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May 23rd, 2019
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  1. ** Executing...
  2. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
  3. ** Parameters: -allowdynamicpropsasstatic -notjunc -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\denis\desktop\testpoudlardgrandesalle"
  4.  
  5. Valve Software - vbsp.exe (Apr 23 2019)
  6. notjunc = true
  7. 4 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
  9. Loading c:\users\denis\desktop\testpoudlardgrandesalle.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. fixing up env_cubemap materials on brush sides...
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. Processing areas...done (0)
  15. Building Faces...done (0)
  16. Chop Details...done (0)
  17. Find Visible Detail Sides...done (0)
  18. Merging details...done (1)
  19. FixTjuncs...
  20. PruneNodes...
  21. WriteBSP...
  22. done (0)
  23. writing c:\users\denis\desktop\testpoudlardgrandesalle.prt...Building visibility clusters...
  24. done (0)
  25. Creating default LDR cubemaps for env_cubemap using skybox materials:
  26. skybox/sky_day01_01*.vmt
  27. ! Run buildcubemaps in the engine to get the correct cube maps.
  28. Creating default HDR cubemaps for env_cubemap using skybox materials:
  29. skybox/sky_day01_01*.vmt
  30. ! Run buildcubemaps in the engine to get the correct cube maps.
  31. Finding displacement neighbors...
  32. Finding lightmap sample positions...
  33. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  34. Building Physics collision data...
  35. done (0) (600773 bytes)
  36. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  37. Compacting texture/material tables...
  38. Reduced 1102 texinfos to 768
  39. Reduced 26 texdatas to 26 (572 bytes to 572)
  40. Writing c:\users\denis\desktop\testpoudlardgrandesalle.bsp
  41. 1 second elapsed
  42.  
  43. ** Executing...
  44. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
  45. ** Parameters: -fast -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\denis\desktop\testpoudlardgrandesalle"
  46.  
  47. Valve Software - vvis.exe (Apr 23 2019)
  48. fastvis = true
  49. 4 threads
  50. reading c:\users\denis\desktop\testpoudlardgrandesalle.bsp
  51. reading c:\users\denis\desktop\testpoudlardgrandesalle.prt
  52. 2774 portalclusters
  53. 8966 numportals
  54. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (6)
  55. Optimized: 266620 visible clusters (4.40%)
  56. Total clusters visible: 6058050
  57. Average clusters visible: 2183
  58. Building PAS...
  59. Average clusters audible: 2773
  60. visdatasize:1891320 compressed from 1952896
  61. writing c:\users\denis\desktop\testpoudlardgrandesalle.bsp
  62. 7 seconds elapsed
  63.  
  64. ** Executing...
  65. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
  66. ** Parameters: -both -final -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\denis\desktop\testpoudlardgrandesalle"
  67.  
  68. Valve Software - vrad.exe SSE (Apr 23 2019)
  69.  
  70. Valve Radiosity Simulator
  71. 4 threads
  72. [Reading texlights from 'lights.rad']
  73. [45 texlights parsed from 'lights.rad']
  74.  
  75. Loading c:\users\denis\desktop\testpoudlardgrandesalle.bsp
  76. PREP OK
  77. Setting up ray-trace acceleration structure... Done (0.88 seconds)
  78. 9934 faces
  79. 2731268 square feet [393302688.00 square inches]
  80. 0 Displacements
  81. 0 Square Feet [0.00 Square Inches]
  82. 9934 patches before subdivision
  83. 79232 patches after subdivision
  84. sun extent from map=0.000000
  85. 148 direct lights
  86. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (77)
  87. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
  88. transfers 18652608, max 2751
  89. transfer lists: 142.3 megs
  90. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  91. Bounce #1 added RGB(30650, 23138, 13123)
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  93. Bounce #2 added RGB(3131, 1846, 572)
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  95. Bounce #3 added RGB(301, 140, 28)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #4 added RGB(37, 14, 2)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  99. Bounce #5 added RGB(5, 2, 0)
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  101. Bounce #6 added RGB(1, 0, 0)
  102. Build Patch/Sample Hash Table(s).....Done<0.0335 sec>
  103. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
  104. FinalLightFace Done
  105. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  106. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11)
  107. Writing leaf ambient...done
  108. Ready to Finish
  109.  
  110. Object names Objects/Maxobjs Memory / Maxmem Fullness
  111. ------------ --------------- --------------- --------
  112. models 2/1024 96/49152 ( 0.2%)
  113. brushes 1678/16384 20136/196608 (10.2%)
  114. brushsides 12407/65536 99256/524288 (18.9%)
  115. planes 3812/65536 76240/1310720 ( 5.8%)
  116. vertexes 14809/65536 177708/786432 (22.6%)
  117. nodes 5600/65536 179200/2097152 ( 8.5%)
  118. texinfos 768/12288 55296/884736 ( 6.3%)
  119. texdata 26/2048 832/65536 ( 1.3%)
  120. dispinfos 0/0 0/0 ( 0.0%)
  121. disp_verts 0/0 0/0 ( 0.0%)
  122. disp_tris 0/0 0/0 ( 0.0%)
  123. disp_lmsamples 0/0 0/0 ( 0.0%)
  124. faces 9934/65536 556304/3670016 (15.2%)
  125. hdr faces 0/65536 0/3670016 ( 0.0%)
  126. origfaces 5175/65536 289800/3670016 ( 7.9%)
  127. leaves 5603/65536 179296/2097152 ( 8.5%)
  128. leaffaces 11257/65536 22514/131072 (17.2%)
  129. leafbrushes 5902/65536 11804/131072 ( 9.0%)
  130. areas 2/1024 16/8192 ( 0.2%)
  131. surfedges 59467/512000 237868/2048000 (11.6%)
  132. edges 40555/256000 162220/1024000 (15.8%)
  133. LDR worldlights 148/8192 13024/720896 ( 1.8%)
  134. HDR worldlights 0/8192 0/720896 ( 0.0%)
  135. leafwaterdata 0/32768 0/393216 ( 0.0%)
  136. waterstrips 0/32768 0/327680 ( 0.0%)
  137. waterverts 0/65536 0/786432 ( 0.0%)
  138. waterindices 0/65536 0/131072 ( 0.0%)
  139. cubemapsamples 5/1024 80/16384 ( 0.5%)
  140. overlays 0/512 0/180224 ( 0.0%)
  141. LDR lightdata [variable] 2136868/0 ( 0.0%)
  142. HDR lightdata [variable] 0/0 ( 0.0%)
  143. visdata [variable] 1891320/16777216 (11.3%)
  144. entdata [variable] 61342/393216 (15.6%)
  145. LDR ambient table 5603/65536 22412/262144 ( 8.5%)
  146. HDR ambient table 5603/65536 22412/262144 ( 8.5%)
  147. LDR leaf ambient 18401/65536 515228/1835008 (28.1%)
  148. HDR leaf ambient 5603/65536 156884/1835008 ( 8.5%)
  149. occluders 0/0 0/0 ( 0.0%)
  150. occluder polygons 0/0 0/0 ( 0.0%)
  151. occluder vert ind 0/0 0/0 ( 0.0%)
  152. detail props [variable] 1/12 ( 8.3%)
  153. static props [variable] 1/6004 ( 0.0%)
  154. pakfile [variable] 634080/0 ( 0.0%)
  155. physics [variable] 600773/4194304 (14.3%)
  156. physics terrain [variable] 2/1048576 ( 0.0%)
  157.  
  158. Level flags = 0
  159.  
  160. Total triangle count: 19236
  161. Writing c:\users\denis\desktop\testpoudlardgrandesalle.bsp
  162. 1 minute, 55 seconds elapsed
  163. Valve Software - vrad.exe SSE (Apr 23 2019)
  164.  
  165. Valve Radiosity Simulator
  166. 4 threads
  167. [Reading texlights from 'lights.rad']
  168. [45 texlights parsed from 'lights.rad']
  169.  
  170. Loading c:\users\denis\desktop\testpoudlardgrandesalle.bsp
  171. PREP OK
  172. Setting up ray-trace acceleration structure... Done (0.80 seconds)
  173. 9934 faces
  174. 2731268 square feet [393302688.00 square inches]
  175. 0 Displacements
  176. 0 Square Feet [0.00 Square Inches]
  177. 9934 patches before subdivision
  178. 79232 patches after subdivision
  179. sun extent from map=0.000000
  180. 148 direct lights
  181. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (69)
  182. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (22)
  183. transfers 18652608, max 2751
  184. transfer lists: 142.3 megs
  185. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  186. Bounce #1 added RGB(30649, 23137, 13121)
  187. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  188. Bounce #2 added RGB(3130, 1845, 572)
  189. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  190. Bounce #3 added RGB(301, 140, 28)
  191. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  192. Bounce #4 added RGB(37, 14, 2)
  193. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  194. Bounce #5 added RGB(5, 2, 0)
  195. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  196. Bounce #6 added RGB(1, 0, 0)
  197. Build Patch/Sample Hash Table(s).....Done<0.0217 sec>
  198. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
  199. FinalLightFace Done
  200. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  201. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (13)
  202. Writing leaf ambient...done
  203. Ready to Finish
  204.  
  205. Object names Objects/Maxobjs Memory / Maxmem Fullness
  206. ------------ --------------- --------------- --------
  207. models 2/1024 96/49152 ( 0.2%)
  208. brushes 1678/16384 20136/196608 (10.2%)
  209. brushsides 12407/65536 99256/524288 (18.9%)
  210. planes 3812/65536 76240/1310720 ( 5.8%)
  211. vertexes 14809/65536 177708/786432 (22.6%)
  212. nodes 5600/65536 179200/2097152 ( 8.5%)
  213. texinfos 768/12288 55296/884736 ( 6.3%)
  214. texdata 26/2048 832/65536 ( 1.3%)
  215. dispinfos 0/0 0/0 ( 0.0%)
  216. disp_verts 0/0 0/0 ( 0.0%)
  217. disp_tris 0/0 0/0 ( 0.0%)
  218. disp_lmsamples 0/0 0/0 ( 0.0%)
  219. faces 9934/65536 556304/3670016 (15.2%)
  220. hdr faces 9934/65536 556304/3670016 (15.2%)
  221. origfaces 5175/65536 289800/3670016 ( 7.9%)
  222. leaves 5603/65536 179296/2097152 ( 8.5%)
  223. leaffaces 11257/65536 22514/131072 (17.2%)
  224. leafbrushes 5902/65536 11804/131072 ( 9.0%)
  225. areas 2/1024 16/8192 ( 0.2%)
  226. surfedges 59467/512000 237868/2048000 (11.6%)
  227. edges 40555/256000 162220/1024000 (15.8%)
  228. LDR worldlights 148/8192 13024/720896 ( 1.8%)
  229. HDR worldlights 148/8192 13024/720896 ( 1.8%)
  230. leafwaterdata 0/32768 0/393216 ( 0.0%)
  231. waterstrips 0/32768 0/327680 ( 0.0%)
  232. waterverts 0/65536 0/786432 ( 0.0%)
  233. waterindices 0/65536 0/131072 ( 0.0%)
  234. cubemapsamples 5/1024 80/16384 ( 0.5%)
  235. overlays 0/512 0/180224 ( 0.0%)
  236. LDR lightdata [variable] 2136868/0 ( 0.0%)
  237. HDR lightdata [variable] 2136868/0 ( 0.0%)
  238. visdata [variable] 1891320/16777216 (11.3%)
  239. entdata [variable] 61342/393216 (15.6%)
  240. LDR ambient table 5603/65536 22412/262144 ( 8.5%)
  241. HDR ambient table 5603/65536 22412/262144 ( 8.5%)
  242. LDR leaf ambient 18401/65536 515228/1835008 (28.1%)
  243. HDR leaf ambient 18401/65536 515228/1835008 (28.1%)
  244. occluders 0/0 0/0 ( 0.0%)
  245. occluder polygons 0/0 0/0 ( 0.0%)
  246. occluder vert ind 0/0 0/0 ( 0.0%)
  247. detail props [variable] 1/12 ( 8.3%)
  248. static props [variable] 1/6004 ( 0.0%)
  249. pakfile [variable] 634080/0 ( 0.0%)
  250. physics [variable] 600773/4194304 (14.3%)
  251. physics terrain [variable] 2/1048576 ( 0.0%)
  252.  
  253. Level flags = 0
  254.  
  255. Total triangle count: 19236
  256. Writing c:\users\denis\desktop\testpoudlardgrandesalle.bsp
  257. 1 minute, 49 seconds elapsed
  258.  
  259. ** Executing...
  260. ** Command: Copy File
  261. ** Parameters: "c:\users\denis\desktop\testpoudlardgrandesalle.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\testpoudlardgrandesalle.bsp"
  262.  
  263.  
  264. ** Executing...
  265. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
  266. ** Parameters: -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "testpoudlardgrandesalle"
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