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  1. ** Executing...
  2. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
  3. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\jump_IisRabbit.vmf"
  4.  
  5. Valve Software - vbsp.exe (Aug 2 2018)
  6. 8 threads
  7. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
  8. Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\jump_IisRabbit.vmf
  9. Patching WVT material: maps/jump_iisrabbit/dev/dev_blendmeasure2_wvt_patch
  10. fixing up env_cubemap materials on brush sides...
  11. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  12.  
  13. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-5952.0 -10240.0 -1855.5)
  14. Leaf 0 contents:
  15. Leaf 1 contents: CONTENTS_SOLID
  16. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  17. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  18. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  19. Candidate brush IDs:
  20.  
  21.  
  22. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6176.0 -10240.0 -1855.5)
  23. Leaf 0 contents:
  24. Leaf 1 contents: CONTENTS_SOLID
  25. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  26. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  27. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  28. Candidate brush IDs:
  29.  
  30. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  31.  
  32. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-5952.0 -10240.0 -1855.5)
  33. Leaf 0 contents:
  34. Leaf 1 contents: CONTENTS_SOLID
  35. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  36. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  37. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  38. Candidate brush IDs:
  39.  
  40.  
  41. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6176.0 -10240.0 -1855.5)
  42. Leaf 0 contents:
  43. Leaf 1 contents: CONTENTS_SOLID
  44. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  45. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  46. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  47. Candidate brush IDs:
  48.  
  49. Processing areas...done (0)
  50. Building Faces...done (0)
  51. Chop Details...done (0)
  52. Find Visible Detail Sides...
  53. Merged 12 detail faces...done (0)
  54. Merging details...done (0)
  55. FixTjuncs...
  56. PruneNodes...
  57. WriteBSP...
  58. done (0)
  59. writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\jump_IisRabbit.prt...Building visibility clusters...
  60. done (0)
  61. Creating default LDR cubemaps for env_cubemap using skybox materials:
  62. skybox/sky_day01_01*.vmt
  63. ! Run buildcubemaps in the engine to get the correct cube maps.
  64. Creating default HDR cubemaps for env_cubemap using skybox materials:
  65. skybox/sky_day01_01*.vmt
  66. ! Run buildcubemaps in the engine to get the correct cube maps.
  67. Finding displacement neighbors...
  68. Finding lightmap sample positions...
  69. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  70. Building Physics collision data...
  71. done (1) (361839 bytes)
  72. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  73. Water found with no water_lod_control entity, creating a default one.
  74. Compacting texture/material tables...
  75. Reduced 1325 texinfos to 689
  76. Reduced 35 texdatas to 25 (1176 bytes to 683)
  77. Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\jump_IisRabbit.bsp
  78. Wrote ZIP buffer, estimated size 110067, actual size 108647
  79. 1 second elapsed
  80.  
  81. ** Executing...
  82. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
  83. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\jump_IisRabbit"
  84.  
  85. Valve Software - vvis.exe (Aug 2 2018)
  86. 8 threads
  87. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\jump_IisRabbit.bsp
  88. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\jump_IisRabbit.prt
  89. 752 portalclusters
  90. 1875 numportals
  91. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  92. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  93. Optimized: 97 visible clusters (0.17%)
  94. Total clusters visible: 55523
  95. Average clusters visible: 73
  96. Building PAS...
  97. Average clusters audible: 125
  98. visdatasize:47023 compressed from 144384
  99. writing c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\jump_IisRabbit.bsp
  100. 0 seconds elapsed
  101.  
  102. ** Executing...
  103. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
  104. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\jump_IisRabbit"
  105.  
  106. Valve Software - vrad.exe SSE (Jul 18 2018)
  107.  
  108. Valve Radiosity Simulator
  109. 8 threads
  110. [Reading texlights from 'lights.rad']
  111. unknown light specifier type - lights
  112.  
  113. [56 texlights parsed from 'lights.rad']
  114.  
  115. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\jump_IisRabbit.bsp
  116. Setting up ray-trace acceleration structure... Done (0.13 seconds)
  117. 6188 faces
  118. 9476266 square feet [1364582272.00 square inches]
  119. 2 Displacements
  120. 7096 Square Feet [1021840.50 Square Inches]
  121. 6188 patches before subdivision
  122. 323084 patches after subdivision
  123. 422 direct lights
  124. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
  125. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
  126. transfers 66497370, max 886
  127. transfer lists: 507.3 megs
  128. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  129. Bounce #1 added RGB(2135916, 1914241, 1527548)
  130. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  131. Bounce #2 added RGB(426929, 351083, 284047)
  132. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  133. Bounce #3 added RGB(107757, 82321, 68927)
  134. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  135. Bounce #4 added RGB(29967, 21025, 18534)
  136. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  137. Bounce #5 added RGB(10119, 6715, 6206)
  138. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  139. Bounce #6 added RGB(3706, 2309, 2223)
  140. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  141. Bounce #7 added RGB(1508, 905, 893)
  142. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  143. Bounce #8 added RGB(632, 362, 364)
  144. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  145. Bounce #9 added RGB(277, 154, 156)
  146. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  147. Bounce #10 added RGB(122, 65, 67)
  148. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  149. Bounce #11 added RGB(55, 28, 29)
  150. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  151. Bounce #12 added RGB(25, 12, 13)
  152. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  153. Bounce #13 added RGB(11, 5, 6)
  154. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  155. Bounce #14 added RGB(5, 2, 2)
  156. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  157. Bounce #15 added RGB(2, 1, 1)
  158. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  159. Bounce #16 added RGB(1, 0, 0)
  160. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  161. Bounce #17 added RGB(0, 0, 0)
  162. Build Patch/Sample Hash Table(s).....Done<0.0820 sec>
  163. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
  164. FinalLightFace Done
  165. 5 of 283 (1% of) surface lights went in leaf ambient cubes.
  166. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
  167. Writing leaf ambient...done
  168. Ready to Finish
  169.  
  170. Object names Objects/Maxobjs Memory / Maxmem Fullness
  171. ------------ --------------- --------------- --------
  172. models 92/1024 4416/49152 ( 9.0%)
  173. brushes 1009/8192 12108/98304 (12.3%)
  174. brushsides 6457/65536 51656/524288 ( 9.9%)
  175. planes 2790/65536 55800/1310720 ( 4.3%)
  176. vertexes 9021/65536 108252/786432 (13.8%)
  177. nodes 2523/65536 80736/2097152 ( 3.8%)
  178. texinfos 689/12288 49608/884736 ( 5.6%)
  179. texdata 25/2048 800/65536 ( 1.2%)
  180. dispinfos 2/0 352/0 ( 0.0%)
  181. disp_verts 162/0 3240/0 ( 0.0%)
  182. disp_tris 256/0 512/0 ( 0.0%)
  183. disp_lmsamples 17360/0 17360/0 ( 0.0%)
  184. faces 6188/65536 346528/3670016 ( 9.4%)
  185. hdr faces 0/65536 0/3670016 ( 0.0%)
  186. origfaces 1775/65536 99400/3670016 ( 2.7%)
  187. leaves 2616/65536 83712/2097152 ( 4.0%)
  188. leaffaces 7778/65536 15556/131072 (11.9%)
  189. leafbrushes 3199/65536 6398/131072 ( 4.9%)
  190. areas 3/256 24/2048 ( 1.2%)
  191. surfedges 35256/512000 141024/2048000 ( 6.9%)
  192. edges 19558/256000 78232/1024000 ( 7.6%)
  193. LDR worldlights 422/8192 37136/720896 ( 5.2%)
  194. HDR worldlights 0/8192 0/720896 ( 0.0%)
  195. leafwaterdata 9/32768 108/393216 ( 0.0%)
  196. waterstrips 435/32768 4350/327680 ( 1.3%)
  197. waterverts 0/65536 0/786432 ( 0.0%)
  198. waterindices 5961/65536 11922/131072 ( 9.1%)
  199. cubemapsamples 0/1024 0/16384 ( 0.0%)
  200. overlays 0/512 0/180224 ( 0.0%)
  201. LDR lightdata [variable] 7891872/0 ( 0.0%)
  202. HDR lightdata [variable] 0/0 ( 0.0%)
  203. visdata [variable] 47023/16777216 ( 0.3%)
  204. entdata [variable] 74213/393216 (18.9%)
  205. LDR ambient table 2616/65536 10464/262144 ( 4.0%)
  206. HDR ambient table 2616/65536 10464/262144 ( 4.0%)
  207. LDR leaf ambient 10734/65536 300552/1835008 (16.4%)
  208. HDR leaf ambient 2616/65536 73248/1835008 ( 4.0%)
  209. occluders 0/0 0/0 ( 0.0%)
  210. occluder polygons 0/0 0/0 ( 0.0%)
  211. occluder vert ind 0/0 0/0 ( 0.0%)
  212. detail props [variable] 1/12 ( 8.3%)
  213. static props [variable] 1/12 ( 8.3%)
  214. pakfile [variable] 108647/0 ( 0.0%)
  215. physics [variable] 361839/4194304 ( 8.6%)
  216. physics terrain [variable] 388/1048576 ( 0.0%)
  217.  
  218. Level flags = 0
  219.  
  220. Total triangle count: 15822
  221. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\jump_IisRabbit.bsp
  222. 24 seconds elapsed
  223.  
  224. ** Executing...
  225. ** Command: Copy File
  226. ** Parameters: "C:\Program Files (x86)\Steam\st
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