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  1. Welcome to VBCT
  2. Session Date: Donnerstag, 6. Januar 2011, 21:27:45
  3. VBCT Version: 1.0q
  4.  
  5. Engine detected from registry: Source2007
  6. Game name read from GameInfo.txt file: CSPromod 1.05b
  7. appid read from GameInfo.txt file: 218
  8.  
  9. Available EP1 Source2006 Games:
  10. Half-Life 2
  11. Counter-Strike: Source
  12. Half-Life 2: Episode One
  13. CSPromod
  14. CSPROMOD OB
  15.  
  16. Available EP2 Source2007 Games:
  17. Half-Life 2: Episode Two
  18. CSPromod 1.05b
  19.  
  20. Available EP2/Orangebox Source2009 Games:
  21. Half-Life 2: Episode Two
  22. Team Fortress 2
  23. Portal
  24.  
  25. Warning, Defined Maps Folder not found: d:\games\steam\steamapps\SourceMods\sourcesdk_content\cspbeta\mapsrc
  26. Falling back to default.
  27.  
  28. Map File Selected: C:\Valve Hammer Editor\maps\csp_aim_aztec.vmf
  29. There is no Custom Profile to load: C:\Users\n69ky\Downloads\vbct_10q\csp_aim_aztec.pro
  30.  
  31. Final Compile Selected!
  32.  
  33. NOTE: existing vbsp log file renamed to : C:\Valve Hammer Editor\maps\csp_aim_aztec_vbsp_old.log
  34. Compile Start Time: Donnerstag, 6. Januar 2011, 21:28:33
  35.  
  36. -------------- Start Compile BSP ----------------
  37. VBSP Started, Please Wait!
  38.  
  39. VBSP: d:\games\steam\steamapps\frickenkoenig@hotmail.com\sourcesdk\bin\source2007\bin\vbsp.exe -game "d:\games\steam\steamapps\SourceMods\cspbeta" "C:\Valve Hammer Editor\maps\csp_aim_aztec"
  40.  
  41. Valve Software - vbsp.exe (May 19 2009)
  42. 4 threads
  43. materialPath: d:\games\steam\steamapps\SourceMods\cspbeta\materials
  44. Loading C:\Valve Hammer Editor\maps\csp_aim_aztec.vmf
  45. Patching WVT material: maps/csp_aim_aztec/cspromod/aztec/azt_grass1_wvt_patch
  46. Patching WVT material: maps/csp_aim_aztec/cspromod/aztec/azt_grass1b_wvt_patch
  47. fixing up env_cubemap materials on brush sides...
  48. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  49. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  50. Processing areas...done (0)
  51. Building Faces...done (0)
  52. Chop Details...done (0)
  53. Find Visible Detail Sides...
  54. Merged 618 detail faces...done (0)
  55. Merging details...done (0)
  56. FixTjuncs...
  57. PruneNodes...
  58. WriteBSP...
  59. done (0)
  60. writing C:\Valve Hammer Editor\maps\csp_aim_aztec.prt...Building visibility clusters...
  61. done (0)
  62. material "skybox/junglert" not found.
  63. Can't load skybox file skybox/jungle to build the default cubemap!
  64. Can't load skybox file skybox/jungle to build the default cubemap!
  65. Finding displacement neighbors...
  66. Finding lightmap sample positions...
  67. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  68. Building Physics collision data...
  69. done (0) (573635 bytes)
  70. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  71. Water found with no water_lod_control entity, creating a default one.
  72. Compacting texture/material tables...
  73. Reduced 1378 texinfos to 945
  74. Reduced 53 texdatas to 48 (1883 bytes to 1667)
  75. Writing C:\Valve Hammer Editor\maps\csp_aim_aztec.bsp
  76. 2 seconds elapsed
  77.  
  78. Compile Complete for this module.
  79. VBSP Completed: Donnerstag, 6. Januar 2011, 21:28:36
  80. VBSP: material "skybox/junglert" not found.
  81. VBSP: Compile time: 2 seconds elapsed
  82.  
  83. -------------- Start Compile VVIS ----------------
  84. VVIS Started, Please Wait!
  85.  
  86. VVIS: d:\games\steam\steamapps\frickenkoenig@hotmail.com\sourcesdk\bin\source2007\bin\vvis.exe -game "d:\games\steam\steamapps\SourceMods\cspbeta" "C:\Valve Hammer Editor\maps\csp_aim_aztec"
  87.  
  88. Valve Software - vvis.exe (May 19 2009)
  89. 4 threads
  90. reading c:\valve hammer editor\maps\csp_aim_aztec.bsp
  91. reading c:\valve hammer editor\maps\csp_aim_aztec.prt
  92. 284 portalclusters
  93. 822 numportals
  94. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  95. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (11)
  96. Optimized: 323 visible clusters (0.00%)
  97. Total clusters visible: 55727
  98. Average clusters visible: 196
  99. Building PAS...
  100. Average clusters audible: 283
  101. visdatasize:22630 compressed from 22720
  102. writing c:\valve hammer editor\maps\csp_aim_aztec.bsp
  103. 11 seconds elapsed
  104.  
  105. Compile Complete for this module.
  106. VVIS Completed: Donnerstag, 6. Januar 2011, 21:28:50
  107. VVIS: Compile time: 11 seconds elapsed
  108.  
  109. -------------- Start Compile VRAD ----------------
  110. VRAD Started, Please Wait!
  111.  
  112. VRAD: d:\games\steam\steamapps\frickenkoenig@hotmail.com\sourcesdk\bin\source2007\bin\vrad.exe -final -game "d:\games\steam\steamapps\SourceMods\cspbeta" "C:\Valve Hammer Editor\maps\csp_aim_aztec"
  113.  
  114. Valve Software - vrad.exe SSE (May 19 2009)
  115.  
  116. Valve Radiosity Simulator
  117. 4 threads
  118. Could not find lights.rad in lights.rad.
  119. Trying VRAD BIN directory instead...
  120. Warning: Couldn't open texlight file d:\games\steam\steamapps\frickenkoenig@hotmail.com\sourcesdk\bin\source2007\bin\lights.rad.
  121. Loading c:\valve hammer editor\maps\csp_aim_aztec.bsp
  122. Setting up ray-trace acceleration structure... Done (2.57 seconds)
  123. 3966 faces
  124. 311021 square feet [44787056.00 square inches]
  125. 50 Displacements
  126. 40273 Square Feet [5799336.50 Square Inches]
  127. 3966 patches before subdivision
  128. 20968 patches after subdivision
  129. sun extent from map=0.173648
  130. 20 direct lights
  131. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (73)
  132. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (8)
  133. transfers 2138761, max 776
  134. transfer lists: 16.3 megs
  135. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  136. Bounce #1 added RGB(52532, 51138, 25968)
  137. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  138. Bounce #2 added RGB(5891, 5388, 1745)
  139. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  140. Bounce #3 added RGB(727, 627, 132)
  141. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  142. Bounce #4 added RGB(97, 79, 11)
  143. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  144. Bounce #5 added RGB(14, 11, 1)
  145. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  146. Bounce #6 added RGB(2, 2, 0)
  147. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  148. Bounce #7 added RGB(0, 0, 0)
  149. Build Patch/Sample Hash Table(s).....Done<0.0140 sec>
  150. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
  151. FinalLightFace Done
  152. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  153. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
  154. Writing leaf ambient...done
  155. Ready to Finish
  156.  
  157. Object names Objects/Maxobjs Memory / Maxmem Fullness
  158. ------------ --------------- --------------- --------
  159. models 50/1024 2400/49152 ( 4.9%)
  160. brushes 1648/8192 19776/98304 (20.1%)
  161. brushsides 12096/65536 96768/524288 (18.5%)
  162. planes 5090/65536 101800/1310720 ( 7.8%)
  163. vertexes 7027/65536 84324/786432 (10.7%)
  164. nodes 1340/65536 42880/2097152 ( 2.0%)
  165. texinfos 945/12288 68040/884736 ( 7.7%)
  166. texdata 48/2048 1536/65536 ( 2.3%)
  167. dispinfos 50/0 8800/0 ( 0.0%)
  168. disp_verts 8746/0 174920/0 ( 0.0%)
  169. disp_tris 15136/0 30272/0 ( 0.0%)
  170. disp_lmsamples 116423/0 116423/0 ( 0.0%)
  171. faces 3966/65536 222096/3670016 ( 6.1%)
  172. hdr faces 0/65536 0/3670016 ( 0.0%)
  173. origfaces 3392/65536 189952/3670016 ( 5.2%)
  174. leaves 1391/65536 44512/2097152 ( 2.1%)
  175. leaffaces 4509/65536 9018/131072 ( 6.9%)
  176. leafbrushes 3088/65536 6176/131072 ( 4.7%)
  177. areas 2/256 16/2048 ( 0.8%)
  178. surfedges 31478/512000 125912/2048000 ( 6.1%)
  179. edges 19649/256000 78596/1024000 ( 7.7%)
  180. LDR worldlights 20/8192 1760/720896 ( 0.2%)
  181. HDR worldlights 0/8192 0/720896 ( 0.0%)
  182. leafwaterdata 1/32768 12/393216 ( 0.0%)
  183. waterstrips 386/32768 3860/327680 ( 1.2%)
  184. waterverts 0/65536 0/786432 ( 0.0%)
  185. waterindices 6711/65536 13422/131072 (10.2%)
  186. cubemapsamples 19/1024 304/16384 ( 1.9%)
  187. overlays 1/512 352/180224 ( 0.2%)
  188. LDR lightdata [variable] 2122044/0 ( 0.0%)
  189. HDR lightdata [variable] 0/0 ( 0.0%)
  190. visdata [variable] 22630/16777216 ( 0.1%)
  191. entdata [variable] 27568/393216 ( 7.0%)
  192. LDR ambient table 1391/65536 5564/262144 ( 2.1%)
  193. HDR ambient table 1391/65536 5564/262144 ( 2.1%)
  194. LDR leaf ambient 4051/65536 113428/1835008 ( 6.2%)
  195. HDR leaf ambient 1391/65536 38948/1835008 ( 2.1%)
  196. occluders 0/0 0/0 ( 0.0%)
  197. occluder polygons 0/0 0/0 ( 0.0%)
  198. occluder vert ind 0/0 0/0 ( 0.0%)
  199. detail props [variable] 1/12 ( 8.3%)
  200. static props [variable] 1/968 ( 0.1%)
  201. pakfile [variable] 4794/0 ( 0.0%)
  202. physics [variable] 573635/4194304 (13.7%)
  203. physics terrain [variable] 21081/1048576 ( 2.0%)
  204.  
  205. Level flags = 0
  206.  
  207. Total triangle count: 10132
  208. Writing c:\valve hammer editor\maps\csp_aim_aztec.bsp
  209. 1 minute, 36 seconds elapsed
  210.  
  211. Compile Complete for this module.
  212. VRAD Completed: Donnerstag, 6. Januar 2011, 21:30:47
  213. VRAD: Compile time: 1 minute, 36 seconds elapsed
  214.  
  215. One Line Summary: 06.01.2011 21:30:47, csp_aim_aztec.vmf, CSPromod 1.05b, normal , normal, final, 00:00:03, 00:00:13, 00:01:56, 00:02:14
  216. History.csv was updated.
  217.  
  218. Compile Summary - job mode: FINAL
  219. Map Name: csp_aim_aztec.vmf
  220. VBSP - mode:normal , 2 seconds, 00:00:03 elapsed
  221. VVIS - mode:normal, 11 seconds, 00:00:13 elapsed
  222. VRAD - mode:final, 1 minute, 36 seconds(LDR), n/a(HDR), 00:01:56 elapsed
  223. Total Compile time: 00:02:14
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