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  1.  
  2. ** Executing...
  3. ** Command: "c:\program files (x86)\steam\steamapps\wadehammer\sourcesdk\bin\source2009\bin\vbsp.exe"
  4. ** Parameters: -game "c:\program files (x86)\steam\steamapps\wadehammer\half-life 2 episode two\ep2" "C:\Users\Cyrus\Desktop\VMF Folder\rp_wgn_rain_beta.vmf"
  5.  
  6. Valve Software - vbsp.exe (Sep 15 2011)
  7. 2 threads
  8. materialPath: c:\program files (x86)\steam\steamapps\wadehammer\half-life 2 episode two\ep2\materials
  9. Loading C:\Users\Cyrus\Desktop\VMF Folder\rp_wgn_rain_beta.vmf
  10. material "" not found.
  11. Material not found!:
  12. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  13. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\wadehammer\half-life 2 episode two\ep2\gameinfo.txt
  14. Patching WVT material: maps/rp_wgn_rain_beta/nature/blendmuddirt001c_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 (1)
  17.  
  18. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3255.5 -2992.0 495.0)
  19. Leaf 0 contents: CONTENTS_SOLID
  20. Leaf 1 contents:
  21. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  22. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  23. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  24. Candidate brush IDs: Brush 14059:
  25.  
  26. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  27. Processing areas...done (0)
  28. Building Faces...done (0)
  29. FixTjuncs...
  30. PruneNodes...
  31. WriteBSP...
  32. done (0)
  33. writing C:\Users\Cyrus\Desktop\VMF Folder\rp_wgn_rain_beta.prt...Building visibility clusters...
  34. done (0)
  35. Creating default LDR cubemaps for env_cubemap using skybox materials:
  36. skybox/sky_day01_01*.vmt
  37. ! Run buildcubemaps in the engine to get the correct cube maps.
  38. Creating default HDR cubemaps for env_cubemap using skybox materials:
  39. skybox/sky_day01_01*.vmt
  40. ! Run buildcubemaps in the engine to get the correct cube maps.
  41. Finding displacement neighbors...
  42. Found a displacement edge abutting multiple other edges.
  43. Finding lightmap sample positions...
  44. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  45. Building Physics collision data...
  46. done (2) (116767 bytes)
  47. Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDDIRTMUD03 uses unknown detail object type canal_reeds!
  48. Material NATURE/BLENDDIRTMUD03 uses unknown detail object type canal_reeds!
  49. Material NATURE/BLENDDIRTMUD03 uses unknown detail object type canal_reeds!
  50. Material NATURE/BLENDDIRTMUD03 uses unknown detail object type canal_reeds!
  51. Material NATURE/BLENDDIRTMUD03 uses unknown detail object type canal_reeds!
  52. Material NATURE/BLENDDIRTMUD03 uses unknown detail object type canal_reeds!
  53. Material NATURE/BLENDMUDDIRT001C uses unknown detail object type redgrass_light!
  54. .Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
  55. Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
  56. Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
  57. Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
  58. Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
  59. Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
  60. .10
  61. Compacting texture/material tables...
  62. Reduced 441 texinfos to 351
  63. Reduced 29 texdatas to 26 (646 bytes to 523)
  64. Writing C:\Users\Cyrus\Desktop\VMF Folder\rp_wgn_rain_beta.bsp
  65. 5 seconds elapsed
  66.  
  67. ** Executing...
  68. ** Command: "c:\program files (x86)\steam\steamapps\wadehammer\sourcesdk\bin\source2009\bin\vvis.exe"
  69. ** Parameters: -game "c:\program files (x86)\steam\steamapps\wadehammer\half-life 2 episode two\ep2" -fast "C:\Users\Cyrus\Desktop\VMF Folder\rp_wgn_rain_beta"
  70.  
  71. Valve Software - vvis.exe (Sep 15 2011)
  72. fastvis = true
  73. 2 threads
  74. reading c:\users\cyrus\desktop\vmf folder\rp_wgn_rain_beta.bsp
  75. reading c:\users\cyrus\desktop\vmf folder\rp_wgn_rain_beta.prt
  76. 756 portalclusters
  77. 2668 numportals
  78. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
  79. Optimized: 17937 visible clusters (0.00%)
  80. Total clusters visible: 498387
  81. Average clusters visible: 659
  82. Building PAS...
  83. Average clusters audible: 755
  84. visdatasize:148682 compressed from 145152
  85. writing c:\users\cyrus\desktop\vmf folder\rp_wgn_rain_beta.bsp
  86. 1 second elapsed
  87.  
  88. ** Executing...
  89. ** Command: "c:\program files (x86)\steam\steamapps\wadehammer\sourcesdk\bin\source2009\bin\vrad.exe"
  90. ** Parameters: -game "c:\program files (x86)\steam\steamapps\wadehammer\half-life 2 episode two\ep2" -noextra "C:\Users\Cyrus\Desktop\VMF Folder\rp_wgn_rain_beta"
  91.  
  92. Valve Software - vrad.exe SSE (Sep 15 2011)
  93.  
  94. Valve Radiosity Simulator
  95. 2 threads
  96. [Reading texlights from 'lights.rad']
  97. [48 texlights parsed from 'lights.rad']
  98.  
  99. Loading c:\users\cyrus\desktop\vmf folder\rp_wgn_rain_beta.bsp
  100. Setting up ray-trace acceleration structure... Done (5.43 seconds)
  101. 2043 faces
  102. 1 degenerate faces
  103. 1399338 square feet [201504704.00 square inches]
  104. 114 Displacements
  105. 1206090 Square Feet [173677024.00 Square Inches]
  106. 2042 patches before subdivision
  107. 14600 patches after subdivision
  108. sun extent from map=0.000000
  109. 2 direct lights
  110. BuildFacelights: 0...1...2...3...4 warning - face vectors parallel to face normal. bad lighting will be produced
  111. warning - face vectors parallel to face normal. bad lighting will be produced
  112. warning - face vectors parallel to face normal. bad lighting will be produced
  113. warning - face vectors parallel to face normal. bad lighting will be produced
  114. warning - face vectors parallel to face normal. bad lighting will be produced
  115. . warning - face vectors parallel to face normal. bad lighting will be produced
  116. warning - face vectors parallel to face normal. bad lighting will be produced
  117. warning - face vectors parallel to face normal. bad lighting will be produced
  118. ..5...6...7...8...9...10 (5)
  119. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
  120. transfers 561107, max 539
  121. transfer lists: 4.3 megs
  122. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  123. Bounce #1 added RGB(30, 30, 25)
  124. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  125. Bounce #2 added RGB(1, 1, 0)
  126. Build Patch/Sample Hash Table(s).....Done<0.0266 sec>
  127. FinalLightFace: 0...1...2...3...4 warning - face vectors parallel to face normal. bad lighting will be produced
  128. warning - face vectors parallel to face normal. bad lighting will be produced
  129. warning - face vectors parallel to face normal. bad lighting will be produced
  130. warning - face vectors parallel to face normal. bad lighting will be produced
  131. SampleRadial: Punting, Waiting for fix
  132. warning - face vectors parallel to face normal. bad lighting will be produced
  133. warning - face vectors parallel to face normal. bad lighting will be produced
  134. warning - face vectors parallel to face normal. bad lighting will be produced
  135. warning - face vectors parallel to face normal. bad lighting will be produced
  136. warning - face vectors parallel to face normal. bad lighting will be produced
  137. warning - face vectors parallel to face normal. bad lighting will be produced
  138. warning - face vectors parallel to face normal. bad lighting will be produced
  139. warning - face vectors parallel to face normal. bad lighting will be produced
  140. warning - face vectors parallel to face normal. bad lighting will be produced
  141. warning - face vectors parallel to face normal. bad lighting will be produced
  142. warning - face vectors parallel to face normal. bad lighting will be produced
  143. . warning - face vectors parallel to face normal. bad lighting will be produced
  144. warning - face vectors parallel to face normal. bad lighting will be produced
  145. warning - face vectors parallel to face normal. bad lighting will be produced
  146. warning - face vectors parallel to face normal. bad lighting will be produced
  147. warning - face vectors parallel to face normal. bad lighting will be produced
  148. warning - face vectors parallel to face normal. bad lighting will be produced
  149. ..5...6...7...8...9...10 (11)
  150. FinalLightFace Done
  151. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  152. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (15)
  153. Writing leaf ambient...done
  154. Ready to Finish
  155.  
  156. Object names Objects/Maxobjs Memory / Maxmem Fullness
  157. ------------ --------------- --------------- --------
  158. models 1/1024 48/49152 ( 0.1%)
  159. brushes 371/8192 4452/98304 ( 4.5%)
  160. brushsides 2643/65536 21144/524288 ( 4.0%)
  161. planes 1482/65536 29640/1310720 ( 2.3%)
  162. vertexes 3164/65536 37968/786432 ( 4.8%)
  163. nodes 1476/65536 47232/2097152 ( 2.3%)
  164. texinfos 351/12288 25272/884736 ( 2.9%)
  165. texdata 26/2048 832/65536 ( 1.3%)
  166. dispinfos 114/0 20064/0 ( 0.0%)
  167. disp_verts 31698/0 633960/0 ( 0.0%)
  168. disp_tris 56064/0 112128/0 ( 0.0%)
  169. disp_lmsamples 338028/0 338028/0 ( 0.0%)
  170. faces 2043/65536 114408/3670016 ( 3.1%)
  171. hdr faces 0/65536 0/3670016 ( 0.0%)
  172. origfaces 1079/65536 60424/3670016 ( 1.6%)
  173. leaves 1478/65536 47296/2097152 ( 2.3%)
  174. leaffaces 2141/65536 4282/131072 ( 3.3%)
  175. leafbrushes 971/65536 1942/131072 ( 1.5%)
  176. areas 2/256 16/2048 ( 0.8%)
  177. surfedges 14008/512000 56032/2048000 ( 2.7%)
  178. edges 7634/256000 30536/1024000 ( 3.0%)
  179. LDR worldlights 2/8192 176/720896 ( 0.0%)
  180. HDR worldlights 0/8192 0/720896 ( 0.0%)
  181. leafwaterdata 0/32768 0/393216 ( 0.0%)
  182. waterstrips 148/32768 1480/327680 ( 0.5%)
  183. waterverts 0/65536 0/786432 ( 0.0%)
  184. waterindices 2232/65536 4464/131072 ( 3.4%)
  185. cubemapsamples 0/1024 0/16384 ( 0.0%)
  186. overlays 0/512 0/180224 ( 0.0%)
  187. LDR lightdata [variable] 1189740/0 ( 0.0%)
  188. HDR lightdata [variable] 0/0 ( 0.0%)
  189. visdata [variable] 148682/16777216 ( 0.9%)
  190. entdata [variable] 2723/393216 ( 0.7%)
  191. LDR ambient table 1478/65536 5912/262144 ( 2.3%)
  192. HDR ambient table 1478/65536 5912/262144 ( 2.3%)
  193. LDR leaf ambient 3582/65536 100296/1835008 ( 5.5%)
  194. HDR leaf ambient 1478/65536 41384/1835008 ( 2.3%)
  195. occluders 0/0 0/0 ( 0.0%)
  196. occluder polygons 0/0 0/0 ( 0.0%)
  197. occluder vert ind 0/0 0/0 ( 0.0%)
  198. detail props [variable] 1/12 ( 8.3%)
  199. static props [variable] 1/4200 ( 0.0%)
  200. pakfile [variable] 212488/0 ( 0.0%)
  201. physics [variable] 116767/4194304 ( 2.8%)
  202. physics terrain [variable] 111558/1048576 (10.6%)
  203.  
  204. Level flags = 0
  205.  
  206. Total triangle count: 5570
  207. Writing c:\users\cyrus\desktop\vmf folder\rp_wgn_rain_beta.bsp
  208. 47 seconds elapsed
  209.  
  210. ** Executing...
  211. ** Command: Copy File
  212. ** Parameters: "C:\Users\Cyrus\Desktop\VMF Folder\rp_wgn_rain_beta.bsp" "c:\program files (x86)\steam\steamapps\wadehammer\half-life 2 episode two\ep2\maps\rp_wgn_rain_beta.bsp"
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