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Jun 24th, 2017
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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "D:\Student Data\Documents\Maps\Finale\finale2017_radarhead2.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jun 14 2017)
  7. 4 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
  9. Loading D:\Student Data\Documents\Maps\Finale\finale2017_radarhead2.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...
  18. Merged 64 detail faces...done (0)
  19. Merging details...done (0)
  20. FixTjuncs...
  21. PruneNodes...
  22. WriteBSP...
  23. done (0)
  24. writing D:\Student Data\Documents\Maps\Finale\finale2017_radarhead2.prt...Building visibility clusters...
  25. done (0)
  26. Creating default LDR cubemaps for env_cubemap using skybox materials:
  27. skybox/sky_badlands_01*.vmt
  28. ! Run buildcubemaps in the engine to get the correct cube maps.
  29. Creating default HDR cubemaps for env_cubemap using skybox materials:
  30. skybox/sky_badlands_01*.vmt
  31. ! Run buildcubemaps in the engine to get the correct cube maps.
  32. Finding displacement neighbors...
  33. Finding lightmap sample positions...
  34. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  35. Building Physics collision data...
  36. done (0) (33314 bytes)
  37. Unable to load vertex data "models/pitto\props_mining\track_Y_joint_S_curve_96_mirror.vvd"
  38.  
  39.  
  40. ** Executing...
  41. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
  42. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "D:\Student Data\Documents\Maps\Finale\finale2017_radarhead2"
  43.  
  44. Valve Software - vvis.exe (Jun 14 2017)
  45. 4 threads
  46. reading d:\student data\documents\maps\finale\finale2017_radarhead2.bsp
  47. reading d:\student data\documents\maps\finale\finale2017_radarhead2.prt
  48. 53 portalclusters
  49. 160 numportals
  50. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  51. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  52. Optimized: 0 visible clusters (0.00%)
  53. Total clusters visible: 2709
  54. Average clusters visible: 51
  55. Building PAS...
  56. Average clusters audible: 53
  57. visdatasize:1171 compressed from 848
  58. writing d:\student data\documents\maps\finale\finale2017_radarhead2.bsp
  59. 0 seconds elapsed
  60.  
  61. ** Executing...
  62. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
  63. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "D:\Student Data\Documents\Maps\Finale\finale2017_radarhead2"
  64.  
  65. Valve Software - vrad.exe SSE (Jun 14 2017)
  66.  
  67. Valve Radiosity Simulator
  68. 4 threads
  69. [Reading texlights from 'lights.rad']
  70. [44 texlights parsed from 'lights.rad']
  71.  
  72. Loading d:\student data\documents\maps\finale\finale2017_radarhead2.bsp
  73. Setting up ray-trace acceleration structure... Done (0.05 seconds)
  74. 319 faces
  75. 184819 square feet [26613972.00 square inches]
  76. 0 Displacements
  77. 0 Square Feet [0.00 Square Inches]
  78. 319 patches before subdivision
  79. 2127 patches after subdivision
  80. sun extent from map=0.052336
  81. 2 direct lights
  82. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  83. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
  84. transfers 67204, max 192
  85. transfer lists: 0.5 megs
  86. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  87. Bounce #1 added RGB(1542, 1201, 1473)
  88. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  89. Bounce #2 added RGB(83, 50, 55)
  90. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  91. Bounce #3 added RGB(4, 2, 3)
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  93. Bounce #4 added RGB(0, 0, 0)
  94. Build Patch/Sample Hash Table(s).....Done<0.0004 sec>
  95. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
  96. FinalLightFace Done
  97. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  98. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  99. Writing leaf ambient...done
  100. Ready to Finish
  101.  
  102. Object names Objects/Maxobjs Memory / Maxmem Fullness
  103. ------------ --------------- --------------- --------
  104. models 1/1024 48/49152 ( 0.1%)
  105. brushes 79/8192 948/98304 ( 1.0%)
  106. brushsides 503/65536 4024/524288 ( 0.8%)
  107. planes 338/65536 6760/1310720 ( 0.5%)
  108. vertexes 501/65536 6012/786432 ( 0.8%)
  109. nodes 96/65536 3072/2097152 ( 0.1%)
  110. texinfos 34/12288 2448/884736 ( 0.3%)
  111. texdata 11/2048 352/65536 ( 0.5%)
  112. dispinfos 0/0 0/0 ( 0.0%)
  113. disp_verts 0/0 0/0 ( 0.0%)
  114. disp_tris 0/0 0/0 ( 0.0%)
  115. disp_lmsamples 0/0 0/0 ( 0.0%)
  116. faces 319/65536 17864/3670016 ( 0.5%)
  117. hdr faces 0/65536 0/3670016 ( 0.0%)
  118. origfaces 251/65536 14056/3670016 ( 0.4%)
  119. leaves 98/65536 3136/2097152 ( 0.1%)
  120. leaffaces 376/65536 752/131072 ( 0.6%)
  121. leafbrushes 241/65536 482/131072 ( 0.4%)
  122. areas 2/256 16/2048 ( 0.8%)
  123. surfedges 2748/512000 10992/2048000 ( 0.5%)
  124. edges 1688/256000 6752/1024000 ( 0.7%)
  125. LDR worldlights 2/8192 176/720896 ( 0.0%)
  126. HDR worldlights 0/8192 0/720896 ( 0.0%)
  127. leafwaterdata 0/32768 0/393216 ( 0.0%)
  128. waterstrips 59/32768 590/327680 ( 0.2%)
  129. waterverts 0/65536 0/786432 ( 0.0%)
  130. waterindices 1365/65536 2730/131072 ( 2.1%)
  131. cubemapsamples 0/1024 0/16384 ( 0.0%)
  132. overlays 2/512 704/180224 ( 0.4%)
  133. LDR lightdata [variable] 45884/0 ( 0.0%)
  134. HDR lightdata [variable] 0/0 ( 0.0%)
  135. visdata [variable] 1171/16777216 ( 0.0%)
  136. entdata [variable] 1011/393216 ( 0.3%)
  137. LDR ambient table 98/65536 392/262144 ( 0.1%)
  138. HDR ambient table 98/65536 392/262144 ( 0.1%)
  139. LDR leaf ambient 389/65536 10892/1835008 ( 0.6%)
  140. HDR leaf ambient 98/65536 2744/1835008 ( 0.1%)
  141. occluders 0/0 0/0 ( 0.0%)
  142. occluder polygons 0/0 0/0 ( 0.0%)
  143. occluder vert ind 0/0 0/0 ( 0.0%)
  144. detail props [variable] 1/12 ( 8.3%)
  145. static props [variable] 1/1974 ( 0.1%)
  146. pakfile [variable] 105715/0 ( 0.0%)
  147. physics [variable] 28300/4194304 ( 0.7%)
  148. physics terrain [variable] 2/1048576 ( 0.0%)
  149.  
  150. Level flags = 0
  151.  
  152. Total triangle count: 1105
  153. Writing d:\student data\documents\maps\finale\finale2017_radarhead2.bsp
  154. 1 second elapsed
  155.  
  156. ** Executing...
  157. ** Command: Copy File
  158. ** Parameters: "D:\Student Data\Documents\Maps\Finale\finale2017_radarhead2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\finale2017_radarhead2.bsp"
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