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- ** Executing...
- ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\bin\vbsp.exe"
- ** Parameters: -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" "d:\hammer stuff\myroom"
- Valve Software - vbsp.exe (Apr 29 2016)
- 8 threads
- materialPath: D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\materials
- Loading d:\hammer stuff\myroom.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Error: displacement found on a(n) func_detail entity - not supported (entity 170, brush 0)
- ** Executing...
- ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\bin\vvis.exe"
- ** Parameters: -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" "d:\hammer stuff\myroom"
- Valve Software - vvis.exe (May 15 2014)
- 8 threads
- reading d:\hammer stuff\myroom.bsp
- reading d:\hammer stuff\myroom.prt
- LoadPortals: couldn't read d:\hammer stuff\myroom.prt
- ** Executing...
- ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\bin\vrad.exe"
- ** Parameters: -both -final -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" "d:\hammer stuff\myroom"
- Valve Software - vrad.exe SSE (May 15 2014)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading d:\hammer stuff\myroom.bsp
- Setting up ray-trace acceleration structure... Done (0.35 seconds)
- 5190 faces
- 27818 square feet [4005794.50 square inches]
- 9 Displacements
- 791 Square Feet [113994.12 Square Inches]
- 5190 patches before subdivision
- 186202 patches after subdivision
- 111 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
- transfers 28449010, max 653
- transfer lists: 217.0 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(1218263, 1068806, 865888)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(397614, 304261, 233511)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #3 added RGB(152403, 109735, 81303)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(60563, 40367, 27468)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(26559, 17120, 11082)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(11867, 7265, 4310)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(5594, 3338, 1871)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(2673, 1541, 800)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(1317, 745, 365)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(656, 363, 166)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(334, 183, 79)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(171, 93, 37)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(89, 48, 18)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #14 added RGB(47, 25, 9)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #15 added RGB(25, 14, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #16 added RGB(13, 7, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #17 added RGB(7, 4, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #18 added RGB(4, 2, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #19 added RGB(2, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #20 added RGB(1, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #21 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0365 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
- FinalLightFace Done
- 64 of 64 (100% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 64/1024 3072/49152 ( 6.3%)
- brushes 737/8192 8844/98304 ( 9.0%)
- brushsides 5492/65536 43936/524288 ( 8.4%)
- planes 3656/65536 73120/1310720 ( 5.6%)
- vertexes 8378/65536 100536/786432 (12.8%)
- nodes 2055/65536 65760/2097152 ( 3.1%)
- texinfos 1013/12288 72936/884736 ( 8.2%)
- texdata 108/2048 3456/65536 ( 5.3%)
- dispinfos 9/0 1584/0 ( 0.0%)
- disp_verts 2601/0 52020/0 ( 0.0%)
- disp_tris 4608/0 9216/0 ( 0.0%)
- disp_lmsamples 63304/0 63304/0 ( 0.0%)
- faces 5190/65536 290640/3670016 ( 7.9%)
- hdr faces 5190/65536 290640/3670016 ( 7.9%)
- origfaces 2633/65536 147448/3670016 ( 4.0%)
- leaves 2120/65536 67840/2097152 ( 3.2%)
- leaffaces 6685/65536 13370/131072 (10.2%)
- leafbrushes 1341/65536 2682/131072 ( 2.0%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 35963/512000 143852/2048000 ( 7.0%)
- edges 19809/256000 79236/1024000 ( 7.7%)
- LDR worldlights 111/8192 9768/720896 ( 1.4%)
- HDR worldlights 111/8192 9768/720896 ( 1.4%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 425/32768 4250/327680 ( 1.3%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 5973/65536 11946/131072 ( 9.1%)
- cubemapsamples 10/1024 160/16384 ( 1.0%)
- overlays 1/512 352/180224 ( 0.2%)
- LDR lightdata [variable] 6236616/0 ( 0.0%)
- HDR lightdata [variable] 6236616/0 ( 0.0%)
- visdata [variable] 65332/16777216 ( 0.4%)
- entdata [variable] 55283/393216 (14.1%)
- LDR ambient table 2120/65536 8480/262144 ( 3.2%)
- HDR ambient table 2120/65536 8480/262144 ( 3.2%)
- LDR leaf ambient 2866/65536 80248/1835008 ( 4.4%)
- HDR leaf ambient 2866/65536 80248/1835008 ( 4.4%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/1600 ( 0.1%)
- pakfile [variable] 1189426/0 ( 0.0%)
- physics [variable] 819405/4194304 (19.5%)
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 14700
- Writing d:\hammer stuff\myroom.bsp
- 17 seconds elapsed
- Valve Software - vrad.exe SSE (May 15 2014)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading d:\hammer stuff\myroom.bsp
- Setting up ray-trace acceleration structure... Done (0.36 seconds)
- 5190 faces
- 27818 square feet [4005794.50 square inches]
- 9 Displacements
- 791 Square Feet [113994.12 Square Inches]
- 5190 patches before subdivision
- 186202 patches after subdivision
- 111 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
- transfers 28449010, max 653
- transfer lists: 217.0 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(1218260, 1068804, 865887)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(397613, 304260, 233511)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(152403, 109735, 81303)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(60563, 40367, 27468)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(26559, 17120, 11083)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(11867, 7265, 4310)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(5594, 3338, 1871)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(2673, 1541, 800)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(1317, 745, 365)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(656, 363, 166)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(334, 183, 79)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(171, 93, 37)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(89, 48, 18)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #14 added RGB(47, 25, 9)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #15 added RGB(25, 14, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #16 added RGB(13, 7, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #17 added RGB(7, 4, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #18 added RGB(4, 2, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #19 added RGB(2, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #20 added RGB(1, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #21 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0386 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
- FinalLightFace Done
- 64 of 64 (100% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 64/1024 3072/49152 ( 6.3%)
- brushes 737/8192 8844/98304 ( 9.0%)
- brushsides 5492/65536 43936/524288 ( 8.4%)
- planes 3656/65536 73120/1310720 ( 5.6%)
- vertexes 8378/65536 100536/786432 (12.8%)
- nodes 2055/65536 65760/2097152 ( 3.1%)
- texinfos 1013/12288 72936/884736 ( 8.2%)
- texdata 108/2048 3456/65536 ( 5.3%)
- dispinfos 9/0 1584/0 ( 0.0%)
- disp_verts 2601/0 52020/0 ( 0.0%)
- disp_tris 4608/0 9216/0 ( 0.0%)
- disp_lmsamples 63304/0 63304/0 ( 0.0%)
- faces 5190/65536 290640/3670016 ( 7.9%)
- hdr faces 5190/65536 290640/3670016 ( 7.9%)
- origfaces 2633/65536 147448/3670016 ( 4.0%)
- leaves 2120/65536 67840/2097152 ( 3.2%)
- leaffaces 6685/65536 13370/131072 (10.2%)
- leafbrushes 1341/65536 2682/131072 ( 2.0%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 35963/512000 143852/2048000 ( 7.0%)
- edges 19809/256000 79236/1024000 ( 7.7%)
- LDR worldlights 111/8192 9768/720896 ( 1.4%)
- HDR worldlights 111/8192 9768/720896 ( 1.4%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 425/32768 4250/327680 ( 1.3%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 5973/65536 11946/131072 ( 9.1%)
- cubemapsamples 10/1024 160/16384 ( 1.0%)
- overlays 1/512 352/180224 ( 0.2%)
- LDR lightdata [variable] 6236616/0 ( 0.0%)
- HDR lightdata [variable] 6236616/0 ( 0.0%)
- visdata [variable] 65332/16777216 ( 0.4%)
- entdata [variable] 55283/393216 (14.1%)
- LDR ambient table 2120/65536 8480/262144 ( 3.2%)
- HDR ambient table 2120/65536 8480/262144 ( 3.2%)
- LDR leaf ambient 2866/65536 80248/1835008 ( 4.4%)
- HDR leaf ambient 2866/65536 80248/1835008 ( 4.4%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/1600 ( 0.1%)
- pakfile [variable] 1189426/0 ( 0.0%)
- physics [variable] 819405/4194304 (19.5%)
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 14700
- Writing d:\hammer stuff\myroom.bsp
- 17 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "d:\hammer stuff\myroom.bsp" "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps\myroom.bsp"
- ** Executing...
- ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\hl2.exe"
- ** Parameters: -dev -console -allowdebug -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" +map "myroom"
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