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  1.  
  2. ** Executing...
  3. ** Command: "I:\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
  4. ** Parameters: -game "I:\Steam\steamapps\common\Half-Life 2\hl2" "I:\hl1-wc-maps\cstrike\gm_dust.vmf"
  5.  
  6. Valve Software - vbsp.exe (May 15 2014)
  7. 4 threads
  8. materialPath: I:\Steam\steamapps\common\Half-Life 2\hl2\materials
  9. Loading I:\hl1-wc-maps\cstrike\gm_dust.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Could not locate 'GameData' key in i:\steam\steamapps\common\half-life 2\hl2\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 (1)
  14. **** leaked ****
  15. Entity info_player_start (-1912.93 592.32 33.00) leaked!
  16. Processing areas...done (0)
  17. Building Faces...done (0)
  18. Chop Details...done (0)
  19. Find Visible Detail Sides...done (0)
  20. Merging details...done (0)
  21. FixTjuncs...
  22. PruneNodes...
  23. WriteBSP...
  24. done (1)
  25. Creating default LDR cubemaps for env_cubemap using skybox materials:
  26. skybox/des*.vmt
  27. ! Run buildcubemaps in the engine to get the correct cube maps.
  28. Creating default HDR cubemaps for env_cubemap using skybox materials:
  29. skybox/des*.vmt
  30. ! Run buildcubemaps in the engine to get the correct cube maps.
  31. Finding displacement neighbors...
  32. Finding lightmap sample positions...
  33. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  34. Building Physics collision data...
  35. done (0) (902646 bytes)
  36. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  37. Compacting texture/material tables...
  38. Reduced 1715 texinfos to 1282
  39. Reduced 39 texdatas to 37 (778 bytes to 737)
  40. Writing I:\hl1-wc-maps\cstrike\gm_dust.bsp
  41. 2 seconds elapsed
  42.  
  43. ** Executing...
  44. ** Command: "I:\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
  45. ** Parameters: -game "I:\Steam\steamapps\common\Half-Life 2\hl2" -fast "I:\hl1-wc-maps\cstrike\gm_dust"
  46.  
  47. Valve Software - vvis.exe (May 15 2014)
  48. fastvis = true
  49. 4 threads
  50. reading i:\hl1-wc-maps\cstrike\gm_dust.bsp
  51. reading i:\hl1-wc-maps\cstrike\gm_dust.prt
  52. LoadPortals: couldn't read i:\hl1-wc-maps\cstrike\gm_dust.prt
  53.  
  54.  
  55. ** Executing...
  56. ** Command: "I:\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
  57. ** Parameters: -game "I:\Steam\steamapps\common\Half-Life 2\hl2" -noextra "I:\hl1-wc-maps\cstrike\gm_dust"
  58.  
  59. Valve Software - vrad.exe SSE (May 15 2014)
  60.  
  61. Valve Radiosity Simulator
  62. 4 threads
  63. [Reading texlights from 'lights.rad']
  64. [45 texlights parsed from 'lights.rad']
  65.  
  66. Loading i:\hl1-wc-maps\cstrike\gm_dust.bsp
  67. No vis information, direct lighting only.
  68. Setting up ray-trace acceleration structure... Done (1.27 seconds)
  69. 14242 faces
  70. 2 degenerate faces
  71. 4249338 square feet [611904768.00 square inches]
  72. 0 Displacements
  73. 0 Square Feet [0.00 Square Inches]
  74. 19 direct lights
  75. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12)
  76. Build Patch/Sample Hash Table(s).....Done<0.0701 sec>
  77. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
  78. FinalLightFace Done
  79. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  80. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (39)
  81. Writing leaf ambient...done
  82. Ready to Finish
  83.  
  84. Object names Objects/Maxobjs Memory / Maxmem Fullness
  85. ------------ --------------- --------------- --------
  86. models 79/1024 3792/49152 ( 7.7%)
  87. brushes 2563/8192 30756/98304 (31.3%)
  88. brushsides 20251/65536 162008/524288 (30.9%)
  89. planes 10594/65536 211880/1310720 (16.2%)
  90. vertexes 21100/65536 253200/786432 (32.2%)
  91. nodes 11001/65536 352032/2097152 (16.8%)
  92. texinfos 1282/12288 92304/884736 (10.4%)
  93. texdata 37/2048 1184/65536 ( 1.8%)
  94. dispinfos 0/0 0/0 ( 0.0%)
  95. disp_verts 0/0 0/0 ( 0.0%)
  96. disp_tris 0/0 0/0 ( 0.0%)
  97. disp_lmsamples 0/0 0/0 ( 0.0%)
  98. faces 14242/65536 797552/3670016 (21.7%)
  99. hdr faces 0/65536 0/3670016 ( 0.0%)
  100. origfaces 7618/65536 426608/3670016 (11.6%)
  101. leaves 11081/65536 354592/2097152 (16.9%)
  102. leaffaces 16125/65536 32250/131072 (24.6%)
  103. leafbrushes 7639/65536 15278/131072 (11.7%)
  104. areas 3/256 24/2048 ( 1.2%)
  105. surfedges 95316/512000 381264/2048000 (18.6%)
  106. edges 52368/256000 209472/1024000 (20.5%)
  107. LDR worldlights 19/8192 1672/720896 ( 0.2%)
  108. HDR worldlights 0/8192 0/720896 ( 0.0%)
  109. leafwaterdata 0/32768 0/393216 ( 0.0%)
  110. waterstrips 989/32768 9890/327680 ( 3.0%)
  111. waterverts 0/65536 0/786432 ( 0.0%)
  112. waterindices 14754/65536 29508/131072 (22.5%)
  113. cubemapsamples 0/1024 0/16384 ( 0.0%)
  114. overlays 0/512 0/180224 ( 0.0%)
  115. LDR lightdata [variable] 5213972/0 ( 0.0%)
  116. HDR lightdata [variable] 0/0 ( 0.0%)
  117. visdata [variable] 0/16777216 ( 0.0%)
  118. entdata [variable] 31190/393216 ( 7.9%)
  119. LDR ambient table 11081/65536 44324/262144 (16.9%)
  120. HDR ambient table 11081/65536 44324/262144 (16.9%)
  121. LDR leaf ambient 51941/65536 1454348/1835008 (79.3%)
  122. HDR leaf ambient 11081/65536 310268/1835008 (16.9%)
  123. occluders 0/0 0/0 ( 0.0%)
  124. occluder polygons 0/0 0/0 ( 0.0%)
  125. occluder vert ind 0/0 0/0 ( 0.0%)
  126. detail props [variable] 1/12 ( 8.3%)
  127. static props [variable] 1/12 ( 8.3%)
  128. pakfile [variable] 86738/0 ( 0.0%)
  129. physics [variable] 902646/4194304 (21.5%)
  130. physics terrain [variable] 2/1048576 ( 0.0%)
  131.  
  132. Level flags = 0
  133.  
  134. Total triangle count: 36679
  135. Writing i:\hl1-wc-maps\cstrike\gm_dust.bsp
  136. 58 seconds elapsed
  137.  
  138. ** Executing...
  139. ** Command: Copy File
  140. ** Parameters: "I:\hl1-wc-maps\cstrike\gm_dust.bsp" "I:\Steam\steamapps\common\Half-Life 2\hl2\maps\gm_dust.bsp"
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