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Jul 14th, 2017
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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\mainaccount\Desktop\GMOD HAMMER SAVES\gm_house_2.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jul 2 2017)
  7. 8 threads
  8. materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials
  9. Loading C:\Users\mainaccount\Desktop\GMOD HAMMER SAVES\gm_house_2.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
  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. Chop Details...done (0)
  18. Find Visible Detail Sides...
  19. Merged 88 detail faces...done (0)
  20. Merging details...done (0)
  21. FixTjuncs...
  22. PruneNodes...
  23. WriteBSP...
  24. done (0)
  25. writing C:\Users\mainaccount\Desktop\GMOD HAMMER SAVES\gm_house_2.prt...Building visibility clusters...
  26. done (0)
  27. Creating default LDR cubemaps for env_cubemap using skybox materials:
  28. skybox/sky_day01_01*.vmt
  29. ! Run buildcubemaps in the engine to get the correct cube maps.
  30. Creating default HDR 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. Finding displacement neighbors...
  34. Finding lightmap sample positions...
  35. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  36. Building Physics collision data...
  37. done (0) (85765 bytes)
  38. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  39. Compacting texture/material tables...
  40. Reduced 12 texinfos to 8
  41. Reduced 4 texdatas to 4 (90 bytes to 90)
  42. Writing C:\Users\mainaccount\Desktop\GMOD HAMMER SAVES\gm_house_2.bsp
  43. 0 seconds elapsed
  44.  
  45. ** Executing...
  46. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.exe"
  47. ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\mainaccount\Desktop\GMOD HAMMER SAVES\gm_house_2"
  48.  
  49. Valve Software - vvis.exe (Jul 2 2017)
  50. 8 threads
  51. reading c:\users\mainaccount\desktop\gmod hammer saves\gm_house_2.bsp
  52. reading c:\users\mainaccount\desktop\gmod hammer saves\gm_house_2.prt
  53. 64 portalclusters
  54. 144 numportals
  55. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  56. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  57. Optimized: 3 visible clusters (0.15%)
  58. Total clusters visible: 2045
  59. Average clusters visible: 31
  60. Building PAS...
  61. Average clusters audible: 58
  62. visdatasize:1581 compressed from 1024
  63. writing c:\users\mainaccount\desktop\gmod hammer saves\gm_house_2.bsp
  64. 0 seconds elapsed
  65.  
  66. ** Executing...
  67. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.exe"
  68. ** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\mainaccount\Desktop\GMOD HAMMER SAVES\gm_house_2"
  69.  
  70. Valve Software - vrad.exe SSE (Jul 2 2017)
  71.  
  72. Valve Radiosity Simulator
  73. 8 threads
  74. [Reading texlights from 'lights.rad']
  75. [45 texlights parsed from 'lights.rad']
  76.  
  77. Loading c:\users\mainaccount\desktop\gmod hammer saves\gm_house_2.bsp
  78. Setting up ray-trace acceleration structure... Done (0.17 seconds)
  79. 981 faces
  80. 83238 square feet [11986286.00 square inches]
  81. 0 Displacements
  82. 0 Square Feet [0.00 Square Inches]
  83. 981 patches before subdivision
  84. 981 patches after subdivision
  85. sun extent from map=0.000000
  86. 2 direct lights
  87. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  88. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
  89. transfers 112292, max 319
  90. transfer lists: 0.9 megs
  91. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  92. Bounce #1 added RGB(0, 0, 0)
  93. Build Patch/Sample Hash Table(s).....Done<0.0000 sec>
  94. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
  95. FinalLightFace Done
  96. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  97. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  98. Writing leaf ambient...done
  99. Ready to Finish
  100.  
  101. Object names Objects/Maxobjs Memory / Maxmem Fullness
  102. ------------ --------------- --------------- --------
  103. models 1/1024 48/49152 ( 0.1%)
  104. brushes 237/8192 2844/98304 ( 2.9%)
  105. brushsides 2793/65536 22344/524288 ( 4.3%)
  106. planes 1972/65536 39440/1310720 ( 3.0%)
  107. vertexes 1320/65536 15840/786432 ( 2.0%)
  108. nodes 165/65536 5280/2097152 ( 0.3%)
  109. texinfos 8/12288 576/884736 ( 0.1%)
  110. texdata 4/2048 128/65536 ( 0.2%)
  111. dispinfos 0/0 0/0 ( 0.0%)
  112. disp_verts 0/0 0/0 ( 0.0%)
  113. disp_tris 0/0 0/0 ( 0.0%)
  114. disp_lmsamples 0/0 0/0 ( 0.0%)
  115. faces 981/65536 54936/3670016 ( 1.5%)
  116. hdr faces 0/65536 0/3670016 ( 0.0%)
  117. origfaces 866/65536 48496/3670016 ( 1.3%)
  118. leaves 167/65536 5344/2097152 ( 0.3%)
  119. leaffaces 1209/65536 2418/131072 ( 1.8%)
  120. leafbrushes 341/65536 682/131072 ( 0.5%)
  121. areas 2/256 16/2048 ( 0.8%)
  122. surfedges 7427/512000 29708/2048000 ( 1.5%)
  123. edges 4313/256000 17252/1024000 ( 1.7%)
  124. LDR worldlights 2/8192 176/720896 ( 0.0%)
  125. HDR worldlights 0/8192 0/720896 ( 0.0%)
  126. leafwaterdata 0/32768 0/393216 ( 0.0%)
  127. waterstrips 47/32768 470/327680 ( 0.1%)
  128. waterverts 0/65536 0/786432 ( 0.0%)
  129. waterindices 777/65536 1554/131072 ( 1.2%)
  130. cubemapsamples 0/1024 0/16384 ( 0.0%)
  131. overlays 0/512 0/180224 ( 0.0%)
  132. LDR lightdata [variable] 0/0 ( 0.0%)
  133. HDR lightdata [variable] 0/0 ( 0.0%)
  134. visdata [variable] 1581/16777216 ( 0.0%)
  135. entdata [variable] 1768/393216 ( 0.4%)
  136. LDR ambient table 167/65536 668/262144 ( 0.3%)
  137. HDR ambient table 167/65536 668/262144 ( 0.3%)
  138. LDR leaf ambient 515/65536 14420/1835008 ( 0.8%)
  139. HDR leaf ambient 167/65536 4676/1835008 ( 0.3%)
  140. occluders 0/0 0/0 ( 0.0%)
  141. occluder polygons 0/0 0/0 ( 0.0%)
  142. occluder vert ind 0/0 0/0 ( 0.0%)
  143. detail props [variable] 1/12 ( 8.3%)
  144. static props [variable] 1/600 ( 0.2%)
  145. pakfile [variable] 105671/0 ( 0.0%)
  146. physics [variable] 85765/4194304 ( 2.0%)
  147. physics terrain [variable] 2/1048576 ( 0.0%)
  148.  
  149. Level flags = 0
  150.  
  151. Total triangle count: 2185
  152. Writing c:\users\mainaccount\desktop\gmod hammer saves\gm_house_2.bsp
  153. 0 seconds elapsed
  154. Valve Software - vrad.exe SSE (Jul 2 2017)
  155.  
  156. Valve Radiosity Simulator
  157. 8 threads
  158. [Reading texlights from 'lights.rad']
  159. [45 texlights parsed from 'lights.rad']
  160.  
  161. Loading c:\users\mainaccount\desktop\gmod hammer saves\gm_house_2.bsp
  162. Setting up ray-trace acceleration structure... Done (0.16 seconds)
  163. 981 faces
  164. 83238 square feet [11986286.00 square inches]
  165. 0 Displacements
  166. 0 Square Feet [0.00 Square Inches]
  167. 981 patches before subdivision
  168. 981 patches after subdivision
  169. sun extent from map=0.000000
  170. 2 direct lights
  171. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  172. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
  173. transfers 112292, max 319
  174. transfer lists: 0.9 megs
  175. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  176. Bounce #1 added RGB(0, 0, 0)
  177. Build Patch/Sample Hash Table(s).....Done<0.0000 sec>
  178. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
  179. FinalLightFace Done
  180. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  181. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  182. Writing leaf ambient...done
  183. Ready to Finish
  184.  
  185. Object names Objects/Maxobjs Memory / Maxmem Fullness
  186. ------------ --------------- --------------- --------
  187. models 1/1024 48/49152 ( 0.1%)
  188. brushes 237/8192 2844/98304 ( 2.9%)
  189. brushsides 2793/65536 22344/524288 ( 4.3%)
  190. planes 1972/65536 39440/1310720 ( 3.0%)
  191. vertexes 1320/65536 15840/786432 ( 2.0%)
  192. nodes 165/65536 5280/2097152 ( 0.3%)
  193. texinfos 8/12288 576/884736 ( 0.1%)
  194. texdata 4/2048 128/65536 ( 0.2%)
  195. dispinfos 0/0 0/0 ( 0.0%)
  196. disp_verts 0/0 0/0 ( 0.0%)
  197. disp_tris 0/0 0/0 ( 0.0%)
  198. disp_lmsamples 0/0 0/0 ( 0.0%)
  199. faces 981/65536 54936/3670016 ( 1.5%)
  200. hdr faces 981/65536 54936/3670016 ( 1.5%)
  201. origfaces 866/65536 48496/3670016 ( 1.3%)
  202. leaves 167/65536 5344/2097152 ( 0.3%)
  203. leaffaces 1209/65536 2418/131072 ( 1.8%)
  204. leafbrushes 341/65536 682/131072 ( 0.5%)
  205. areas 2/256 16/2048 ( 0.8%)
  206. surfedges 7427/512000 29708/2048000 ( 1.5%)
  207. edges 4313/256000 17252/1024000 ( 1.7%)
  208. LDR worldlights 2/8192 176/720896 ( 0.0%)
  209. HDR worldlights 2/8192 176/720896 ( 0.0%)
  210. leafwaterdata 0/32768 0/393216 ( 0.0%)
  211. waterstrips 47/32768 470/327680 ( 0.1%)
  212. waterverts 0/65536 0/786432 ( 0.0%)
  213. waterindices 777/65536 1554/131072 ( 1.2%)
  214. cubemapsamples 0/1024 0/16384 ( 0.0%)
  215. overlays 0/512 0/180224 ( 0.0%)
  216. LDR lightdata [variable] 0/0 ( 0.0%)
  217. HDR lightdata [variable] 0/0 ( 0.0%)
  218. visdata [variable] 1581/16777216 ( 0.0%)
  219. entdata [variable] 1768/393216 ( 0.4%)
  220. LDR ambient table 167/65536 668/262144 ( 0.3%)
  221. HDR ambient table 167/65536 668/262144 ( 0.3%)
  222. LDR leaf ambient 515/65536 14420/1835008 ( 0.8%)
  223. HDR leaf ambient 515/65536 14420/1835008 ( 0.8%)
  224. occluders 0/0 0/0 ( 0.0%)
  225. occluder polygons 0/0 0/0 ( 0.0%)
  226. occluder vert ind 0/0 0/0 ( 0.0%)
  227. detail props [variable] 1/12 ( 8.3%)
  228. static props [variable] 1/600 ( 0.2%)
  229. pakfile [variable] 105671/0 ( 0.0%)
  230. physics [variable] 85765/4194304 ( 2.0%)
  231. physics terrain [variable] 2/1048576 ( 0.0%)
  232.  
  233. Level flags = 0
  234.  
  235. Total triangle count: 2185
  236. Writing c:\users\mainaccount\desktop\gmod hammer saves\gm_house_2.bsp
  237. 0 seconds elapsed
  238.  
  239. ** Executing...
  240. ** Command: Copy File
  241. ** Parameters: "C:\Users\mainaccount\Desktop\GMOD HAMMER SAVES\gm_house_2.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_house_2.bsp"
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