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  1. First compile log after first phase of map expansion (15% of map expansion compete) (default compile settings):
  2.  
  3. ** Executing...
  4. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vbsp.exe"
  5. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\level design\maps\basebunker_old\dm_basebunker\dm_basebunker"
  6.  
  7. Valve Software - vbsp.exe (Jun 14 2017)
  8. 4 threads
  9. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\materials
  10. Loading c:\level design\maps\basebunker_old\dm_basebunker\dm_basebunker.vmf
  11. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  12. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2 deathmatch\hl2mp\gameinfo.txt
  13. Patching WVT material: maps/dm_basebunker/dev/dev_blendmeasure_wvt_patch
  14. Patching WVT material: maps/dm_basebunker/nature/blenddirtmud01_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 (0)
  17. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  18. Processing areas...done (0)
  19. Building Faces...done (0)
  20. Chop Details...done (1)
  21. Find Visible Detail Sides...
  22. Merged 2982 detail faces...done (1)
  23. Merging details...done (0)
  24. FixTjuncs...
  25. PruneNodes...
  26. WriteBSP...
  27. done (2)
  28. writing c:\level design\maps\basebunker_old\dm_basebunker\dm_basebunker.prt...Building visibility clusters...
  29. done (0)
  30. Creating default LDR cubemaps for env_cubemap using skybox materials:
  31. skybox/sky_day01_01*.vmt
  32. ! Run buildcubemaps in the engine to get the correct cube maps.
  33. Creating default HDR cubemaps for env_cubemap using skybox materials:
  34. skybox/sky_day01_01*.vmt
  35. ! Run buildcubemaps in the engine to get the correct cube maps.
  36. Finding displacement neighbors...
  37. Finding lightmap sample positions...
  38. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  39. Building Physics collision data...
  40. done (1) (1637041 bytes)
  41. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  42. Compacting texture/material tables...
  43. Reduced 11703 texinfos to 7350
  44. Reduced 646 texdatas to 567 (31919 bytes to 28617)
  45. Writing c:\level design\maps\basebunker_old\dm_basebunker\dm_basebunker.bsp
  46. Wrote ZIP buffer, estimated size 6146287, actual size 6073981
  47. 6 seconds elapsed
  48.  
  49. ** Executing...
  50. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vvis.exe"
  51. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\level design\maps\basebunker_old\dm_basebunker\dm_basebunker"
  52.  
  53. Valve Software - vvis.exe (Jun 14 2017)
  54. 4 threads
  55. reading c:\level design\maps\basebunker_old\dm_basebunker\dm_basebunker.bsp
  56. reading c:\level design\maps\basebunker_old\dm_basebunker\dm_basebunker.prt
  57. 653 portalclusters
  58. 1644 numportals
  59. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  60. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1)
  61. Optimized: 858 visible clusters (1.23%)
  62. Total clusters visible: 69689
  63. Average clusters visible: 106
  64. Building PAS...
  65. Average clusters audible: 365
  66. visdatasize:75921 compressed from 114928
  67. writing c:\level design\maps\basebunker_old\dm_basebunker\dm_basebunker.bsp
  68. 1 second elapsed
  69.  
  70. ** Executing...
  71. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vrad.exe"
  72. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\level design\maps\basebunker_old\dm_basebunker\dm_basebunker"
  73.  
  74. Valve Software - vrad.exe SSE (Jun 14 2017)
  75.  
  76. Valve Radiosity Simulator
  77. 4 threads
  78. [Reading texlights from 'lights.rad']
  79. [48 texlights parsed from 'lights.rad']
  80.  
  81. Loading c:\level design\maps\basebunker_old\dm_basebunker\dm_basebunker.bsp
  82. Setting up ray-trace acceleration structure... Done (5.46 seconds)
  83. 15472 faces
  84. 4 degenerate faces
  85. 179861 square feet [25900006.00 square inches]
  86. 40 Displacements
  87. 1753 Square Feet [252470.83 Square Inches]
  88. 15468 patches before subdivision
  89. 331830 patches after subdivision
  90. 235 direct lights
  91. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (25)
  92. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (72)
  93. transfers 41320324, max 1107
  94. transfer lists: 315.2 megs
  95. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  96. Bounce #1 added RGB(496875, 192786, 56300)
  97. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  98. Bounce #2 added RGB(100951, 38857, 10058)
  99. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  100. Bounce #3 added RGB(19620, 7216, 1651)
  101. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  102. Bounce #4 added RGB(4234, 1521, 313)
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Bounce #5 added RGB(963, 327, 62)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  106. Bounce #6 added RGB(238, 77, 14)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  108. Bounce #7 added RGB(66, 20, 3)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  110. Bounce #8 added RGB(20, 5, 1)
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  112. Bounce #9 added RGB(7, 2, 0)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  114. Bounce #10 added RGB(3, 1, 0)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  116. Bounce #11 added RGB(1, 0, 0)
  117. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  118. Bounce #12 added RGB(1, 0, 0)
  119. Build Patch/Sample Hash Table(s).....Done<0.0680 sec>
  120. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (15)
  121. FinalLightFace Done
  122. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  123. 1 of 1 (100% of) surface lights went in leaf ambient cubes.
  124. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
  125. Writing leaf ambient...done
  126. Ready to Finish
  127.  
  128. Object names Objects/Maxobjs Memory / Maxmem Fullness
  129. ------------ --------------- --------------- --------
  130. models 17/1024 816/49152 ( 1.7%)
  131. brushes 4331/8192 51972/98304 (52.9%)
  132. brushsides 44834/65536 358672/524288 (68.4%)
  133. planes 38886/65536 777720/1310720 (59.3%)
  134. vertexes 27226/65536 326712/786432 (41.5%)
  135. nodes 1645/65536 52640/2097152 ( 2.5%)
  136. texinfos 7350/12288 529200/884736 (59.8%)
  137. texdata 567/2048 18144/65536 (27.7%)
  138. dispinfos 40/0 7040/0 ( 0.0%)
  139. disp_verts 2904/0 58080/0 ( 0.0%)
  140. disp_tris 4544/0 9088/0 ( 0.0%)
  141. disp_lmsamples 76464/0 76464/0 ( 0.0%)
  142. faces 15472/65536 866432/3670016 (23.6%)
  143. hdr faces 0/65536 0/3670016 ( 0.0%)
  144. origfaces 12360/65536 692160/3670016 (18.9%)
  145. leaves 1663/65536 53216/2097152 ( 2.5%)
  146. leaffaces 19007/65536 38014/131072 (29.0%)
  147. leafbrushes 6496/65536 12992/131072 ( 9.9%)
  148. areas 17/256 136/2048 ( 6.6%)
  149. surfedges 127039/512000 508156/2048000 (24.8%)
  150. edges 77973/256000 311892/1024000 (30.5%)
  151. LDR worldlights 235/8192 20680/720896 ( 2.9%)
  152. HDR worldlights 0/8192 0/720896 ( 0.0%)
  153. leafwaterdata 3/32768 36/393216 ( 0.0%)
  154. waterstrips 1753/32768 17530/327680 ( 5.3%)
  155. waterverts 0/65536 0/786432 ( 0.0%)
  156. waterindices 37524/65536 75048/131072 (57.3%)
  157. cubemapsamples 55/1024 880/16384 ( 5.4%)
  158. overlays 163/512 57376/180224 (31.8%)
  159. LDR lightdata [variable] 14622632/0 ( 0.0%)
  160. HDR lightdata [variable] 0/0 ( 0.0%)
  161. visdata [variable] 75921/16777216 ( 0.5%)
  162. entdata [variable] 247371/393216 (62.9%)
  163. LDR ambient table 1663/65536 6652/262144 ( 2.5%)
  164. HDR ambient table 1663/65536 6652/262144 ( 2.5%)
  165. LDR leaf ambient 4918/65536 137704/1835008 ( 7.5%)
  166. HDR leaf ambient 1663/65536 46564/1835008 ( 2.5%)
  167. occluders 0/0 0/0 ( 0.0%)
  168. occluder polygons 0/0 0/0 ( 0.0%)
  169. occluder vert ind 0/0 0/0 ( 0.0%)
  170. detail props [variable] 1/3124 ( 0.0%)
  171. dtl prp lght [variable] 1/4 (25.0%)
  172. HDR dtl prp lght [variable] 1/4 (25.0%)
  173. static props [variable] 1/120388 ( 0.0%)
  174. pakfile [variable] 6073981/0 ( 0.0%)
  175. physics [variable] 1637041/4194304 (39.0%)
  176. physics terrain [variable] 9570/1048576 ( 0.9%)
  177.  
  178. Level flags = 0
  179.  
  180. Total triangle count: 45744
  181. Writing c:\level design\maps\basebunker_old\dm_basebunker\dm_basebunker.bsp
  182. 2 minutes, 6 seconds elapsed
  183.  
  184. ** Executing...
  185. ** Command: Copy File
  186. ** Parameters: "c:\level design\maps\basebunker_old\dm_basebunker\dm_basebunker.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\dm_basebunker.bsp"
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