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May 8th, 2018
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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\dm_city.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jun 14 2017)
  7. 8 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\materials
  9. Loading C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\dm_city.vmf
  10. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2 deathmatch\hl2mp\gameinfo.txt
  11. Patching WVT material: maps/dm_city/nature/blendgrassgravel001a_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. FixTjuncs...
  18. PruneNodes...
  19. WriteBSP...
  20. done (0)
  21. writing C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\dm_city.prt...Building visibility clusters...
  22. done (0)
  23. Creating default LDR cubemaps for env_cubemap using skybox materials:
  24. skybox/sky_day01_08*.vmt
  25. ! Run buildcubemaps in the engine to get the correct cube maps.
  26. Creating default HDR cubemaps for env_cubemap using skybox materials:
  27. skybox/sky_day01_08*.vmt
  28. ! Run buildcubemaps in the engine to get the correct cube maps.
  29. Finding displacement neighbors...
  30. Finding lightmap sample positions...
  31. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  32. Overlay touching too many faces (touching 96, max 64)
  33. Overlay decals/debris_tile001a at 0.0 -1216.0 64.0
  34.  
  35. ** Executing...
  36. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vvis.exe"
  37. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\dm_city"
  38.  
  39. Valve Software - vvis.exe (Jun 14 2017)
  40. 8 threads
  41. reading c:\program files (x86)\steam\steamapps\common\half-life 2 deathmatch\hl2mp\maps\dm_city.bsp
  42. reading c:\program files (x86)\steam\steamapps\common\half-life 2 deathmatch\hl2mp\maps\dm_city.prt
  43. 419 portalclusters
  44. 1125 numportals
  45. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  46. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2)
  47. Optimized: 478 visible clusters (0.42%)
  48. Total clusters visible: 114711
  49. Average clusters visible: 273
  50. Building PAS...
  51. Average clusters audible: 418
  52. visdatasize:47916 compressed from 46928
  53. writing c:\program files (x86)\steam\steamapps\common\half-life 2 deathmatch\hl2mp\maps\dm_city.bsp
  54. 2 seconds elapsed
  55.  
  56. ** Executing...
  57. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vrad.exe"
  58. ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\dm_city"
  59.  
  60. Valve Software - vrad.exe SSE (Jun 14 2017)
  61.  
  62. Valve Radiosity Simulator
  63. 8 threads
  64. Could not find lights.rad in lights.rad.
  65. Trying VRAD BIN directory instead...
  66. Warning: Couldn't open texlight file C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\lights.rad.
  67. Loading c:\program files (x86)\steam\steamapps\common\half-life 2 deathmatch\hl2mp\maps\dm_city.bsp
  68. Setting up ray-trace acceleration structure... Done (0.10 seconds)
  69. 4363 faces
  70. 1955558 square feet [281600448.00 square inches]
  71. 18 Displacements
  72. 131128 Square Feet [18882560.00 Square Inches]
  73. 4363 patches before subdivision
  74. 361155 patches after subdivision
  75. 3 direct lights
  76. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12)
  77. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (40)
  78. transfers 39411579, max 1102
  79. transfer lists: 300.7 megs
  80. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  81. Bounce #1 added RGB(2042499, 869766, 285792)
  82. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  83. Bounce #2 added RGB(309575, 125222, 35486)
  84. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  85. Bounce #3 added RGB(52329, 21044, 5645)
  86. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  87. Bounce #4 added RGB(10110, 4048, 1018)
  88. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  89. Bounce #5 added RGB(2048, 823, 201)
  90. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  91. Bounce #6 added RGB(449, 181, 43)
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  93. Bounce #7 added RGB(103, 42, 10)
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  95. Bounce #8 added RGB(25, 10, 2)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #9 added RGB(6, 3, 1)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  99. Bounce #10 added RGB(2, 1, 0)
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  101. Bounce #11 added RGB(0, 0, 0)
  102. Build Patch/Sample Hash Table(s).....Done<0.0998 sec>
  103. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
  104. FinalLightFace Done
  105. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  106. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
  107. Writing leaf ambient...done
  108. Ready to Finish
  109.  
  110. Object names Objects/Maxobjs Memory / Maxmem Fullness
  111. ------------ --------------- --------------- --------
  112. models 2/1024 96/49152 ( 0.2%)
  113. brushes 112/8192 1344/98304 ( 1.4%)
  114. brushsides 706/65536 5648/524288 ( 1.1%)
  115. planes 370/65536 7400/1310720 ( 0.6%)
  116. vertexes 5173/65536 62076/786432 ( 7.9%)
  117. nodes 1096/65536 35072/2097152 ( 1.7%)
  118. texinfos 160/12288 11520/884736 ( 1.3%)
  119. texdata 32/2048 1024/65536 ( 1.6%)
  120. dispinfos 18/0 3168/0 ( 0.0%)
  121. disp_verts 2706/0 54120/0 ( 0.0%)
  122. disp_tris 4608/0 9216/0 ( 0.0%)
  123. disp_lmsamples 341842/0 341842/0 ( 0.0%)
  124. faces 4363/65536 244328/3670016 ( 6.7%)
  125. hdr faces 4363/65536 244328/3670016 ( 6.7%)
  126. origfaces 472/65536 26432/3670016 ( 0.7%)
  127. leaves 1099/65536 35168/2097152 ( 1.7%)
  128. leaffaces 5207/65536 10414/131072 ( 7.9%)
  129. leafbrushes 435/65536 870/131072 ( 0.7%)
  130. areas 2/256 16/2048 ( 0.8%)
  131. surfedges 21836/512000 87344/2048000 ( 4.3%)
  132. edges 11134/256000 44536/1024000 ( 4.3%)
  133. LDR worldlights 3/8192 264/720896 ( 0.0%)
  134. HDR worldlights 3/8192 264/720896 ( 0.0%)
  135. leafwaterdata 0/32768 0/393216 ( 0.0%)
  136. waterstrips 431/32768 4310/327680 ( 1.3%)
  137. waterverts 0/65536 0/786432 ( 0.0%)
  138. waterindices 5604/65536 11208/131072 ( 8.6%)
  139. cubemapsamples 0/1024 0/16384 ( 0.0%)
  140. overlays 0/512 0/180224 ( 0.0%)
  141. LDR lightdata [variable] 16875580/0 ( 0.0%)
  142. HDR lightdata [variable] 16875580/0 ( 0.0%)
  143. visdata [variable] 47916/16777216 ( 0.3%)
  144. entdata [variable] 14075/393216 ( 3.6%)
  145. LDR ambient table 1099/65536 4396/262144 ( 1.7%)
  146. HDR ambient table 1099/65536 4396/262144 ( 1.7%)
  147. LDR leaf ambient 7379/65536 206612/1835008 (11.3%)
  148. HDR leaf ambient 7379/65536 206612/1835008 (11.3%)
  149. occluders 0/0 0/0 ( 0.0%)
  150. occluder polygons 0/0 0/0 ( 0.0%)
  151. occluder vert ind 0/0 0/0 ( 0.0%)
  152. detail props [variable] 1/12 ( 8.3%)
  153. static props [variable] 1/12 ( 8.3%)
  154. pakfile [variable] 174353/0 ( 0.0%)
  155. physics [variable] 557742/4194304 (13.3%)
  156. physics terrain [variable] 0/1048576 ( 0.0%)
  157.  
  158. Level flags = 0
  159.  
  160. Total triangle count: 11222
  161. Writing c:\program files (x86)\steam\steamapps\common\half-life 2 deathmatch\hl2mp\maps\dm_city.bsp
  162. 1 minute, 13 seconds elapsed
  163. Valve Software - vrad.exe SSE (Jun 14 2017)
  164.  
  165. Valve Radiosity Simulator
  166. 8 threads
  167. Could not find lights.rad in lights.rad.
  168. Trying VRAD BIN directory instead...
  169. Warning: Couldn't open texlight file C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\lights.rad.
  170. Loading c:\program files (x86)\steam\steamapps\common\half-life 2 deathmatch\hl2mp\maps\dm_city.bsp
  171. Setting up ray-trace acceleration structure... Done (0.10 seconds)
  172. 4363 faces
  173. 1955558 square feet [281600448.00 square inches]
  174. 18 Displacements
  175. 131128 Square Feet [18882560.00 Square Inches]
  176. 4363 patches before subdivision
  177. 361155 patches after subdivision
  178. 3 direct lights
  179. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12)
  180. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (39)
  181. transfers 39411579, max 1102
  182. transfer lists: 300.7 megs
  183. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  184. Bounce #1 added RGB(2042499, 869765, 285792)
  185. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  186. Bounce #2 added RGB(309575, 125222, 35486)
  187. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  188. Bounce #3 added RGB(52329, 21044, 5645)
  189. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  190. Bounce #4 added RGB(10110, 4048, 1018)
  191. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  192. Bounce #5 added RGB(2048, 823, 201)
  193. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  194. Bounce #6 added RGB(449, 181, 43)
  195. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  196. Bounce #7 added RGB(103, 42, 10)
  197. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  198. Bounce #8 added RGB(25, 10, 2)
  199. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  200. Bounce #9 added RGB(6, 3, 1)
  201. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  202. Bounce #10 added RGB(2, 1, 0)
  203. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  204. Bounce #11 added RGB(0, 0, 0)
  205. Build Patch/Sample Hash Table(s).....Done<0.1005 sec>
  206. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
  207. FinalLightFace Done
  208. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  209. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
  210. Writing leaf ambient...done
  211. Ready to Finish
  212.  
  213. Object names Objects/Maxobjs Memory / Maxmem Fullness
  214. ------------ --------------- --------------- --------
  215. models 2/1024 96/49152 ( 0.2%)
  216. brushes 112/8192 1344/98304 ( 1.4%)
  217. brushsides 706/65536 5648/524288 ( 1.1%)
  218. planes 370/65536 7400/1310720 ( 0.6%)
  219. vertexes 5173/65536 62076/786432 ( 7.9%)
  220. nodes 1096/65536 35072/2097152 ( 1.7%)
  221. texinfos 160/12288 11520/884736 ( 1.3%)
  222. texdata 32/2048 1024/65536 ( 1.6%)
  223. dispinfos 18/0 3168/0 ( 0.0%)
  224. disp_verts 2706/0 54120/0 ( 0.0%)
  225. disp_tris 4608/0 9216/0 ( 0.0%)
  226. disp_lmsamples 341842/0 341842/0 ( 0.0%)
  227. faces 4363/65536 244328/3670016 ( 6.7%)
  228. hdr faces 4363/65536 244328/3670016 ( 6.7%)
  229. origfaces 472/65536 26432/3670016 ( 0.7%)
  230. leaves 1099/65536 35168/2097152 ( 1.7%)
  231. leaffaces 5207/65536 10414/131072 ( 7.9%)
  232. leafbrushes 435/65536 870/131072 ( 0.7%)
  233. areas 2/256 16/2048 ( 0.8%)
  234. surfedges 21836/512000 87344/2048000 ( 4.3%)
  235. edges 11134/256000 44536/1024000 ( 4.3%)
  236. LDR worldlights 3/8192 264/720896 ( 0.0%)
  237. HDR worldlights 3/8192 264/720896 ( 0.0%)
  238. leafwaterdata 0/32768 0/393216 ( 0.0%)
  239. waterstrips 431/32768 4310/327680 ( 1.3%)
  240. waterverts 0/65536 0/786432 ( 0.0%)
  241. waterindices 5604/65536 11208/131072 ( 8.6%)
  242. cubemapsamples 0/1024 0/16384 ( 0.0%)
  243. overlays 0/512 0/180224 ( 0.0%)
  244. LDR lightdata [variable] 16875580/0 ( 0.0%)
  245. HDR lightdata [variable] 16875580/0 ( 0.0%)
  246. visdata [variable] 47916/16777216 ( 0.3%)
  247. entdata [variable] 14075/393216 ( 3.6%)
  248. LDR ambient table 1099/65536 4396/262144 ( 1.7%)
  249. HDR ambient table 1099/65536 4396/262144 ( 1.7%)
  250. LDR leaf ambient 7379/65536 206612/1835008 (11.3%)
  251. HDR leaf ambient 7379/65536 206612/1835008 (11.3%)
  252. occluders 0/0 0/0 ( 0.0%)
  253. occluder polygons 0/0 0/0 ( 0.0%)
  254. occluder vert ind 0/0 0/0 ( 0.0%)
  255. detail props [variable] 1/12 ( 8.3%)
  256. static props [variable] 1/12 ( 8.3%)
  257. pakfile [variable] 174353/0 ( 0.0%)
  258. physics [variable] 557742/4194304 (13.3%)
  259. physics terrain [variable] 0/1048576 ( 0.0%)
  260.  
  261. Level flags = 0
  262.  
  263. Total triangle count: 11222
  264. Writing c:\program files (x86)\steam\steamapps\common\half-life 2 deathmatch\hl2mp\maps\dm_city.bsp
  265. 1 minute, 13 seconds elapsed
  266.  
  267. ** Executing...
  268. ** Command: Copy File
  269. ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\dm_city.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\dm_city.bsp"
  270.  
  271.  
  272. ** Executing...
  273. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2.exe"
  274. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" +map "dm_city" -steam
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