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- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "c:\users\macieg\desktop\hammer maps\dreammap1"
- Valve Software - vbsp.exe (May 15 2014)
- 4 threads
- materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\materials
- Loading c:\users\macieg\desktop\hammer maps\dreammap1.vmf
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
- Patching WVT material: maps/dreammap1/nature/blendrockdirt_tunnel03a_dx8_wvt_patch
- Patching WVT material: maps/dreammap1/concrete/blendconcdirt004a_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:\users\macieg\desktop\hammer maps\dreammap1.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_09*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_09*.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...
- WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
- done (0) (1176975 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 309 texinfos to 90
- Reduced 19 texdatas to 18 (501 bytes to 474)
- Writing c:\users\macieg\desktop\hammer maps\dreammap1.bsp
- 1 second elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
- ** Parameters: -threads 3 -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "c:\users\macieg\desktop\hammer maps\dreammap1"
- Valve Software - vvis.exe (May 15 2014)
- 3 threads
- reading c:\users\macieg\desktop\hammer maps\dreammap1.bsp
- reading c:\users\macieg\desktop\hammer maps\dreammap1.prt
- 91 portalclusters
- 188 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: 4 visible clusters (0.10%)
- Total clusters visible: 4139
- Average clusters visible: 45
- Building PAS...
- Average clusters audible: 78
- visdatasize:2897 compressed from 2912
- writing c:\users\macieg\desktop\hammer maps\dreammap1.bsp
- 0 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
- ** Parameters: -threads 3 -both -final -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "c:\users\macieg\desktop\hammer maps\dreammap1"
- Valve Software - vrad.exe SSE (May 15 2014)
- Valve Radiosity Simulator
- 3 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\macieg\desktop\hammer maps\dreammap1.bsp
- Setting up ray-trace acceleration structure... Done (0.95 seconds)
- 297 faces
- 202065 square feet [29097426.00 square inches]
- 74 Displacements
- 176033 Square Feet [25348770.00 Square Inches]
- 297 patches before subdivision
- 8331 patches after subdivision
- sun extent from map=0.121869
- 6 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (45)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
- transfers 247963, max 219
- transfer lists: 1.9 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(449, 453, 525)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(68, 63, 80)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(17, 15, 20)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(4, 4, 5)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(1, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0103 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
- 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 (1)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 83/8192 996/98304 ( 1.0%)
- brushsides 778/65536 6224/524288 ( 1.2%)
- planes 1378/65536 27560/1310720 ( 2.1%)
- vertexes 825/65536 9900/786432 ( 1.3%)
- nodes 395/65536 12640/2097152 ( 0.6%)
- texinfos 90/12288 6480/884736 ( 0.7%)
- texdata 18/2048 576/65536 ( 0.9%)
- dispinfos 74/0 13024/0 ( 0.0%)
- disp_verts 6282/0 125640/0 ( 0.0%)
- disp_tris 10048/0 20096/0 ( 0.0%)
- disp_lmsamples 341700/0 341700/0 ( 0.0%)
- faces 297/65536 16632/3670016 ( 0.5%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 209/65536 11704/3670016 ( 0.3%)
- leaves 398/65536 12736/2097152 ( 0.6%)
- leaffaces 232/65536 464/131072 ( 0.4%)
- leafbrushes 367/65536 734/131072 ( 0.6%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 2271/512000 9084/2048000 ( 0.4%)
- edges 1407/256000 5628/1024000 ( 0.5%)
- LDR worldlights 6/8192 528/720896 ( 0.1%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 23/32768 230/327680 ( 0.1%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 327/65536 654/131072 ( 0.5%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 644572/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 2897/16777216 ( 0.0%)
- entdata [variable] 5119/393216 ( 1.3%)
- LDR ambient table 398/65536 1592/262144 ( 0.6%)
- HDR ambient table 398/65536 1592/262144 ( 0.6%)
- LDR leaf ambient 733/65536 20524/1835008 ( 1.1%)
- HDR leaf ambient 398/65536 11144/1835008 ( 0.6%)
- 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] 1/2066 ( 0.0%)
- pakfile [variable] 106397/0 ( 0.0%)
- physics [variable] 1176975/4194304 (28.1%)
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 760
- Writing c:\users\macieg\desktop\hammer maps\dreammap1.bsp
- 50 seconds elapsed
- Valve Software - vrad.exe SSE (May 15 2014)
- Valve Radiosity Simulator
- 3 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\macieg\desktop\hammer maps\dreammap1.bsp
- Setting up ray-trace acceleration structure... Done (0.84 seconds)
- 297 faces
- 202065 square feet [29097426.00 square inches]
- 74 Displacements
- 176033 Square Feet [25348770.00 Square Inches]
- 297 patches before subdivision
- 8331 patches after subdivision
- sun extent from map=0.121869
- 6 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (44)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
- transfers 247963, max 219
- transfer lists: 1.9 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(449, 453, 525)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(68, 63, 80)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(17, 15, 20)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(4, 4, 5)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(1, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0104 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
- 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 (2)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 83/8192 996/98304 ( 1.0%)
- brushsides 778/65536 6224/524288 ( 1.2%)
- planes 1378/65536 27560/1310720 ( 2.1%)
- vertexes 825/65536 9900/786432 ( 1.3%)
- nodes 395/65536 12640/2097152 ( 0.6%)
- texinfos 90/12288 6480/884736 ( 0.7%)
- texdata 18/2048 576/65536 ( 0.9%)
- dispinfos 74/0 13024/0 ( 0.0%)
- disp_verts 6282/0 125640/0 ( 0.0%)
- disp_tris 10048/0 20096/0 ( 0.0%)
- disp_lmsamples 341700/0 341700/0 ( 0.0%)
- faces 297/65536 16632/3670016 ( 0.5%)
- hdr faces 297/65536 16632/3670016 ( 0.5%)
- origfaces 209/65536 11704/3670016 ( 0.3%)
- leaves 398/65536 12736/2097152 ( 0.6%)
- leaffaces 232/65536 464/131072 ( 0.4%)
- leafbrushes 367/65536 734/131072 ( 0.6%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 2271/512000 9084/2048000 ( 0.4%)
- edges 1407/256000 5628/1024000 ( 0.5%)
- LDR worldlights 6/8192 528/720896 ( 0.1%)
- HDR worldlights 6/8192 528/720896 ( 0.1%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 23/32768 230/327680 ( 0.1%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 327/65536 654/131072 ( 0.5%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 644572/0 ( 0.0%)
- HDR lightdata [variable] 644572/0 ( 0.0%)
- visdata [variable] 2897/16777216 ( 0.0%)
- entdata [variable] 5119/393216 ( 1.3%)
- LDR ambient table 398/65536 1592/262144 ( 0.6%)
- HDR ambient table 398/65536 1592/262144 ( 0.6%)
- LDR leaf ambient 733/65536 20524/1835008 ( 1.1%)
- HDR leaf ambient 733/65536 20524/1835008 ( 1.1%)
- 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] 1/2066 ( 0.0%)
- pakfile [variable] 106397/0 ( 0.0%)
- physics [variable] 1176975/4194304 (28.1%)
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 760
- Writing c:\users\macieg\desktop\hammer maps\dreammap1.bsp
- 49 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** 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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