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  1.  
  2. ** Executing...
  3. ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\bin\vbsp.exe"
  4. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" "d:\hammer stuff\myroom"
  5.  
  6. Valve Software - vbsp.exe (Apr 29 2016)
  7. 8 threads
  8. materialPath: D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\materials
  9. Loading d:\hammer stuff\myroom.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Error: displacement found on a(n) func_detail entity - not supported (entity 170, brush 0)
  12.  
  13.  
  14. ** Executing...
  15. ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\bin\vvis.exe"
  16. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" "d:\hammer stuff\myroom"
  17.  
  18. Valve Software - vvis.exe (May 15 2014)
  19. 8 threads
  20. reading d:\hammer stuff\myroom.bsp
  21. reading d:\hammer stuff\myroom.prt
  22. LoadPortals: couldn't read d:\hammer stuff\myroom.prt
  23.  
  24.  
  25. ** Executing...
  26. ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\bin\vrad.exe"
  27. ** Parameters: -both -final -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" "d:\hammer stuff\myroom"
  28.  
  29. Valve Software - vrad.exe SSE (May 15 2014)
  30.  
  31. Valve Radiosity Simulator
  32. 8 threads
  33. [Reading texlights from 'lights.rad']
  34. [48 texlights parsed from 'lights.rad']
  35.  
  36. Loading d:\hammer stuff\myroom.bsp
  37. Setting up ray-trace acceleration structure... Done (0.35 seconds)
  38. 5190 faces
  39. 27818 square feet [4005794.50 square inches]
  40. 9 Displacements
  41. 791 Square Feet [113994.12 Square Inches]
  42. 5190 patches before subdivision
  43. 186202 patches after subdivision
  44. 111 direct lights
  45. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
  46. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
  47. transfers 28449010, max 653
  48. transfer lists: 217.0 megs
  49. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  50. Bounce #1 added RGB(1218263, 1068806, 865888)
  51. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  52. Bounce #2 added RGB(397614, 304261, 233511)
  53. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  54. Bounce #3 added RGB(152403, 109735, 81303)
  55. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  56. Bounce #4 added RGB(60563, 40367, 27468)
  57. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  58. Bounce #5 added RGB(26559, 17120, 11082)
  59. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  60. Bounce #6 added RGB(11867, 7265, 4310)
  61. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  62. Bounce #7 added RGB(5594, 3338, 1871)
  63. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  64. Bounce #8 added RGB(2673, 1541, 800)
  65. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  66. Bounce #9 added RGB(1317, 745, 365)
  67. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  68. Bounce #10 added RGB(656, 363, 166)
  69. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  70. Bounce #11 added RGB(334, 183, 79)
  71. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  72. Bounce #12 added RGB(171, 93, 37)
  73. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  74. Bounce #13 added RGB(89, 48, 18)
  75. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  76. Bounce #14 added RGB(47, 25, 9)
  77. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  78. Bounce #15 added RGB(25, 14, 4)
  79. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  80. Bounce #16 added RGB(13, 7, 2)
  81. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  82. Bounce #17 added RGB(7, 4, 1)
  83. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  84. Bounce #18 added RGB(4, 2, 1)
  85. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  86. Bounce #19 added RGB(2, 1, 0)
  87. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  88. Bounce #20 added RGB(1, 1, 0)
  89. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  90. Bounce #21 added RGB(1, 0, 0)
  91. Build Patch/Sample Hash Table(s).....Done<0.0365 sec>
  92. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
  93. FinalLightFace Done
  94. 64 of 64 (100% of) surface lights went in leaf ambient cubes.
  95. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  96. Writing leaf ambient...done
  97. Ready to Finish
  98.  
  99. Object names Objects/Maxobjs Memory / Maxmem Fullness
  100. ------------ --------------- --------------- --------
  101. models 64/1024 3072/49152 ( 6.3%)
  102. brushes 737/8192 8844/98304 ( 9.0%)
  103. brushsides 5492/65536 43936/524288 ( 8.4%)
  104. planes 3656/65536 73120/1310720 ( 5.6%)
  105. vertexes 8378/65536 100536/786432 (12.8%)
  106. nodes 2055/65536 65760/2097152 ( 3.1%)
  107. texinfos 1013/12288 72936/884736 ( 8.2%)
  108. texdata 108/2048 3456/65536 ( 5.3%)
  109. dispinfos 9/0 1584/0 ( 0.0%)
  110. disp_verts 2601/0 52020/0 ( 0.0%)
  111. disp_tris 4608/0 9216/0 ( 0.0%)
  112. disp_lmsamples 63304/0 63304/0 ( 0.0%)
  113. faces 5190/65536 290640/3670016 ( 7.9%)
  114. hdr faces 5190/65536 290640/3670016 ( 7.9%)
  115. origfaces 2633/65536 147448/3670016 ( 4.0%)
  116. leaves 2120/65536 67840/2097152 ( 3.2%)
  117. leaffaces 6685/65536 13370/131072 (10.2%)
  118. leafbrushes 1341/65536 2682/131072 ( 2.0%)
  119. areas 2/256 16/2048 ( 0.8%)
  120. surfedges 35963/512000 143852/2048000 ( 7.0%)
  121. edges 19809/256000 79236/1024000 ( 7.7%)
  122. LDR worldlights 111/8192 9768/720896 ( 1.4%)
  123. HDR worldlights 111/8192 9768/720896 ( 1.4%)
  124. leafwaterdata 0/32768 0/393216 ( 0.0%)
  125. waterstrips 425/32768 4250/327680 ( 1.3%)
  126. waterverts 0/65536 0/786432 ( 0.0%)
  127. waterindices 5973/65536 11946/131072 ( 9.1%)
  128. cubemapsamples 10/1024 160/16384 ( 1.0%)
  129. overlays 1/512 352/180224 ( 0.2%)
  130. LDR lightdata [variable] 6236616/0 ( 0.0%)
  131. HDR lightdata [variable] 6236616/0 ( 0.0%)
  132. visdata [variable] 65332/16777216 ( 0.4%)
  133. entdata [variable] 55283/393216 (14.1%)
  134. LDR ambient table 2120/65536 8480/262144 ( 3.2%)
  135. HDR ambient table 2120/65536 8480/262144 ( 3.2%)
  136. LDR leaf ambient 2866/65536 80248/1835008 ( 4.4%)
  137. HDR leaf ambient 2866/65536 80248/1835008 ( 4.4%)
  138. occluders 0/0 0/0 ( 0.0%)
  139. occluder polygons 0/0 0/0 ( 0.0%)
  140. occluder vert ind 0/0 0/0 ( 0.0%)
  141. detail props [variable] 1/12 ( 8.3%)
  142. static props [variable] 1/1600 ( 0.1%)
  143. pakfile [variable] 1189426/0 ( 0.0%)
  144. physics [variable] 819405/4194304 (19.5%)
  145. physics terrain [variable] 0/1048576 ( 0.0%)
  146.  
  147. Level flags = 0
  148.  
  149. Total triangle count: 14700
  150. Writing d:\hammer stuff\myroom.bsp
  151. 17 seconds elapsed
  152. Valve Software - vrad.exe SSE (May 15 2014)
  153.  
  154. Valve Radiosity Simulator
  155. 8 threads
  156. [Reading texlights from 'lights.rad']
  157. [48 texlights parsed from 'lights.rad']
  158.  
  159. Loading d:\hammer stuff\myroom.bsp
  160. Setting up ray-trace acceleration structure... Done (0.36 seconds)
  161. 5190 faces
  162. 27818 square feet [4005794.50 square inches]
  163. 9 Displacements
  164. 791 Square Feet [113994.12 Square Inches]
  165. 5190 patches before subdivision
  166. 186202 patches after subdivision
  167. 111 direct lights
  168. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
  169. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
  170. transfers 28449010, max 653
  171. transfer lists: 217.0 megs
  172. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  173. Bounce #1 added RGB(1218260, 1068804, 865887)
  174. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  175. Bounce #2 added RGB(397613, 304260, 233511)
  176. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  177. Bounce #3 added RGB(152403, 109735, 81303)
  178. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  179. Bounce #4 added RGB(60563, 40367, 27468)
  180. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  181. Bounce #5 added RGB(26559, 17120, 11083)
  182. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  183. Bounce #6 added RGB(11867, 7265, 4310)
  184. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  185. Bounce #7 added RGB(5594, 3338, 1871)
  186. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  187. Bounce #8 added RGB(2673, 1541, 800)
  188. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  189. Bounce #9 added RGB(1317, 745, 365)
  190. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  191. Bounce #10 added RGB(656, 363, 166)
  192. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  193. Bounce #11 added RGB(334, 183, 79)
  194. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  195. Bounce #12 added RGB(171, 93, 37)
  196. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  197. Bounce #13 added RGB(89, 48, 18)
  198. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  199. Bounce #14 added RGB(47, 25, 9)
  200. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  201. Bounce #15 added RGB(25, 14, 4)
  202. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  203. Bounce #16 added RGB(13, 7, 2)
  204. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  205. Bounce #17 added RGB(7, 4, 1)
  206. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  207. Bounce #18 added RGB(4, 2, 1)
  208. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  209. Bounce #19 added RGB(2, 1, 0)
  210. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  211. Bounce #20 added RGB(1, 1, 0)
  212. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  213. Bounce #21 added RGB(1, 0, 0)
  214. Build Patch/Sample Hash Table(s).....Done<0.0386 sec>
  215. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
  216. FinalLightFace Done
  217. 64 of 64 (100% of) surface lights went in leaf ambient cubes.
  218. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  219. Writing leaf ambient...done
  220. Ready to Finish
  221.  
  222. Object names Objects/Maxobjs Memory / Maxmem Fullness
  223. ------------ --------------- --------------- --------
  224. models 64/1024 3072/49152 ( 6.3%)
  225. brushes 737/8192 8844/98304 ( 9.0%)
  226. brushsides 5492/65536 43936/524288 ( 8.4%)
  227. planes 3656/65536 73120/1310720 ( 5.6%)
  228. vertexes 8378/65536 100536/786432 (12.8%)
  229. nodes 2055/65536 65760/2097152 ( 3.1%)
  230. texinfos 1013/12288 72936/884736 ( 8.2%)
  231. texdata 108/2048 3456/65536 ( 5.3%)
  232. dispinfos 9/0 1584/0 ( 0.0%)
  233. disp_verts 2601/0 52020/0 ( 0.0%)
  234. disp_tris 4608/0 9216/0 ( 0.0%)
  235. disp_lmsamples 63304/0 63304/0 ( 0.0%)
  236. faces 5190/65536 290640/3670016 ( 7.9%)
  237. hdr faces 5190/65536 290640/3670016 ( 7.9%)
  238. origfaces 2633/65536 147448/3670016 ( 4.0%)
  239. leaves 2120/65536 67840/2097152 ( 3.2%)
  240. leaffaces 6685/65536 13370/131072 (10.2%)
  241. leafbrushes 1341/65536 2682/131072 ( 2.0%)
  242. areas 2/256 16/2048 ( 0.8%)
  243. surfedges 35963/512000 143852/2048000 ( 7.0%)
  244. edges 19809/256000 79236/1024000 ( 7.7%)
  245. LDR worldlights 111/8192 9768/720896 ( 1.4%)
  246. HDR worldlights 111/8192 9768/720896 ( 1.4%)
  247. leafwaterdata 0/32768 0/393216 ( 0.0%)
  248. waterstrips 425/32768 4250/327680 ( 1.3%)
  249. waterverts 0/65536 0/786432 ( 0.0%)
  250. waterindices 5973/65536 11946/131072 ( 9.1%)
  251. cubemapsamples 10/1024 160/16384 ( 1.0%)
  252. overlays 1/512 352/180224 ( 0.2%)
  253. LDR lightdata [variable] 6236616/0 ( 0.0%)
  254. HDR lightdata [variable] 6236616/0 ( 0.0%)
  255. visdata [variable] 65332/16777216 ( 0.4%)
  256. entdata [variable] 55283/393216 (14.1%)
  257. LDR ambient table 2120/65536 8480/262144 ( 3.2%)
  258. HDR ambient table 2120/65536 8480/262144 ( 3.2%)
  259. LDR leaf ambient 2866/65536 80248/1835008 ( 4.4%)
  260. HDR leaf ambient 2866/65536 80248/1835008 ( 4.4%)
  261. occluders 0/0 0/0 ( 0.0%)
  262. occluder polygons 0/0 0/0 ( 0.0%)
  263. occluder vert ind 0/0 0/0 ( 0.0%)
  264. detail props [variable] 1/12 ( 8.3%)
  265. static props [variable] 1/1600 ( 0.1%)
  266. pakfile [variable] 1189426/0 ( 0.0%)
  267. physics [variable] 819405/4194304 (19.5%)
  268. physics terrain [variable] 0/1048576 ( 0.0%)
  269.  
  270. Level flags = 0
  271.  
  272. Total triangle count: 14700
  273. Writing d:\hammer stuff\myroom.bsp
  274. 17 seconds elapsed
  275.  
  276. ** Executing...
  277. ** Command: Copy File
  278. ** Parameters: "d:\hammer stuff\myroom.bsp" "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps\myroom.bsp"
  279.  
  280.  
  281. ** Executing...
  282. ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\hl2.exe"
  283. ** Parameters: -dev -console -allowdebug -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" +map "myroom"
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