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  1. -fixed static props not always showing, -added 2 old TVs
  2.  
  3.  
  4. File: housewall9b_2.zip
  5. ------------------------
  6.  
  7. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  8. ***BE V-E-R-Y CAREFUL NOT TO CLICK ON ADs OR BANNER***
  9. ***LOOK CLOSELY FOR THE _REAL_ DOWNLOAD BUTTON***
  10. ***SOMETIMES YOU HAVE TO WAIT FOR A COUNTDOWN OR SOMETHING LIKE THAT***
  11. ***TRY DIFFERENT LINKS!***
  12. ***NO GUARANTEE! 100% YOUR OWN RISK! FILES PROVIDED 'AS IS'!***
  13. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  14. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  15.  
  16. https://www.file-upload.net/download-12552214/housewall9b_2.zip.html
  17.  
  18. https://ufile.io/bxv6v
  19.  
  20. https://files.fm/u/rkbc8xrx
  21.  
  22. http://xup.in/dl,19130049
  23.  
  24. https://workupload.com/file/GvBCGky
  25.  
  26. http://s000.tinyupload.com/index.php?file_id=78550961179657384727
  27.  
  28. http://www.yourfilelink.com/get.php?fid=1370231&dv=1 | http://www.yourfilelink.com/get.php?fid=1370231
  29.  
  30.  
  31.  
  32.  
  33.  
  34.  
  35. LOG:
  36.  
  37. +++++++++
  38.  
  39.  
  40. ++++++++
  41.  
  42. +++++++
  43.  
  44.  
  45.  
  46.  
  47.  
  48. ** Executing...
  49. ** Command: "Z:\home\christian\.wine\drive_c\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
  50. ** Parameters: -leaktest -bumpall -dumpcollide -game "Z:\home\christian\.wine\drive_c\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "c:\users\christian\desktop\housewall9b"
  51.  
  52. Valve Software - vbsp.exe (May 15 2014)
  53. leaktest = true
  54. Dumping collision models to collideXXX.txt
  55. 2 threads
  56. materialPath: Z:\home\christian\.wine\drive_c\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
  57. Loading c:\users\christian\desktop\housewall9b.vmf
  58. Could not locate 'GameData' key in z:\home\christian\.wine\drive_c\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
  59. fixing up env_cubemap materials on brush sides...
  60. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  61. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  62. Processing areas...done (0)
  63. Building Faces...done (0)
  64. FixTjuncs...
  65. PruneNodes...
  66. WriteBSP...
  67. done (0)
  68. writing c:\users\christian\desktop\housewall9b.prt...Building visibility clusters...
  69. done (0)
  70. Creating default LDR cubemaps for env_cubemap using skybox materials:
  71. skybox/sky_day01_08*.vmt
  72. ! Run buildcubemaps in the engine to get the correct cube maps.
  73. Creating default HDR cubemaps for env_cubemap using skybox materials:
  74. skybox/sky_day01_08*.vmt
  75. ! Run buildcubemaps in the engine to get the correct cube maps.
  76. Finding displacement neighbors...
  77. Finding lightmap sample positions...
  78. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  79. Building Physics collision data...
  80. Writing static00000.phy...
  81. Writing static00000.txt...
  82. done (0) (7579 bytes)
  83. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  84. Compacting texture/material tables...
  85. Reduced 65 texinfos to 31
  86. Reduced 12 texdatas to 10 (250 bytes to 189)
  87. Writing c:\users\christian\desktop\housewall9b.bsp
  88. 2 seconds elapsed
  89.  
  90. ** Executing...
  91. ** Command: "Z:\home\christian\.wine\drive_c\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
  92. ** Parameters: -game "Z:\home\christian\.wine\drive_c\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "c:\users\christian\desktop\housewall9b"
  93.  
  94. Valve Software - vvis.exe (May 15 2014)
  95. 2 threads
  96. reading c:\users\christian\desktop\housewall9b.bsp
  97. reading c:\users\christian\desktop\housewall9b.prt
  98. 43 portalclusters
  99. 107 numportals
  100. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  101. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  102. Optimized: 0 visible clusters (0.00%)
  103. Total clusters visible: 1343
  104. Average clusters visible: 31
  105. Building PAS...
  106. Average clusters audible: 43
  107. visdatasize:881 compressed from 688
  108. writing c:\users\christian\desktop\housewall9b.bsp
  109. 0 seconds elapsed
  110.  
  111. ** Executing...
  112. ** Command: "Z:\home\christian\.wine\drive_c\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
  113. ** Parameters: -both -final -extrasky 32 -softsun 5 -StaticPropLighting -StaticPropPolys -TextureShadows -LargeDispSampleRadius -maxdispsamplesize 4096 -final -game "Z:\home\christian\.wine\drive_c\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "c:\users\christian\desktop\housewall9b"
  114.  
  115. Valve Software - vrad.exe SSE (May 15 2014)
  116.  
  117. Valve Radiosity Simulator
  118. sun extent=0.087156
  119. 2 threads
  120. [Reading texlights from 'lights.rad']
  121. [45 texlights parsed from 'lights.rad']
  122.  
  123. Loading c:\users\christian\desktop\housewall9b.bsp
  124. Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_branches.vtf
  125. Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves.vtf
  126. Setting up ray-trace acceleration structure... Done (0.51 seconds)
  127. 118 faces
  128. 33271 square feet [4791042.00 square inches]
  129. 0 Displacements
  130. 0 Square Feet [0.00 Square Inches]
  131. 118 patches before subdivision
  132. 1656 patches after subdivision
  133. 4 direct lights
  134. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  135. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
  136. transfers 58727, max 202
  137. transfer lists: 0.4 megs
  138. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  139. Bounce #1 added RGB(959, 488, 113)
  140. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  141. Bounce #2 added RGB(47, 20, 2)
  142. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  143. Bounce #3 added RGB(3, 1, 0)
  144. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  145. Bounce #4 added RGB(0, 0, 0)
  146. Build Patch/Sample Hash Table(s).....Done<0.0012 sec>
  147. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
  148. FinalLightFace Done
  149. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  150. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  151. Writing leaf ambient...done
  152. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (1)
  153.  
  154. Ready to Finish
  155.  
  156. Object names Objects/Maxobjs Memory / Maxmem Fullness
  157. ------------ --------------- --------------- --------
  158. models 1/1024 48/49152 ( 0.1%)
  159. brushes 20/8192 240/98304 ( 0.2%)
  160. brushsides 145/65536 1160/524288 ( 0.2%)
  161. planes 144/65536 2880/1310720 ( 0.2%)
  162. vertexes 176/65536 2112/786432 ( 0.3%)
  163. nodes 91/65536 2912/2097152 ( 0.1%)
  164. texinfos 31/12288 2232/884736 ( 0.3%)
  165. texdata 10/2048 320/65536 ( 0.5%)
  166. dispinfos 0/0 0/0 ( 0.0%)
  167. disp_verts 0/0 0/0 ( 0.0%)
  168. disp_tris 0/0 0/0 ( 0.0%)
  169. disp_lmsamples 0/0 0/0 ( 0.0%)
  170. faces 118/65536 6608/3670016 ( 0.2%)
  171. hdr faces 0/65536 0/3670016 ( 0.0%)
  172. origfaces 51/65536 2856/3670016 ( 0.1%)
  173. leaves 93/65536 2976/2097152 ( 0.1%)
  174. leaffaces 165/65536 330/131072 ( 0.3%)
  175. leafbrushes 44/65536 88/131072 ( 0.1%)
  176. areas 2/256 16/2048 ( 0.8%)
  177. surfedges 748/512000 2992/2048000 ( 0.1%)
  178. edges 415/256000 1660/1024000 ( 0.2%)
  179. LDR worldlights 4/8192 352/720896 ( 0.0%)
  180. HDR worldlights 0/8192 0/720896 ( 0.0%)
  181. leafwaterdata 0/32768 0/393216 ( 0.0%)
  182. waterstrips 3/32768 30/327680 ( 0.0%)
  183. waterverts 0/65536 0/786432 ( 0.0%)
  184. waterindices 51/65536 102/131072 ( 0.1%)
  185. cubemapsamples 0/1024 0/16384 ( 0.0%)
  186. overlays 0/512 0/180224 ( 0.0%)
  187. LDR lightdata [variable] 250776/0 ( 0.0%)
  188. HDR lightdata [variable] 0/0 ( 0.0%)
  189. visdata [variable] 881/16777216 ( 0.0%)
  190. entdata [variable] 17677/393216 ( 4.5%)
  191. LDR ambient table 93/65536 372/262144 ( 0.1%)
  192. HDR ambient table 93/65536 372/262144 ( 0.1%)
  193. LDR leaf ambient 505/65536 14140/1835008 ( 0.8%)
  194. HDR leaf ambient 93/65536 2604/1835008 ( 0.1%)
  195. occluders 0/0 0/0 ( 0.0%)
  196. occluder polygons 0/0 0/0 ( 0.0%)
  197. occluder vert ind 0/0 0/0 ( 0.0%)
  198. detail props [variable] 1/12 ( 8.3%)
  199. static props [variable] 1/820 ( 0.1%)
  200. pakfile [variable] 207382/0 ( 0.0%)
  201. physics [variable] 7579/4194304 ( 0.2%)
  202. physics terrain [variable] 2/1048576 ( 0.0%)
  203.  
  204. Level flags = 1
  205.  
  206. Total triangle count: 306
  207. Writing c:\users\christian\desktop\housewall9b.bsp
  208. 5 seconds elapsed
  209. Valve Software - vrad.exe SSE (May 15 2014)
  210.  
  211. Valve Radiosity Simulator
  212. sun extent=0.087156
  213. 2 threads
  214. [Reading texlights from 'lights.rad']
  215. [45 texlights parsed from 'lights.rad']
  216.  
  217. Loading c:\users\christian\desktop\housewall9b.bsp
  218. Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_branches.vtf
  219. Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves.vtf
  220. Setting up ray-trace acceleration structure... Done (0.50 seconds)
  221. 118 faces
  222. 33271 square feet [4791042.00 square inches]
  223. 0 Displacements
  224. 0 Square Feet [0.00 Square Inches]
  225. 118 patches before subdivision
  226. 1656 patches after subdivision
  227. 4 direct lights
  228. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  229. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
  230. transfers 58727, max 202
  231. transfer lists: 0.4 megs
  232. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  233. Bounce #1 added RGB(959, 488, 113)
  234. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  235. Bounce #2 added RGB(47, 20, 2)
  236. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  237. Bounce #3 added RGB(3, 1, 0)
  238. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  239. Bounce #4 added RGB(0, 0, 0)
  240. Build Patch/Sample Hash Table(s).....Done<0.0009 sec>
  241. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
  242. FinalLightFace Done
  243. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  244. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  245. Writing leaf ambient...done
  246. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (0)
  247.  
  248. Ready to Finish
  249.  
  250. Object names Objects/Maxobjs Memory / Maxmem Fullness
  251. ------------ --------------- --------------- --------
  252. models 1/1024 48/49152 ( 0.1%)
  253. brushes 20/8192 240/98304 ( 0.2%)
  254. brushsides 145/65536 1160/524288 ( 0.2%)
  255. planes 144/65536 2880/1310720 ( 0.2%)
  256. vertexes 176/65536 2112/786432 ( 0.3%)
  257. nodes 91/65536 2912/2097152 ( 0.1%)
  258. texinfos 31/12288 2232/884736 ( 0.3%)
  259. texdata 10/2048 320/65536 ( 0.5%)
  260. dispinfos 0/0 0/0 ( 0.0%)
  261. disp_verts 0/0 0/0 ( 0.0%)
  262. disp_tris 0/0 0/0 ( 0.0%)
  263. disp_lmsamples 0/0 0/0 ( 0.0%)
  264. faces 118/65536 6608/3670016 ( 0.2%)
  265. hdr faces 118/65536 6608/3670016 ( 0.2%)
  266. origfaces 51/65536 2856/3670016 ( 0.1%)
  267. leaves 93/65536 2976/2097152 ( 0.1%)
  268. leaffaces 165/65536 330/131072 ( 0.3%)
  269. leafbrushes 44/65536 88/131072 ( 0.1%)
  270. areas 2/256 16/2048 ( 0.8%)
  271. surfedges 748/512000 2992/2048000 ( 0.1%)
  272. edges 415/256000 1660/1024000 ( 0.2%)
  273. LDR worldlights 4/8192 352/720896 ( 0.0%)
  274. HDR worldlights 4/8192 352/720896 ( 0.0%)
  275. leafwaterdata 0/32768 0/393216 ( 0.0%)
  276. waterstrips 3/32768 30/327680 ( 0.0%)
  277. waterverts 0/65536 0/786432 ( 0.0%)
  278. waterindices 51/65536 102/131072 ( 0.1%)
  279. cubemapsamples 0/1024 0/16384 ( 0.0%)
  280. overlays 0/512 0/180224 ( 0.0%)
  281. LDR lightdata [variable] 250776/0 ( 0.0%)
  282. HDR lightdata [variable] 250776/0 ( 0.0%)
  283. visdata [variable] 881/16777216 ( 0.0%)
  284. entdata [variable] 17677/393216 ( 4.5%)
  285. LDR ambient table 93/65536 372/262144 ( 0.1%)
  286. HDR ambient table 93/65536 372/262144 ( 0.1%)
  287. LDR leaf ambient 505/65536 14140/1835008 ( 0.8%)
  288. HDR leaf ambient 505/65536 14140/1835008 ( 0.8%)
  289. occluders 0/0 0/0 ( 0.0%)
  290. occluder polygons 0/0 0/0 ( 0.0%)
  291. occluder vert ind 0/0 0/0 ( 0.0%)
  292. detail props [variable] 1/12 ( 8.3%)
  293. static props [variable] 1/820 ( 0.1%)
  294. pakfile [variable] 241062/0 ( 0.0%)
  295. physics [variable] 7579/4194304 ( 0.2%)
  296. physics terrain [variable] 2/1048576 ( 0.0%)
  297.  
  298. Level flags = 3
  299.  
  300. Total triangle count: 306
  301. Writing c:\users\christian\desktop\housewall9b.bsp
  302. 4 seconds elapsed
  303.  
  304. ** Executing...
  305. ** Command: Copy File
  306. ** Parameters: "c:\users\christian\desktop\housewall9b.bsp" "Z:\home\christian\.wine\drive_c\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\housewall9b.bsp"
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