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- Running command: cd "C:/Program Files (x86)/Steam/steamapps/common/SourceFilmmaker/game/bin"
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- Running command: "C:/Program Files (x86)/Steam/steamapps/common/SourceFilmmaker/game/bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pool.vmf"
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- Valve Software - vbsp.exe (Dec 16 2013)
- 8 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\materials
- Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pool.vmf
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\usermod\gameinfo.txt
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pool.prt...Building visibility clusters...
- done (0)
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (0) (8109 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Water found with no water_lod_control entity, creating a default one.
- Compacting texture/material tables...
- Reduced 52 texinfos to 35
- Reduced 9 texdatas to 8 (229 bytes to 185)
- Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pool.bsp
- 0 seconds elapsed
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- Running command: cd "C:/Program Files (x86)/Steam/steamapps/common/SourceFilmmaker/game/bin"
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- -------------------------------------------------------------------------------
- Running command: "C:/Program Files (x86)/Steam/steamapps/common/SourceFilmmaker/game/bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pool"
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- Valve Software - vvis.exe (Dec 16 2013)
- 8 threads
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pool.bsp
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pool.prt
- 40 portalclusters
- 87 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Optimized: 0 visible clusters (0.00%)
- Total clusters visible: 1288
- Average clusters visible: 32
- Building PAS...
- Average clusters audible: 40
- visdatasize:724 compressed from 640
- writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pool.bsp
- 0 seconds elapsed
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- Running command: cd "C:/Program Files (x86)/Steam/steamapps/common/SourceFilmmaker/game/bin"
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- -------------------------------------------------------------------------------
- Running command: "C:/Program Files (x86)/Steam/steamapps/common/SourceFilmmaker/game/bin\vrad.exe" -both -game "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pool"
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- Valve Software - vrad.exe SSE (Dec 16 2013)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- [34 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pool.bsp
- Setting up ray-trace acceleration structure... Done (0.00 seconds)
- 187 faces
- 255931 square feet [36854132.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 187 patches before subdivision
- 6581 patches after subdivision
- sun extent from map=0.000000
- 2 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
- transfers 216701, max 241
- transfer lists: 1.7 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(68050, 57844, 42678)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(12616, 9582, 5993)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(2777, 1735, 873)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(612, 342, 150)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(140, 67, 24)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(32, 14, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(7, 3, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(2, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0016 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
- 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 (0)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 1/1024 48/49152 ( 0.1%)
- brushes 22/8192 264/98304 ( 0.3%)
- brushsides 135/65536 1080/524288 ( 0.2%)
- planes 92/65536 1840/1310720 ( 0.1%)
- vertexes 258/65536 3096/786432 ( 0.4%)
- nodes 87/65536 2784/2097152 ( 0.1%)
- texinfos 35/12288 2520/884736 ( 0.3%)
- texdata 8/2048 256/65536 ( 0.4%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_multiblend 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 187/65536 10472/3670016 ( 0.3%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 51/65536 2856/3670016 ( 0.1%)
- leaves 89/65536 2848/2097152 ( 0.1%)
- leaffaces 231/65536 462/131072 ( 0.4%)
- leafbrushes 74/65536 148/131072 ( 0.1%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 1044/512000 4176/2048000 ( 0.2%)
- edges 578/256000 2312/1024000 ( 0.2%)
- LDR worldlights 2/8192 200/819200 ( 0.0%)
- HDR worldlights 0/8192 0/819200 ( 0.0%)
- leafwaterdata 1/32768 12/393216 ( 0.0%)
- waterstrips 14/32768 140/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 183/65536 366/131072 ( 0.3%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/1024 0/360448 ( 0.0%)
- LDR lightdata [variable] 283980/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 724/16777216 ( 0.0%)
- entdata [variable] 810/393216 ( 0.2%)
- LDR ambient table 89/65536 356/262144 ( 0.1%)
- HDR ambient table 89/65536 356/262144 ( 0.1%)
- LDR leaf ambient 584/65536 16352/1835008 ( 0.9%)
- HDR leaf ambient 89/65536 2492/1835008 ( 0.1%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- Prop Hull Verts 0/0 0/0 ( 0.0%)
- Prop Hull Blob 0/0 0/0 ( 0.0%)
- Prop Hull Lists 0/0 0/0 ( 0.0%)
- Prop Hulls 0/0 0/0 ( 0.0%)
- Prop Hull trilist 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 74715/0 ( 0.0%)
- physics [variable] 8109/4194304 ( 0.2%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 466
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pool.bsp
- 1 second elapsed
- Valve Software - vrad.exe SSE (Dec 16 2013)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- [34 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pool.bsp
- Setting up ray-trace acceleration structure... Done (0.00 seconds)
- 187 faces
- 255931 square feet [36854132.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 187 patches before subdivision
- 6581 patches after subdivision
- sun extent from map=0.000000
- 2 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
- transfers 216701, max 241
- transfer lists: 1.7 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(68050, 57844, 42678)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(12616, 9582, 5993)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(2777, 1735, 873)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(612, 342, 150)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(140, 67, 24)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(32, 14, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(7, 3, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(2, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0015 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
- 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 (0)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 1/1024 48/49152 ( 0.1%)
- brushes 22/8192 264/98304 ( 0.3%)
- brushsides 135/65536 1080/524288 ( 0.2%)
- planes 92/65536 1840/1310720 ( 0.1%)
- vertexes 258/65536 3096/786432 ( 0.4%)
- nodes 87/65536 2784/2097152 ( 0.1%)
- texinfos 35/12288 2520/884736 ( 0.3%)
- texdata 8/2048 256/65536 ( 0.4%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_multiblend 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 187/65536 10472/3670016 ( 0.3%)
- hdr faces 187/65536 10472/3670016 ( 0.3%)
- origfaces 51/65536 2856/3670016 ( 0.1%)
- leaves 89/65536 2848/2097152 ( 0.1%)
- leaffaces 231/65536 462/131072 ( 0.4%)
- leafbrushes 74/65536 148/131072 ( 0.1%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 1044/512000 4176/2048000 ( 0.2%)
- edges 578/256000 2312/1024000 ( 0.2%)
- LDR worldlights 2/8192 200/819200 ( 0.0%)
- HDR worldlights 2/8192 200/819200 ( 0.0%)
- leafwaterdata 1/32768 12/393216 ( 0.0%)
- waterstrips 14/32768 140/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 183/65536 366/131072 ( 0.3%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/1024 0/360448 ( 0.0%)
- LDR lightdata [variable] 283980/0 ( 0.0%)
- HDR lightdata [variable] 283980/0 ( 0.0%)
- visdata [variable] 724/16777216 ( 0.0%)
- entdata [variable] 810/393216 ( 0.2%)
- LDR ambient table 89/65536 356/262144 ( 0.1%)
- HDR ambient table 89/65536 356/262144 ( 0.1%)
- LDR leaf ambient 584/65536 16352/1835008 ( 0.9%)
- HDR leaf ambient 584/65536 16352/1835008 ( 0.9%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- Prop Hull Verts 0/0 0/0 ( 0.0%)
- Prop Hull Blob 0/0 0/0 ( 0.0%)
- Prop Hull Lists 0/0 0/0 ( 0.0%)
- Prop Hulls 0/0 0/0 ( 0.0%)
- Prop Hull trilist 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 74715/0 ( 0.0%)
- physics [variable] 8109/4194304 ( 0.2%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 466
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pool.bsp
- 1 second elapsed
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- Running command: copy "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pool.bsp" "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\maps\pool.bsp"
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- Finished. Press a key to close.
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