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- ** Executing...
- ** Command: "c:\program files (x86)\steam\steamapps\wadehammer\sourcesdk\bin\source2009\bin\vbsp.exe"
- ** 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"
- Valve Software - vbsp.exe (Sep 15 2011)
- 2 threads
- materialPath: c:\program files (x86)\steam\steamapps\wadehammer\half-life 2 episode two\ep2\materials
- Loading C:\Users\Cyrus\Desktop\VMF Folder\rp_wgn_rain_beta.vmf
- material "" not found.
- Material not found!:
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\wadehammer\half-life 2 episode two\ep2\gameinfo.txt
- Patching WVT material: maps/rp_wgn_rain_beta/nature/blendmuddirt001c_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3255.5 -2992.0 495.0)
- Leaf 0 contents: CONTENTS_SOLID
- Leaf 1 contents:
- viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
- This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
- Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
- Candidate brush IDs: Brush 14059:
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Processing areas...done (0)
- Building Faces...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\Cyrus\Desktop\VMF Folder\rp_wgn_rain_beta.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_01*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_01*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Found a displacement edge abutting multiple other edges.
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (2) (116767 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDDIRTMUD03 uses unknown detail object type canal_reeds!
- Material NATURE/BLENDDIRTMUD03 uses unknown detail object type canal_reeds!
- Material NATURE/BLENDDIRTMUD03 uses unknown detail object type canal_reeds!
- Material NATURE/BLENDDIRTMUD03 uses unknown detail object type canal_reeds!
- Material NATURE/BLENDDIRTMUD03 uses unknown detail object type canal_reeds!
- Material NATURE/BLENDDIRTMUD03 uses unknown detail object type canal_reeds!
- Material NATURE/BLENDMUDDIRT001C uses unknown detail object type redgrass_light!
- .Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
- Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
- Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
- Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
- Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
- Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
- .10
- Compacting texture/material tables...
- Reduced 441 texinfos to 351
- Reduced 29 texdatas to 26 (646 bytes to 523)
- Writing C:\Users\Cyrus\Desktop\VMF Folder\rp_wgn_rain_beta.bsp
- 5 seconds elapsed
- ** Executing...
- ** Command: "c:\program files (x86)\steam\steamapps\wadehammer\sourcesdk\bin\source2009\bin\vvis.exe"
- ** 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"
- Valve Software - vvis.exe (Sep 15 2011)
- fastvis = true
- 2 threads
- reading c:\users\cyrus\desktop\vmf folder\rp_wgn_rain_beta.bsp
- reading c:\users\cyrus\desktop\vmf folder\rp_wgn_rain_beta.prt
- 756 portalclusters
- 2668 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Optimized: 17937 visible clusters (0.00%)
- Total clusters visible: 498387
- Average clusters visible: 659
- Building PAS...
- Average clusters audible: 755
- visdatasize:148682 compressed from 145152
- writing c:\users\cyrus\desktop\vmf folder\rp_wgn_rain_beta.bsp
- 1 second elapsed
- ** Executing...
- ** Command: "c:\program files (x86)\steam\steamapps\wadehammer\sourcesdk\bin\source2009\bin\vrad.exe"
- ** 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"
- Valve Software - vrad.exe SSE (Sep 15 2011)
- Valve Radiosity Simulator
- 2 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\cyrus\desktop\vmf folder\rp_wgn_rain_beta.bsp
- Setting up ray-trace acceleration structure... Done (5.43 seconds)
- 2043 faces
- 1 degenerate faces
- 1399338 square feet [201504704.00 square inches]
- 114 Displacements
- 1206090 Square Feet [173677024.00 Square Inches]
- 2042 patches before subdivision
- 14600 patches after subdivision
- sun extent from map=0.000000
- 2 direct lights
- BuildFacelights: 0...1...2...3...4 warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- ..5...6...7...8...9...10 (5)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
- transfers 561107, max 539
- transfer lists: 4.3 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(30, 30, 25)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(1, 1, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0266 sec>
- FinalLightFace: 0...1...2...3...4 warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- SampleRadial: Punting, Waiting for fix
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- ..5...6...7...8...9...10 (11)
- FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (15)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 1/1024 48/49152 ( 0.1%)
- brushes 371/8192 4452/98304 ( 4.5%)
- brushsides 2643/65536 21144/524288 ( 4.0%)
- planes 1482/65536 29640/1310720 ( 2.3%)
- vertexes 3164/65536 37968/786432 ( 4.8%)
- nodes 1476/65536 47232/2097152 ( 2.3%)
- texinfos 351/12288 25272/884736 ( 2.9%)
- texdata 26/2048 832/65536 ( 1.3%)
- dispinfos 114/0 20064/0 ( 0.0%)
- disp_verts 31698/0 633960/0 ( 0.0%)
- disp_tris 56064/0 112128/0 ( 0.0%)
- disp_lmsamples 338028/0 338028/0 ( 0.0%)
- faces 2043/65536 114408/3670016 ( 3.1%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 1079/65536 60424/3670016 ( 1.6%)
- leaves 1478/65536 47296/2097152 ( 2.3%)
- leaffaces 2141/65536 4282/131072 ( 3.3%)
- leafbrushes 971/65536 1942/131072 ( 1.5%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 14008/512000 56032/2048000 ( 2.7%)
- edges 7634/256000 30536/1024000 ( 3.0%)
- LDR worldlights 2/8192 176/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 148/32768 1480/327680 ( 0.5%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 2232/65536 4464/131072 ( 3.4%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 1189740/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 148682/16777216 ( 0.9%)
- entdata [variable] 2723/393216 ( 0.7%)
- LDR ambient table 1478/65536 5912/262144 ( 2.3%)
- HDR ambient table 1478/65536 5912/262144 ( 2.3%)
- LDR leaf ambient 3582/65536 100296/1835008 ( 5.5%)
- HDR leaf ambient 1478/65536 41384/1835008 ( 2.3%)
- 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] 1/4200 ( 0.0%)
- pakfile [variable] 212488/0 ( 0.0%)
- physics [variable] 116767/4194304 ( 2.8%)
- physics terrain [variable] 111558/1048576 (10.6%)
- Level flags = 0
- Total triangle count: 5570
- Writing c:\users\cyrus\desktop\vmf folder\rp_wgn_rain_beta.bsp
- 47 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** 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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