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  1. Running command: cd "C:/Program Files (x86)/Steam/steamapps/common/SourceFilmmaker/game/bin"
  2. -------------------------------------------------------------------------------
  3.  
  4.  
  5. -------------------------------------------------------------------------------
  6. 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"
  7. -------------------------------------------------------------------------------
  8.  
  9. Valve Software - vbsp.exe (Dec 16 2013)
  10. 8 threads
  11. materialPath: C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\materials
  12. Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pool.vmf
  13. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\usermod\gameinfo.txt
  14. fixing up env_cubemap materials on brush sides...
  15. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  16. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  17. Processing areas...done (0)
  18. Building Faces...done (0)
  19. FixTjuncs...
  20. PruneNodes...
  21. WriteBSP...
  22. done (0)
  23. writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pool.prt...Building visibility clusters...
  24. done (0)
  25. Finding displacement neighbors...
  26. Finding lightmap sample positions...
  27. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  28. Building Physics collision data...
  29. done (0) (8109 bytes)
  30. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  31. Water found with no water_lod_control entity, creating a default one.
  32. Compacting texture/material tables...
  33. Reduced 52 texinfos to 35
  34. Reduced 9 texdatas to 8 (229 bytes to 185)
  35. Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pool.bsp
  36. 0 seconds elapsed
  37.  
  38. -------------------------------------------------------------------------------
  39. Running command: cd "C:/Program Files (x86)/Steam/steamapps/common/SourceFilmmaker/game/bin"
  40. -------------------------------------------------------------------------------
  41.  
  42.  
  43. -------------------------------------------------------------------------------
  44. 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"
  45. -------------------------------------------------------------------------------
  46.  
  47. Valve Software - vvis.exe (Dec 16 2013)
  48. 8 threads
  49. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pool.bsp
  50. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pool.prt
  51. 40 portalclusters
  52. 87 numportals
  53. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  54. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  55. Optimized: 0 visible clusters (0.00%)
  56. Total clusters visible: 1288
  57. Average clusters visible: 32
  58. Building PAS...
  59. Average clusters audible: 40
  60. visdatasize:724 compressed from 640
  61. writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pool.bsp
  62. 0 seconds elapsed
  63.  
  64. -------------------------------------------------------------------------------
  65. Running command: cd "C:/Program Files (x86)/Steam/steamapps/common/SourceFilmmaker/game/bin"
  66. -------------------------------------------------------------------------------
  67.  
  68.  
  69. -------------------------------------------------------------------------------
  70. 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"
  71. -------------------------------------------------------------------------------
  72.  
  73. Valve Software - vrad.exe SSE (Dec 16 2013)
  74.  
  75. Valve Radiosity Simulator
  76. 8 threads
  77. [Reading texlights from 'lights.rad']
  78. [34 texlights parsed from 'lights.rad']
  79.  
  80. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pool.bsp
  81. Setting up ray-trace acceleration structure... Done (0.00 seconds)
  82. 187 faces
  83. 255931 square feet [36854132.00 square inches]
  84. 0 Displacements
  85. 0 Square Feet [0.00 Square Inches]
  86. 187 patches before subdivision
  87. 6581 patches after subdivision
  88. sun extent from map=0.000000
  89. 2 direct lights
  90. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  91. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
  92. transfers 216701, max 241
  93. transfer lists: 1.7 megs
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  95. Bounce #1 added RGB(68050, 57844, 42678)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #2 added RGB(12616, 9582, 5993)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  99. Bounce #3 added RGB(2777, 1735, 873)
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  101. Bounce #4 added RGB(612, 342, 150)
  102. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  103. Bounce #5 added RGB(140, 67, 24)
  104. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  105. Bounce #6 added RGB(32, 14, 4)
  106. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  107. Bounce #7 added RGB(7, 3, 1)
  108. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  109. Bounce #8 added RGB(2, 1, 0)
  110. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  111. Bounce #9 added RGB(0, 0, 0)
  112. Build Patch/Sample Hash Table(s).....Done<0.0016 sec>
  113. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
  114. FinalLightFace Done
  115. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  116. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  117. Writing leaf ambient...done
  118. Ready to Finish
  119.  
  120. Object names Objects/Maxobjs Memory / Maxmem Fullness
  121. ------------ --------------- --------------- --------
  122. models 1/1024 48/49152 ( 0.1%)
  123. brushes 22/8192 264/98304 ( 0.3%)
  124. brushsides 135/65536 1080/524288 ( 0.2%)
  125. planes 92/65536 1840/1310720 ( 0.1%)
  126. vertexes 258/65536 3096/786432 ( 0.4%)
  127. nodes 87/65536 2784/2097152 ( 0.1%)
  128. texinfos 35/12288 2520/884736 ( 0.3%)
  129. texdata 8/2048 256/65536 ( 0.4%)
  130. dispinfos 0/0 0/0 ( 0.0%)
  131. disp_verts 0/0 0/0 ( 0.0%)
  132. disp_tris 0/0 0/0 ( 0.0%)
  133. disp_multiblend 0/0 0/0 ( 0.0%)
  134. disp_lmsamples 0/0 0/0 ( 0.0%)
  135. faces 187/65536 10472/3670016 ( 0.3%)
  136. hdr faces 0/65536 0/3670016 ( 0.0%)
  137. origfaces 51/65536 2856/3670016 ( 0.1%)
  138. leaves 89/65536 2848/2097152 ( 0.1%)
  139. leaffaces 231/65536 462/131072 ( 0.4%)
  140. leafbrushes 74/65536 148/131072 ( 0.1%)
  141. areas 2/256 16/2048 ( 0.8%)
  142. surfedges 1044/512000 4176/2048000 ( 0.2%)
  143. edges 578/256000 2312/1024000 ( 0.2%)
  144. LDR worldlights 2/8192 200/819200 ( 0.0%)
  145. HDR worldlights 0/8192 0/819200 ( 0.0%)
  146. leafwaterdata 1/32768 12/393216 ( 0.0%)
  147. waterstrips 14/32768 140/327680 ( 0.0%)
  148. waterverts 0/65536 0/786432 ( 0.0%)
  149. waterindices 183/65536 366/131072 ( 0.3%)
  150. cubemapsamples 0/1024 0/16384 ( 0.0%)
  151. overlays 0/1024 0/360448 ( 0.0%)
  152. LDR lightdata [variable] 283980/0 ( 0.0%)
  153. HDR lightdata [variable] 0/0 ( 0.0%)
  154. visdata [variable] 724/16777216 ( 0.0%)
  155. entdata [variable] 810/393216 ( 0.2%)
  156. LDR ambient table 89/65536 356/262144 ( 0.1%)
  157. HDR ambient table 89/65536 356/262144 ( 0.1%)
  158. LDR leaf ambient 584/65536 16352/1835008 ( 0.9%)
  159. HDR leaf ambient 89/65536 2492/1835008 ( 0.1%)
  160. occluders 0/0 0/0 ( 0.0%)
  161. occluder polygons 0/0 0/0 ( 0.0%)
  162. occluder vert ind 0/0 0/0 ( 0.0%)
  163. Prop Hull Verts 0/0 0/0 ( 0.0%)
  164. Prop Hull Blob 0/0 0/0 ( 0.0%)
  165. Prop Hull Lists 0/0 0/0 ( 0.0%)
  166. Prop Hulls 0/0 0/0 ( 0.0%)
  167. Prop Hull trilist 0/0 0/0 ( 0.0%)
  168. detail props [variable] 1/12 ( 8.3%)
  169. static props [variable] 1/12 ( 8.3%)
  170. pakfile [variable] 74715/0 ( 0.0%)
  171. physics [variable] 8109/4194304 ( 0.2%)
  172. physics terrain [variable] 2/1048576 ( 0.0%)
  173.  
  174. Level flags = 0
  175.  
  176. Total triangle count: 466
  177. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pool.bsp
  178. 1 second elapsed
  179. Valve Software - vrad.exe SSE (Dec 16 2013)
  180.  
  181. Valve Radiosity Simulator
  182. 8 threads
  183. [Reading texlights from 'lights.rad']
  184. [34 texlights parsed from 'lights.rad']
  185.  
  186. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pool.bsp
  187. Setting up ray-trace acceleration structure... Done (0.00 seconds)
  188. 187 faces
  189. 255931 square feet [36854132.00 square inches]
  190. 0 Displacements
  191. 0 Square Feet [0.00 Square Inches]
  192. 187 patches before subdivision
  193. 6581 patches after subdivision
  194. sun extent from map=0.000000
  195. 2 direct lights
  196. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  197. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
  198. transfers 216701, max 241
  199. transfer lists: 1.7 megs
  200. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  201. Bounce #1 added RGB(68050, 57844, 42678)
  202. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  203. Bounce #2 added RGB(12616, 9582, 5993)
  204. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  205. Bounce #3 added RGB(2777, 1735, 873)
  206. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  207. Bounce #4 added RGB(612, 342, 150)
  208. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  209. Bounce #5 added RGB(140, 67, 24)
  210. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  211. Bounce #6 added RGB(32, 14, 4)
  212. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  213. Bounce #7 added RGB(7, 3, 1)
  214. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  215. Bounce #8 added RGB(2, 1, 0)
  216. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  217. Bounce #9 added RGB(0, 0, 0)
  218. Build Patch/Sample Hash Table(s).....Done<0.0015 sec>
  219. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
  220. FinalLightFace Done
  221. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  222. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  223. Writing leaf ambient...done
  224. Ready to Finish
  225.  
  226. Object names Objects/Maxobjs Memory / Maxmem Fullness
  227. ------------ --------------- --------------- --------
  228. models 1/1024 48/49152 ( 0.1%)
  229. brushes 22/8192 264/98304 ( 0.3%)
  230. brushsides 135/65536 1080/524288 ( 0.2%)
  231. planes 92/65536 1840/1310720 ( 0.1%)
  232. vertexes 258/65536 3096/786432 ( 0.4%)
  233. nodes 87/65536 2784/2097152 ( 0.1%)
  234. texinfos 35/12288 2520/884736 ( 0.3%)
  235. texdata 8/2048 256/65536 ( 0.4%)
  236. dispinfos 0/0 0/0 ( 0.0%)
  237. disp_verts 0/0 0/0 ( 0.0%)
  238. disp_tris 0/0 0/0 ( 0.0%)
  239. disp_multiblend 0/0 0/0 ( 0.0%)
  240. disp_lmsamples 0/0 0/0 ( 0.0%)
  241. faces 187/65536 10472/3670016 ( 0.3%)
  242. hdr faces 187/65536 10472/3670016 ( 0.3%)
  243. origfaces 51/65536 2856/3670016 ( 0.1%)
  244. leaves 89/65536 2848/2097152 ( 0.1%)
  245. leaffaces 231/65536 462/131072 ( 0.4%)
  246. leafbrushes 74/65536 148/131072 ( 0.1%)
  247. areas 2/256 16/2048 ( 0.8%)
  248. surfedges 1044/512000 4176/2048000 ( 0.2%)
  249. edges 578/256000 2312/1024000 ( 0.2%)
  250. LDR worldlights 2/8192 200/819200 ( 0.0%)
  251. HDR worldlights 2/8192 200/819200 ( 0.0%)
  252. leafwaterdata 1/32768 12/393216 ( 0.0%)
  253. waterstrips 14/32768 140/327680 ( 0.0%)
  254. waterverts 0/65536 0/786432 ( 0.0%)
  255. waterindices 183/65536 366/131072 ( 0.3%)
  256. cubemapsamples 0/1024 0/16384 ( 0.0%)
  257. overlays 0/1024 0/360448 ( 0.0%)
  258. LDR lightdata [variable] 283980/0 ( 0.0%)
  259. HDR lightdata [variable] 283980/0 ( 0.0%)
  260. visdata [variable] 724/16777216 ( 0.0%)
  261. entdata [variable] 810/393216 ( 0.2%)
  262. LDR ambient table 89/65536 356/262144 ( 0.1%)
  263. HDR ambient table 89/65536 356/262144 ( 0.1%)
  264. LDR leaf ambient 584/65536 16352/1835008 ( 0.9%)
  265. HDR leaf ambient 584/65536 16352/1835008 ( 0.9%)
  266. occluders 0/0 0/0 ( 0.0%)
  267. occluder polygons 0/0 0/0 ( 0.0%)
  268. occluder vert ind 0/0 0/0 ( 0.0%)
  269. Prop Hull Verts 0/0 0/0 ( 0.0%)
  270. Prop Hull Blob 0/0 0/0 ( 0.0%)
  271. Prop Hull Lists 0/0 0/0 ( 0.0%)
  272. Prop Hulls 0/0 0/0 ( 0.0%)
  273. Prop Hull trilist 0/0 0/0 ( 0.0%)
  274. detail props [variable] 1/12 ( 8.3%)
  275. static props [variable] 1/12 ( 8.3%)
  276. pakfile [variable] 74715/0 ( 0.0%)
  277. physics [variable] 8109/4194304 ( 0.2%)
  278. physics terrain [variable] 2/1048576 ( 0.0%)
  279.  
  280. Level flags = 0
  281.  
  282. Total triangle count: 466
  283. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pool.bsp
  284. 1 second elapsed
  285.  
  286. -------------------------------------------------------------------------------
  287. 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"
  288. -------------------------------------------------------------------------------
  289.  
  290. Finished. Press a key to close.
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