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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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_powerhouse_hell.vmf"
  5.  
  6. Valve Software - vbsp.exe (Oct 14 2017)
  7. 4 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
  9. Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_powerhouse_hell.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Patching WVT material: maps/cp_powerhouse_hell/nature/blendrockgroundwallforest_wvt_patch
  12. Patching WVT material: maps/cp_powerhouse_hell/nature/blendrockwalldirt001_wvt_patch
  13. Patching WVT material: maps/cp_powerhouse_hell/nature/blendrockground006_wvt_patch
  14. Patching WVT material: maps/cp_powerhouse_hell/nature/blendgroundtogravel005_wvt_patch
  15. fixing up env_cubemap materials on brush sides...
  16. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  17. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  18. Processing areas...WARNING: areaportal entity 377 (brush 14219) touches > 2 areas
  19. Wrote C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_powerhouse_hell.lin
  20. Areaportal leak ! File: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_powerhouse_hell.lin
  21. Brush 14191: areaportal brush doesn't touch two areas
  22.  
  23. Brush 14191: areaportal brush doesn't touch two areas
  24.  
  25. Brush 14212: areaportal brush doesn't touch two areas
  26.  
  27. Brush 14212: areaportal brush doesn't touch two areas
  28. done (0)
  29. Building Faces...done (1)
  30. Chop Details...done (1)
  31. Find Visible Detail Sides...
  32. Merged 1022 detail faces...done (2)
  33. Merging details...done (1)
  34. FixTjuncs...
  35. PruneNodes...
  36. WriteBSP...
  37. done (5)
  38. writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_powerhouse_hell.prt...Building visibility clusters...
  39. done (0)
  40. Creating default LDR cubemaps for env_cubemap using skybox materials:
  41. skybox/sky_hydro_01*.vmt
  42. ! Run buildcubemaps in the engine to get the correct cube maps.
  43. Creating default HDR cubemaps for env_cubemap using skybox materials:
  44. skybox/sky_hydro_01*.vmt
  45. ! Run buildcubemaps in the engine to get the correct cube maps.
  46. Finding displacement neighbors...
  47. Found a displacement edge abutting multiple other edges.
  48. Finding lightmap sample positions...
  49. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  50. Building Physics collision data...
  51. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  52. done (1) (4466103 bytes)
  53. Static prop models/props_mining/junctionbox03.mdl outside the map (912.00, -3812.00, 1328.25)
  54. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  55. Compacting texture/material tables...
  56. Reduced 5757 texinfos to 4379
  57. Reduced 281 texdatas to 263 (10992 bytes to 10265)
  58. Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_powerhouse_hell.bsp
  59. Wrote ZIP buffer, estimated size 4721687, actual size 4693869
  60. 1 minute, 23 seconds elapsed
  61. -0.279400 -2.044524 0.000000
  62. 0.355600 -1.986289 0.000000
  63. 0.355600 -2.044524 0.000000
  64. -0.355600 -2.044524 0.000000
  65. make_triangles:calc_triangle_representation: Cannot convert
  66. -0.279400 -2.044524 0.000000
  67. 0.355600 -1.986289 0.000000
  68. 0.355600 -2.044524 0.000000
  69. -0.355600 -2.044524 0.000000
  70. make_triangles:calc_triangle_representation: Cannot convert
  71.  
  72. ** Executing...
  73. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
  74. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_powerhouse_hell"
  75.  
  76. Valve Software - vvis.exe (Oct 14 2017)
  77. 4 threads
  78. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\cp_powerhouse_hell.bsp
  79. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\cp_powerhouse_hell.prt
  80. 2133 portalclusters
  81. 6250 numportals
  82. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
  83. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2078)
  84. Optimized: 16352 visible clusters (1.76%)
  85. Total clusters visible: 931225
  86. Average clusters visible: 436
  87. Building PAS...
  88. Average clusters audible: 1761
  89. visdatasize:871732 compressed from 1160352
  90. writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\cp_powerhouse_hell.bsp
  91. 34 minutes, 42 seconds elapsed
  92.  
  93. ** Executing...
  94. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
  95. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_powerhouse_hell"
  96.  
  97. Valve Software - vrad.exe SSE (Oct 14 2017)
  98.  
  99. Valve Radiosity Simulator
  100. 4 threads
  101. [Reading texlights from 'lights.rad']
  102. unknown light specifier type - lights
  103.  
  104. [56 texlights parsed from 'lights.rad']
  105.  
  106. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\cp_powerhouse_hell.bsp
  107. Setting up ray-trace acceleration structure... Done (17.18 seconds)
  108. 14227 faces
  109. 18 degenerate faces
  110. 2554476 square feet [367844608.00 square inches]
  111. 412 Displacements
  112. 276116 Square Feet [39760744.00 Square Inches]
  113. 14209 patches before subdivision
  114. 229853 patches after subdivision
  115. light has _fifty_percent_distance of 1096.000000 but _zero_percent_distance of 200.000000
  116. light has _fifty_percent_distance of 1096.000000 but _zero_percent_distance of 200.000000
  117. 552 direct lights
  118. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (66)
  119. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (139)
  120. transfers 25754226, max 963
  121. transfer lists: 196.5 megs
  122. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  123. Bounce #1 added RGB(1315691, 1121730, 1054027)
  124. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  125. Bounce #2 added RGB(371577, 300165, 249542)
  126. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  127. Bounce #3 added RGB(117363, 90853, 69207)
  128. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  129. Bounce #4 added RGB(42300, 31702, 22699)
  130. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  131. Bounce #5 added RGB(16216, 11976, 8345)
  132. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  133. Bounce #6 added RGB(6725, 4958, 3441)
  134. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  135. Bounce #7 added RGB(2933, 2182, 1536)
  136. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  137. Bounce #8 added RGB(1351, 1018, 729)
  138. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  139. Bounce #9 added RGB(645, 493, 360)
  140. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  141. Bounce #10 added RGB(318, 246, 182)
  142. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  143. Bounce #11 added RGB(160, 125, 94)
  144. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  145. Bounce #12 added RGB(82, 65, 49)
  146. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  147. Bounce #13 added RGB(43, 34, 26)
  148. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  149. Bounce #14 added RGB(22, 18, 13)
  150. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  151. Bounce #15 added RGB(12, 9, 7)
  152. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  153. Bounce #16 added RGB(6, 5, 4)
  154. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  155. Bounce #17 added RGB(3, 3, 2)
  156. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  157. Bounce #18 added RGB(2, 1, 1)
  158. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  159. Bounce #19 added RGB(1, 1, 1)
  160. Build Patch/Sample Hash Table(s).....Done<0.2139 sec>
  161. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (33)
  162. FinalLightFace Done
  163. 160 of 160 (100% of) surface lights went in leaf ambient cubes.
  164. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (43)
  165. Writing leaf ambient...done
  166. Ready to Finish
  167.  
  168. Object names Objects/Maxobjs Memory / Maxmem Fullness
  169. ------------ --------------- --------------- --------
  170. models 50/1024 2400/49152 ( 4.9%)
  171. brushes 3776/8192 45312/98304 (46.1%)
  172. brushsides 25382/65536 203056/524288 (38.7%)
  173. planes 10282/65536 205640/1310720 (15.7%)
  174. vertexes 25311/65536 303732/786432 (38.6%)
  175. nodes 4439/65536 142048/2097152 ( 6.8%)
  176. texinfos 4379/12288 315288/884736 (35.6%)
  177. texdata 263/2048 8416/65536 (12.8%)
  178. dispinfos 412/0 72512/0 ( 0.0%)
  179. disp_verts 18612/0 372240/0 ( 0.0%)
  180. disp_tris 27488/0 54976/0 ( 0.0%)
  181. disp_lmsamples 863862/0 863862/0 ( 0.0%)
  182. faces 14227/65536 796712/3670016 (21.7%)
  183. hdr faces 0/65536 0/3670016 ( 0.0%)
  184. origfaces 10084/65536 564704/3670016 (15.4%)
  185. leaves 4490/65536 143680/2097152 ( 6.9%)
  186. leaffaces 18825/65536 37650/131072 (28.7%)
  187. leafbrushes 7933/65536 15866/131072 (12.1%)
  188. areas 24/256 192/2048 ( 9.4%)
  189. surfedges 113437/512000 453748/2048000 (22.2%)
  190. edges 73800/256000 295200/1024000 (28.8%)
  191. LDR worldlights 552/8192 48576/720896 ( 6.7%)
  192. HDR worldlights 0/8192 0/720896 ( 0.0%)
  193. leafwaterdata 1/32768 12/393216 ( 0.0%)
  194. waterstrips 1868/32768 18680/327680 ( 5.7%)
  195. waterverts 0/65536 0/786432 ( 0.0%)
  196. waterindices 37926/65536 75852/131072 (57.9%)
  197. cubemapsamples 43/1024 688/16384 ( 4.2%)
  198. overlays 210/512 73920/180224 (41.0%)
  199. LDR lightdata [variable] 12450996/0 ( 0.0%)
  200. HDR lightdata [variable] 0/0 ( 0.0%)
  201. visdata [variable] 871732/16777216 ( 5.2%)
  202. entdata [variable] 279244/393216 (71.0%)
  203. LDR ambient table 4490/65536 17960/262144 ( 6.9%)
  204. HDR ambient table 4490/65536 17960/262144 ( 6.9%)
  205. LDR leaf ambient 22427/65536 627956/1835008 (34.2%)
  206. HDR leaf ambient 4490/65536 125720/1835008 ( 6.9%)
  207. occluders 0/0 0/0 ( 0.0%)
  208. occluder polygons 0/0 0/0 ( 0.0%)
  209. occluder vert ind 0/0 0/0 ( 0.0%)
  210. detail props [variable] 1/12 ( 8.3%)
  211. static props [variable] 1/148788 ( 0.0%)
  212. pakfile [variable] 4693869/0 ( 0.0%)
  213. physics [variable] 4466103/4194304 (106.5%) VERY FULL!
  214. physics terrain [variable] 0/1048576 ( 0.0%)
  215.  
  216. Level flags = 0
  217.  
  218. Total triangle count: 44473
  219. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\cp_powerhouse_hell.bsp
  220. 5 minutes, 15 seconds elapsed
  221.  
  222. ** Executing...
  223. ** Command: Copy File
  224. ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_powerhouse_hell.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_powerhouse_hell.bsp"
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