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Apr 27th, 2019
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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\milos\Desktop\HL3\Desertcrash1\mp1.vmf"
  5.  
  6. Valve Software - vbsp.exe (May 15 2014)
  7. 12 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials
  9. Loading C:\Users\milos\Desktop\HL3\Desertcrash1\mp1.vmf
  10. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
  11. Patching WVT material: maps/mp1/concrete/blendconcdirt004a_wvt_patch
  12. fixing up env_cubemap materials on brush sides...
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  15. Processing areas...done (0)
  16. Building Faces...done (0)
  17. Chop Details...done (0)
  18. Find Visible Detail Sides...
  19. Merged 4 detail faces...done (0)
  20. Merging details...done (0)
  21. FixTjuncs...
  22. PruneNodes...
  23. WriteBSP...
  24. done (0)
  25. writing C:\Users\milos\Desktop\HL3\Desertcrash1\mp1.prt...Building visibility clusters...
  26. done (0)
  27. Creating default LDR cubemaps for env_cubemap using skybox materials:
  28. skybox/sky_dust*.vmt
  29. ! Run buildcubemaps in the engine to get the correct cube maps.
  30. Creating default HDR cubemaps for env_cubemap using skybox materials:
  31. skybox/sky_dust*.vmt
  32. ! Run buildcubemaps in the engine to get the correct cube maps.
  33. Finding displacement neighbors...
  34. Found a displacement edge abutting multiple other edges.
  35. Finding lightmap sample positions...
  36. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  37. Building Physics collision data...
  38. done (0) (30095 bytes)
  39. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  40. Compacting texture/material tables...
  41. Reduced 141 texinfos to 117
  42. Reduced 49 texdatas to 44 (1234 bytes to 1083)
  43. Writing C:\Users\milos\Desktop\HL3\Desertcrash1\mp1.bsp
  44. 1 second elapsed
  45.  
  46. ** Executing...
  47. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
  48. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\milos\Desktop\HL3\Desertcrash1\mp1"
  49.  
  50. Valve Software - vvis.exe (May 15 2014)
  51. 12 threads
  52. reading c:\users\milos\desktop\hl3\desertcrash1\mp1.bsp
  53. reading c:\users\milos\desktop\hl3\desertcrash1\mp1.prt
  54. 159 portalclusters
  55. 510 numportals
  56. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  57. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  58. Optimized: 58 visible clusters (0.31%)
  59. Total clusters visible: 18933
  60. Average clusters visible: 119
  61. Building PAS...
  62. Average clusters audible: 159
  63. visdatasize:7661 compressed from 7632
  64. writing c:\users\milos\desktop\hl3\desertcrash1\mp1.bsp
  65. 0 seconds elapsed
  66.  
  67. ** Executing...
  68. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
  69. ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\milos\Desktop\HL3\Desertcrash1\mp1"
  70.  
  71. Valve Software - vrad.exe SSE (May 15 2014)
  72.  
  73. Valve Radiosity Simulator
  74. 12 threads
  75. [Reading texlights from 'lights.rad']
  76. [48 texlights parsed from 'lights.rad']
  77.  
  78. Loading c:\users\milos\desktop\hl3\desertcrash1\mp1.bsp
  79. Setting up ray-trace acceleration structure... Done (0.56 seconds)
  80. 511 faces
  81. 101887 square feet [14671767.00 square inches]
  82. 36 Displacements
  83. 4686 Square Feet [674829.44 Square Inches]
  84. 511 patches before subdivision
  85. 6747 patches after subdivision
  86. sun extent from map=0.000000
  87. 2 direct lights
  88. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  89. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
  90. transfers 143992, max 199
  91. transfer lists: 1.1 megs
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  93. Bounce #1 added RGB(10036, 7937, 3527)
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  95. Bounce #2 added RGB(1678, 1187, 402)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #3 added RGB(301, 185, 49)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  99. Bounce #4 added RGB(59, 32, 7)
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  101. Bounce #5 added RGB(12, 6, 1)
  102. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  103. Bounce #6 added RGB(3, 1, 0)
  104. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  105. Bounce #7 added RGB(1, 0, 0)
  106. Build Patch/Sample Hash Table(s).....Done<0.0010 sec>
  107. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
  108. FinalLightFace Done
  109. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  110. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  111. Writing leaf ambient...done
  112. Ready to Finish
  113.  
  114. Object names Objects/Maxobjs Memory / Maxmem Fullness
  115. ------------ --------------- --------------- --------
  116. models 1/1024 48/49152 ( 0.1%)
  117. brushes 73/8192 876/98304 ( 0.9%)
  118. brushsides 538/65536 4304/524288 ( 0.8%)
  119. planes 418/65536 8360/1310720 ( 0.6%)
  120. vertexes 655/65536 7860/786432 ( 1.0%)
  121. nodes 294/65536 9408/2097152 ( 0.4%)
  122. texinfos 117/12288 8424/884736 ( 1.0%)
  123. texdata 44/2048 1408/65536 ( 2.1%)
  124. dispinfos 36/0 6336/0 ( 0.0%)
  125. disp_verts 1236/0 24720/0 ( 0.0%)
  126. disp_tris 1728/0 3456/0 ( 0.0%)
  127. disp_lmsamples 15184/0 15184/0 ( 0.0%)
  128. faces 511/65536 28616/3670016 ( 0.8%)
  129. hdr faces 0/65536 0/3670016 ( 0.0%)
  130. origfaces 370/65536 20720/3670016 ( 0.6%)
  131. leaves 296/65536 9472/2097152 ( 0.5%)
  132. leaffaces 599/65536 1198/131072 ( 0.9%)
  133. leafbrushes 159/65536 318/131072 ( 0.2%)
  134. areas 2/256 16/2048 ( 0.8%)
  135. surfedges 3873/512000 15492/2048000 ( 0.8%)
  136. edges 2068/256000 8272/1024000 ( 0.8%)
  137. LDR worldlights 2/8192 176/720896 ( 0.0%)
  138. HDR worldlights 0/8192 0/720896 ( 0.0%)
  139. leafwaterdata 0/32768 0/393216 ( 0.0%)
  140. waterstrips 11/32768 110/327680 ( 0.0%)
  141. waterverts 0/65536 0/786432 ( 0.0%)
  142. waterindices 153/65536 306/131072 ( 0.2%)
  143. cubemapsamples 6/1024 96/16384 ( 0.6%)
  144. overlays 22/512 7744/180224 ( 4.3%)
  145. LDR lightdata [variable] 248696/0 ( 0.0%)
  146. HDR lightdata [variable] 0/0 ( 0.0%)
  147. visdata [variable] 7661/16777216 ( 0.0%)
  148. entdata [variable] 1332/393216 ( 0.3%)
  149. LDR ambient table 296/65536 1184/262144 ( 0.5%)
  150. HDR ambient table 296/65536 1184/262144 ( 0.5%)
  151. LDR leaf ambient 1522/65536 42616/1835008 ( 2.3%)
  152. HDR leaf ambient 296/65536 8288/1835008 ( 0.5%)
  153. occluders 0/0 0/0 ( 0.0%)
  154. occluder polygons 0/0 0/0 ( 0.0%)
  155. occluder vert ind 0/0 0/0 ( 0.0%)
  156. detail props [variable] 1/12 ( 8.3%)
  157. static props [variable] 1/3664 ( 0.0%)
  158. pakfile [variable] 608878/0 ( 0.0%)
  159. physics [variable] 30095/4194304 ( 0.7%)
  160. physics terrain [variable] 3968/1048576 ( 0.4%)
  161.  
  162. Level flags = 0
  163.  
  164. Total triangle count: 1319
  165. Writing c:\users\milos\desktop\hl3\desertcrash1\mp1.bsp
  166. 2 seconds elapsed
  167. Valve Software - vrad.exe SSE (May 15 2014)
  168.  
  169. Valve Radiosity Simulator
  170. 12 threads
  171. [Reading texlights from 'lights.rad']
  172. [48 texlights parsed from 'lights.rad']
  173.  
  174. Loading c:\users\milos\desktop\hl3\desertcrash1\mp1.bsp
  175. Setting up ray-trace acceleration structure... Done (0.57 seconds)
  176. 511 faces
  177. 101887 square feet [14671767.00 square inches]
  178. 36 Displacements
  179. 4686 Square Feet [674829.44 Square Inches]
  180. 511 patches before subdivision
  181. 6747 patches after subdivision
  182. sun extent from map=0.000000
  183. 2 direct lights
  184. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  185. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
  186. transfers 143992, max 199
  187. transfer lists: 1.1 megs
  188. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  189. Bounce #1 added RGB(10036, 7937, 3527)
  190. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  191. Bounce #2 added RGB(1678, 1187, 402)
  192. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  193. Bounce #3 added RGB(301, 185, 49)
  194. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  195. Bounce #4 added RGB(59, 32, 7)
  196. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  197. Bounce #5 added RGB(12, 6, 1)
  198. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  199. Bounce #6 added RGB(3, 1, 0)
  200. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  201. Bounce #7 added RGB(1, 0, 0)
  202. Build Patch/Sample Hash Table(s).....Done<0.0010 sec>
  203. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
  204. FinalLightFace Done
  205. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  206. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  207. Writing leaf ambient...done
  208. Ready to Finish
  209.  
  210. Object names Objects/Maxobjs Memory / Maxmem Fullness
  211. ------------ --------------- --------------- --------
  212. models 1/1024 48/49152 ( 0.1%)
  213. brushes 73/8192 876/98304 ( 0.9%)
  214. brushsides 538/65536 4304/524288 ( 0.8%)
  215. planes 418/65536 8360/1310720 ( 0.6%)
  216. vertexes 655/65536 7860/786432 ( 1.0%)
  217. nodes 294/65536 9408/2097152 ( 0.4%)
  218. texinfos 117/12288 8424/884736 ( 1.0%)
  219. texdata 44/2048 1408/65536 ( 2.1%)
  220. dispinfos 36/0 6336/0 ( 0.0%)
  221. disp_verts 1236/0 24720/0 ( 0.0%)
  222. disp_tris 1728/0 3456/0 ( 0.0%)
  223. disp_lmsamples 15184/0 15184/0 ( 0.0%)
  224. faces 511/65536 28616/3670016 ( 0.8%)
  225. hdr faces 511/65536 28616/3670016 ( 0.8%)
  226. origfaces 370/65536 20720/3670016 ( 0.6%)
  227. leaves 296/65536 9472/2097152 ( 0.5%)
  228. leaffaces 599/65536 1198/131072 ( 0.9%)
  229. leafbrushes 159/65536 318/131072 ( 0.2%)
  230. areas 2/256 16/2048 ( 0.8%)
  231. surfedges 3873/512000 15492/2048000 ( 0.8%)
  232. edges 2068/256000 8272/1024000 ( 0.8%)
  233. LDR worldlights 2/8192 176/720896 ( 0.0%)
  234. HDR worldlights 2/8192 176/720896 ( 0.0%)
  235. leafwaterdata 0/32768 0/393216 ( 0.0%)
  236. waterstrips 11/32768 110/327680 ( 0.0%)
  237. waterverts 0/65536 0/786432 ( 0.0%)
  238. waterindices 153/65536 306/131072 ( 0.2%)
  239. cubemapsamples 6/1024 96/16384 ( 0.6%)
  240. overlays 22/512 7744/180224 ( 4.3%)
  241. LDR lightdata [variable] 248696/0 ( 0.0%)
  242. HDR lightdata [variable] 248696/0 ( 0.0%)
  243. visdata [variable] 7661/16777216 ( 0.0%)
  244. entdata [variable] 1332/393216 ( 0.3%)
  245. LDR ambient table 296/65536 1184/262144 ( 0.5%)
  246. HDR ambient table 296/65536 1184/262144 ( 0.5%)
  247. LDR leaf ambient 1522/65536 42616/1835008 ( 2.3%)
  248. HDR leaf ambient 1522/65536 42616/1835008 ( 2.3%)
  249. occluders 0/0 0/0 ( 0.0%)
  250. occluder polygons 0/0 0/0 ( 0.0%)
  251. occluder vert ind 0/0 0/0 ( 0.0%)
  252. detail props [variable] 1/12 ( 8.3%)
  253. static props [variable] 1/3664 ( 0.0%)
  254. pakfile [variable] 608878/0 ( 0.0%)
  255. physics [variable] 30095/4194304 ( 0.7%)
  256. physics terrain [variable] 3968/1048576 ( 0.4%)
  257.  
  258. Level flags = 0
  259.  
  260. Total triangle count: 1319
  261. Writing c:\users\milos\desktop\hl3\desertcrash1\mp1.bsp
  262. 2 seconds elapsed
  263.  
  264. ** Executing...
  265. ** Command: Copy File
  266. ** Parameters: "C:\Users\milos\Desktop\HL3\Desertcrash1\mp1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\maps\mp1.bsp"
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