command: Copy File
  262. ** Parameters: "c:\users\macieg\desktop\hammer maps\dreammap1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\dreammap1.bsp"
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