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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\[MY NAME]\desktop\revival server map\newmap\v3_sim"
  5.  
  6. Valve Software - vbsp.exe (Nov 15 2017)
  7. 4 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
  9. Loading c:\users\[MY NAME]\desktop\revival server map\newmap\v3_sim.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Can't find surfaceprop asphalt for material CONCRETE/ROAD06_SMALL_NOBUMP, using default
  12. Error! Flag "$nocull" is multiply defined in material "foundation/monitor_checkpoint"!
  13. material "nature/alba_blend_grass_dirt_nodet_01" not found.
  14. Material not found!: NATURE/ALBA_BLEND_GRASS_DIRT_NODET_01
  15. material "nature/ah_dirt_ground006" not found.
  16. Material not found!: NATURE/AH_DIRT_GROUND006
  17. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
  18. Patching WVT material: maps/v3_sim/ttt_foundation/blend_forest_pathfloor_wvt_patch
  19. Patching WVT material: maps/v3_sim/custom/nature/blend_grass_forestdirt_wvt_patch
  20. Patching WVT material: maps/v3_sim/nature/ah_blend_dirt2_dirtfloor012a_wvt_patch
  21. Patching WVT material: maps/v3_sim/de_dust/rockwall_blend_wvt_patch
  22. fixing up env_cubemap materials on brush sides...
  23. Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
  24. ProcessBlock_Thread: 0...1...2...Brush 19552: WARNING, microbrush
  25. 3...4...5...6Brush 4320808: WARNING, microbrush
  26. ...7...8...9...10 (1)
  27. **** leaked ****
  28. Entity func_breakable (-11717.50 13827.80 8296.17) leaked!
  29.  
  30. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1978.0 8192.0 1234.5)
  31. Leaf 0 contents:
  32. Leaf 1 contents: CONTENTS_SOLID
  33. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  34. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  35. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  36. Candidate brush IDs:
  37.  
  38.  
  39. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1844.0 8192.0 1234.5)
  40. Leaf 0 contents:
  41. Leaf 1 contents: CONTENTS_SOLID
  42. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  43. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  44. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  45. Candidate brush IDs:
  46.  
  47.  
  48. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1402.0 8192.0 1234.5)
  49. Leaf 0 contents:
  50. Leaf 1 contents: CONTENTS_SOLID
  51. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  52. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  53. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  54. Candidate brush IDs:
  55.  
  56.  
  57. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 7680.0 1234.5)
  58. Leaf 0 contents:
  59. Leaf 1 contents: CONTENTS_SOLID
  60. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  61. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  62. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  63. Candidate brush IDs:
  64.  
  65.  
  66. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 6656.0 1234.5)
  67. Leaf 0 contents:
  68. Leaf 1 contents: CONTENTS_SOLID
  69. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  70. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  71. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  72. Candidate brush IDs:
  73.  
  74.  
  75. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2560.0 8192.0 1234.5)
  76. Leaf 0 contents:
  77. Leaf 1 contents: CONTENTS_SOLID
  78. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  79. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  80. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  81. Candidate brush IDs:
  82.  
  83.  
  84. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4096.0 7680.0 -2047.0)
  85. Leaf 0 contents: CONTENTS_SOLID
  86. Leaf 1 contents:
  87. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  88. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  89. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  90. Candidate brush IDs:
  91.  
  92.  
  93. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4096.0 7680.0 -1735.0)
  94. Leaf 0 contents: CONTENTS_SOLID
  95. Leaf 1 contents:
  96. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  97. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  98. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  99. Candidate brush IDs:
  100.  
  101. *** Suppressing further FindPortalSide errors.... ***
  102. Processing areas...done (0)
  103. Building Faces...done (0)
  104. Chop Details...done (0)
  105. Find Visible Detail Sides...
  106. Merged 2096 detail faces...done (1)
  107. Merging details...done (0)
  108. FixTjuncs...
  109. Too many t-junctions to fix up! (3412 prims, max 32768 :: 65547 indices, max 65536)
  110.  
  111.  
  112. ** Executing...
  113. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
  114. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\[MY NAME]\desktop\revival server map\newmap\v3_sim"
  115.  
  116. Valve Software - vvis.exe (Nov 15 2017)
  117. 4 threads
  118. reading c:\users\[MY NAME]\desktop\revival server map\newmap\v3_sim.bsp
  119. reading c:\users\[MY NAME]\desktop\revival server map\newmap\v3_sim.prt
  120. LoadPortals: couldn't read c:\users\[MY NAME]\desktop\revival server map\newmap\v3_sim.prt
  121.  
  122.  
  123. ** Executing...
  124. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
  125. ** Parameters: -both -final -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\[MY NAME]\desktop\revival server map\newmap\v3_sim" -staticproppolys -staticproplighting
  126.  
  127. Valve Software - vrad.exe SSE (Nov 15 2017)
  128.  
  129. Valve Radiosity Simulator
  130. Command line: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe" "-ldr" "-final" "-game" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\[MY NAME]\desktop\revival server map\newmap\v3_sim" "-staticproppolys" "-staticproplighting"
  131.  
  132. usage : vrad [options...] bspfile
  133. example: vrad c:\hl2\hl2\maps\test
  134.  
  135. Common options:
  136.  
  137. -v (or -verbose): Turn on verbose output (also shows more command
  138. -bounce # : Set max number of bounces (default: 100).
  139. -fast : Quick and dirty lighting.
  140. -fastambient : Per-leaf ambient sampling is lower quality to save compute time.
  141. -final : High quality processing. equivalent to -extrasky 16.
  142. -extrasky n : trace N times as many rays for indirect light and sky ambient.
  143. -low : Run as an idle-priority process.
  144. -mpi : Use VMPI to distribute computations.
  145. -rederror : Show errors in red.
  146.  
  147. -vproject <directory> : Override the VPROJECT environment variable.
  148. -game <directory> : Same as -vproject.
  149.  
  150. Other options:
  151. -novconfig : Don't bring up graphical UI on vproject errors.
  152. -dump : Write debugging .txt files.
  153. -dumpnormals : Write normals to debug files.
  154. -dumptrace : Write ray-tracing environment to debug files.
  155. -threads : Control the number of threads vbsp uses (defaults to the #
  156. or processors on your machine).
  157. -lights <file> : Load a lights file in addition to lights.rad and the
  158. level lights file.
  159. -noextra : Disable supersampling.
  160. -debugextra : Places debugging data in lightmaps to visualize
  161. supersampling.
  162. -smooth # : Set the threshold for smoothing groups, in degrees
  163. (default 45).
  164. -dlightmap : Force direct lighting into different lightmap than
  165. radiosity.
  166. -stoponexit : Wait for a keypress on exit.
  167. -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
  168. -nodetaillight : Don't light detail props.
  169. -centersamples : Move sample centers.
  170. -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
  171. The number specified must be less than 1.0 or it will be
  172. ignored.
  173. -loghash : Log the sample hash table to samplehash.txt.
  174. -onlydetail : Only light detail props and per-leaf lighting.
  175. -maxdispsamplesize #: Set max displacement sample size (default: 512).
  176. -softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
  177. Recommended values are between 0 and 5. Default is 0.
  178. -FullMinidumps : Write large minidumps on crash.
  179. -chop : Smallest number of luxel widths for a bounce patch, used on edges
  180. -maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors
  181.  
  182. -LargeDispSampleRadius: This can be used if there are splotches of bounced light
  183. on terrain. The compile will take longer, but it will gather
  184. light across a wider area.
  185. -StaticPropLighting : generate backed static prop vertex lighting
  186. -StaticPropPolys : Perform shadow tests of static props at polygon precision
  187. -OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
  188. -StaticPropNormals : when lighting static props, just show their normal vector
  189. -textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
  190. -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
  191. -nossprops : Globally disable self-shadowing on static props
  192.  
  193.  
  194. ** Executing...
  195. ** Command: Copy File
  196. ** Parameters: "c:\users\[MY NAME]\desktop\revival server map\newmap\v3_sim.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\v3_sim.bsp"
  197.  
  198.  
  199. ** Executing...
  200. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
  201. ** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "v3_sim"
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