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  1.  
  2. ** Executing...
  3. ** Command: "D:\Jeux steam\steamapps\common\GarrysMod\bin\vbsp.exe"
  4. ** Parameters: -notjunc -game "D:\Jeux steam\steamapps\common\GarrysMod\garrysmod" "d:\jeux steam\steamapps\common\garrysmod\garrysmod\maps\rp_osirisrp_v1"
  5.  
  6. Valve Software - vbsp.exe (Mar 10 2020)
  7. notjunc = true
  8. 6 threads
  9. materialPath: D:\Jeux steam\steamapps\common\GarrysMod\garrysmod\materials
  10. Loading d:\jeux steam\steamapps\common\garrysmod\garrysmod\maps\rp_osirisrp_v1.vmf
  11. ***need to set $abovewater for material dev/dev_water2_cheap
  12. ***need to set $abovewater for material dev/dev_water2_cheap
  13. Can't find surfaceprop marble for material AGENCY/WALL/MARBLE01, using default
  14. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  15. material "realworldtextures2/ground/carpet_30" not found.
  16. Material not found!: REALWORLDTEXTURES2/GROUND/CARPET_30
  17. Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE01A, using default
  18. Can't find surfaceprop sheetrock for material PLASTER/PLASTER_INT_18, using default
  19. Can't find surfaceprop marble for material AGENCY/FLOOR/TILE01, using default
  20. material "agency/floor/wood_black" not found.
  21. Material not found!: AGENCY/FLOOR/WOOD_BLACK
  22. material "honse/hw_largerbrightbrick_half" not found.
  23. Material not found!: HONSE/HW_LARGERBRIGHTBRICK_HALF
  24. Patching WVT material: maps/rp_osirisrp_v1/nature/blenddirtmud003a_wvt_patch
  25. Patching WVT material: maps/rp_osirisrp_v1/nature/blendsandgrass008a_wvt_patch
  26. Patching WVT material: maps/rp_osirisrp_v1/nature/blendgrassgrass001a_wvt_patch
  27. fixing up env_cubemap materials on brush sides...
  28. env_cubemap pointing at deleted brushside near (-5439, -1034, -1041)
  29. env_cubemap pointing at deleted brushside near (-483, 3050, -144)
  30. env_cubemap pointing at deleted brushside near (-4753, 3105, -147)
  31. env_cubemap pointing at deleted brushside near (-4753, 3105, -147)
  32. env_cubemap pointing at deleted brushside near (-4753, 3105, -147)
  33. env_cubemap pointing at deleted brushside near (-6815, -2903, -112)
  34. env_cubemap pointing at deleted brushside near (-2810, 8836, -602)
  35. env_cubemap pointing at deleted brushside near (-2810, 8836, -602)
  36. Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
  37. Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
  38. Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
  39. Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
  40. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  41.  
  42. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6641.0 8380.2 -959.0)
  43. Leaf 0 contents: CONTENTS_SOLID
  44. Leaf 1 contents:
  45. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  46. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  47. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  48. Candidate brush IDs: Brush 1415307:
  49.  
  50. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  51. Processing areas...Wrote d:\jeux steam\steamapps\common\garrysmod\garrysmod\maps\rp_osirisrp_v1.lin
  52. Areaportal leak ! File: d:\jeux steam\steamapps\common\garrysmod\garrysmod\maps\rp_osirisrp_v1.lin
  53. Brush 1578601: areaportal brush doesn't touch two areas
  54.  
  55. Brush 1578601: areaportal brush doesn't touch two areas
  56. done (0)
  57. Building Faces...done (0)
  58. Chop Details...done (0)
  59. Find Visible Detail Sides...
  60. Merged 1928 detail faces...done (0)
  61. Merging details...done (0)
  62. FixTjuncs...
  63. PruneNodes...
  64. WriteBSP...
  65. done (4)
  66. writing d:\jeux steam\steamapps\common\garrysmod\garrysmod\maps\rp_osirisrp_v1.prt...Building visibility clusters...
  67. done (0)
  68. Too many unique verts, max = 65536 (map has too much brush geometry)
  69.  
  70.  
  71. ** Executing...
  72. ** Command: "D:\Jeux steam\steamapps\common\GarrysMod\bin\vvis.exe"
  73. ** Parameters: -fast -game "D:\Jeux steam\steamapps\common\GarrysMod\garrysmod" "d:\jeux steam\steamapps\common\garrysmod\garrysmod\maps\rp_osirisrp_v1"
  74.  
  75. Valve Software - vvis.exe (Mar 10 2020)
  76. fastvis = true
  77. 6 threads
  78. reading d:\jeux steam\steamapps\common\garrysmod\garrysmod\maps\rp_osirisrp_v1.bsp
  79. reading d:\jeux steam\steamapps\common\garrysmod\garrysmod\maps\rp_osirisrp_v1.prt
  80. 9291 portalclusters
  81. 27020 numportals
  82. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (9)
  83. Optimized: 3759163 visible clusters (11.67%)
  84. Total clusters visible: 32221008
  85. Average clusters visible: 3467
  86. Building PAS...
  87. Average clusters audible: 8430
  88. visdatasize:16337216 compressed from 21703776
  89. writing d:\jeux steam\steamapps\common\garrysmod\garrysmod\maps\rp_osirisrp_v1.bsp
  90. 15 seconds elapsed
  91.  
  92. ** Executing...
  93. ** Command: "D:\Jeux steam\steamapps\common\GarrysMod\bin\vrad.exe"
  94. ** Parameters: -both -fast -game "D:\Jeux steam\steamapps\common\GarrysMod\garrysmod" "d:\jeux steam\steamapps\common\garrysmod\garrysmod\maps\rp_osirisrp_v1"
  95.  
  96. Valve Software - vrad.exe SSE (Mar 10 2020)
  97.  
  98. Valve Radiosity Simulator
  99. 6 threads
  100. [Reading texlights from 'lights.rad']
  101. [45 texlights parsed from 'lights.rad']
  102.  
  103. Loading d:\jeux steam\steamapps\common\garrysmod\garrysmod\maps\rp_osirisrp_v1.bsp
  104. PREP OK
  105. Error! Invalid model version "models/props_foliage/mall_pot_large01.mdl"
  106. Error! Invalid model version "models/props_foliage/mall_bigleaves_plant03.mdl"
  107. Error! Invalid model version "models/props_rpd/hanging_light01.mdl"
  108. Error! Invalid model version "models/props_c17/Handrail04_corner.mdl"
  109. Error! Invalid model version "models/props_c17/Handrail04_long.mdl"
  110. Error! Invalid model version "models/props_wasteland/exterior_fence002d.mdl"
  111. Error! Invalid model version "models/props_c17/metalladder001.mdl"
  112. Error! Unable to load file "models/props_rpd/benchinterior02.dx80.vtx"
  113. Error! Invalid model version "models/props_c17/handrail04_long.mdl"
  114. Error! Invalid model version "models/props_wasteland/exterior_fence003a.mdl"
  115. Error! Invalid model version "models/props_rpd/vendingmachine01.mdl"
  116. Error! Invalid model version "models/props_rpd/vendingmachine02.mdl"
  117. Error! Unable to load file "models/props_rpd/barbedwire01.dx80.vtx"
  118. Error! Invalid model version "models/props_wasteland/exterior_fence002b.mdl"
  119. Error! Invalid model version "models/props_wasteland/exterior_fence002c.mdl"
  120. Error! Unable to load file "models/props_rpd/prison_toiletsink01.dx80.vtx"
  121. Error! Invalid model version "models/props_rpd/prison_wallbed01.mdl"
  122. Error! Invalid model version "models/props_rpd/ceilinglight01.mdl"
  123. Error! Invalid model version "models/props_rpd/prison_cell_desk01.mdl"
  124. Error! Invalid model version "models/props_rpd/prison_cell_bookshelf01.mdl"
  125. Error! Invalid model version "models/props_rpd/ceiling_cam01.mdl"
  126. Error! Invalid model version "models/props_rpd/speaker_system02.mdl"
  127. Error! Invalid model version "models/props_rpd/rail03.mdl"
  128. Error! Unable to load file "models/props_rpd/rail01_256.dx80.vtx"
  129. Error! Unable to load file "models/props_rpd/rail01_corner.dx80.vtx"
  130. Error! Unable to load file "models/props_rpd/rail01_128.dx80.vtx"
  131. Error! Unable to load file "models/props_rpd/rail01_64.dx80.vtx"
  132. Error! Invalid model version "models/props_rpd/cafe_bench02.mdl"
  133. Error! Invalid model version "models/props_pipes/concrete_pipe001a.mdl"
  134. Error! Invalid model version "models/props_foliage/mall_small_palm01.mdl"
  135. Error! Invalid model version "models/agency/doors/frame56.mdl"
  136. Error! Invalid model version "models/props_c17/gasmeter001a.mdl"
  137. Error! Invalid model version "models/props_foliage/mall_bush02.mdl"
  138. Error! Invalid model version "models/props_rooftop/antennaclusters01a.mdl"
  139. Error! Invalid model version "models/props_rooftop/chimneypipe_cluster02a.mdl"
  140. Error! Invalid model version "models/props_interiors/lights_florescent01a.mdl"
  141. Error! Invalid model version "models/props_rooftop/roof_dish001.mdl"
  142. Error! Invalid model version "models/props_urban/air_conditioner001.mdl"
  143. Error! Invalid model version "models/props_junk/dumpster.mdl"
  144. Error! Invalid model version "models/props_junk/petfoodbag01.mdl"
  145. Setting up ray-trace acceleration structure... Done (4.45 seconds)
  146. 37855 faces
  147. 9 degenerate faces
  148. 7437012 square feet [1070929728.00 square inches]
  149. 8 Displacements
  150. 174095 Square Feet [25069806.00 Square Inches]
  151. 37846 patches before subdivision
  152. 37846 patches after subdivision
  153. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  154. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  155. sun extent from map=0.000000
  156. sun extent from map=0.000000
  157. 1189 direct lights
  158. BuildFacelights: 0...1...2...3...4...5...6...7...8...9. warning - face vectors parallel to face normal. bad lighting will be produced
  159. warning - face vectors parallel to face normal. bad lighting will be produced
  160. warning - face vectors parallel to face normal. bad lighting will be produced
  161. warning - face vectors parallel to face normal. bad lighting will be produced
  162. warning - face vectors parallel to face normal. bad lighting will be produced
  163. warning - face vectors parallel to face normal. bad lighting will be produced
  164. warning - face vectors parallel to face normal. bad lighting will be produced
  165. warning - face vectors parallel to face normal. bad lighting will be produced
  166. warning - face vectors parallel to face normal. bad lighting will be produced
  167. warning - face vectors parallel to face normal. bad lighting will be produced
  168. warning - face vectors parallel to face normal. bad lighting will be produced
  169. warning - face vectors parallel to face normal. bad lighting will be produced
  170. warning - face vectors parallel to face normal. bad lighting will be produced
  171. warning - face vectors parallel to face normal. bad lighting will be produced
  172. ..10 (206)
  173. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
  174. transfers 5930521, max 3028
  175. transfer lists: 45.2 megs
  176. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  177. Bounce #1 added RGB(122056, 101389, 73361)
  178. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  179. Bounce #2 added RGB(26323, 20341, 13630)
  180. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  181. Bounce #3 added RGB(6738, 4837, 3137)
  182. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  183. Bounce #4 added RGB(2004, 1315, 829)
  184. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  185. Bounce #5 added RGB(634, 380, 232)
  186. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  187. Bounce #6 added RGB(218, 117, 68)
  188. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  189. Bounce #7 added RGB(77, 37, 21)
  190. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  191. Bounce #8 added RGB(28, 12, 6)
  192. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  193. Bounce #9 added RGB(11, 4, 2)
  194. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  195. Bounce #10 added RGB(4, 1, 1)
  196. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  197. Bounce #11 added RGB(2, 0, 0)
  198. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  199. Bounce #12 added RGB(1, 0, 0)
  200. Build Patch/Sample Hash Table(s).....Done<0.1488 sec>
  201. FinalLightFace: 0...1...2...3...4...5...6...7...8...9. warning - face vectors parallel to face normal. bad lighting will be produced
  202. SampleRadial: Punting, Waiting for fix
  203. warning - face vectors parallel to face normal. bad lighting will be produced
  204. warning - face vectors parallel to face normal. bad lighting will be produced
  205. warning - face vectors parallel to face normal. bad lighting will be produced
  206. warning - face vectors parallel to face normal. bad lighting will be produced
  207. warning - face vectors parallel to face normal. bad lighting will be produced
  208. warning - face vectors parallel to face normal. bad lighting will be produced
  209. warning - face vectors parallel to face normal. bad lighting will be produced
  210. warning - face vectors parallel to face normal. bad lighting will be produced
  211. warning - face vectors parallel to face normal. bad lighting will be produced
  212. warning - face vectors parallel to face normal. bad lighting will be produced
  213. warning - face vectors parallel to face normal. bad lighting will be produced
  214. warning - face vectors parallel to face normal. bad lighting will be produced
  215. warning - face vectors parallel to face normal. bad lighting will be produced
  216. ..10 (6)
  217. FinalLightFace Done
  218. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  219. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
  220. Writing leaf ambient...done
  221. Ready to Finish
  222.  
  223. Object names Objects/Maxobjs Memory / Maxmem Fullness
  224. ------------ --------------- --------------- --------
  225. models 133/1024 6384/49152 (13.0%)
  226. brushes 7390/16384 88680/196608 (45.1%)
  227. brushsides 55131/65536 441048/524288 (84.1%) VERY FULL!
  228. planes 29060/65536 581200/1310720 (44.3%)
  229. vertexes 61109/65536 733308/786432 (93.2%) VERY FULL!
  230. nodes 17881/65536 572192/2097152 (27.3%)
  231. texinfos 8144/12288 586368/884736 (66.3%)
  232. texdata 1489/2048 47648/65536 (72.7%)
  233. dispinfos 8/0 1408/0 ( 0.0%)
  234. disp_verts 1840/0 36800/0 ( 0.0%)
  235. disp_tris 3232/0 6464/0 ( 0.0%)
  236. disp_lmsamples 38300/0 38300/0 ( 0.0%)
  237. faces 37855/65536 2119880/3670016 (57.8%)
  238. hdr faces 37855/65536 2119880/3670016 (57.8%)
  239. origfaces 20766/65536 1162896/3670016 (31.7%)
  240. leaves 18015/65536 576480/2097152 (27.5%)
  241. leaffaces 46208/65536 92416/131072 (70.5%)
  242. leafbrushes 18209/65536 36418/131072 (27.8%)
  243. areas 6/1024 48/8192 ( 0.6%)
  244. surfedges 235459/512000 941836/2048000 (46.0%)
  245. edges 167425/256000 669700/1024000 (65.4%)
  246. LDR worldlights 1188/8192 104544/720896 (14.5%)
  247. HDR worldlights 1188/8192 104544/720896 (14.5%)
  248. leafwaterdata 5/32768 60/393216 ( 0.0%)
  249. waterstrips 0/32768 0/327680 ( 0.0%)
  250. waterverts 0/65536 0/786432 ( 0.0%)
  251. waterindices 0/65536 0/131072 ( 0.0%)
  252. cubemapsamples 279/1024 4464/16384 (27.2%)
  253. overlays 81/512 28512/180224 (15.8%)
  254. LDR lightdata [variable] 41418948/0 ( 0.0%)
  255. HDR lightdata [variable] 42368920/0 ( 0.0%)
  256. visdata [variable] 16337216/16777216 (97.4%) VERY FULL!
  257. entdata [variable] 1017766/393216 (258.8%) VERY FULL!
  258. LDR ambient table 18015/65536 72060/262144 (27.5%)
  259. HDR ambient table 18015/65536 72060/262144 (27.5%)
  260. LDR leaf ambient 72868/65536 2040304/1835008 (111.2%) VERY FULL!
  261. HDR leaf ambient 73171/65536 2048788/1835008 (111.7%) VERY FULL!
  262. occluders 0/0 0/0 ( 0.0%)
  263. occluder polygons 0/0 0/0 ( 0.0%)
  264. occluder vert ind 0/0 0/0 ( 0.0%)
  265. detail props [variable] 1/12 ( 8.3%)
  266. static props [variable] 1/137610 ( 0.0%)
  267. pakfile [variable] 24693471/0 ( 0.0%)
  268. physics [variable] 2997130/4194304 (71.5%)
  269. physics terrain [variable] 0/1048576 ( 0.0%)
  270.  
  271. Level flags = 0
  272.  
  273. Total triangle count: 76211
  274. Writing d:\jeux steam\steamapps\common\garrysmod\garrysmod\maps\rp_osirisrp_v1.bsp
  275. 4 minutes, 12 seconds elapsed
  276. Valve Software - vrad.exe SSE (Mar 10 2020)
  277.  
  278. Valve Radiosity Simulator
  279. 6 threads
  280. [Reading texlights from 'lights.rad']
  281. [45 texlights parsed from 'lights.rad']
  282.  
  283. Loading d:\jeux steam\steamapps\common\garrysmod\garrysmod\maps\rp_osirisrp_v1.bsp
  284. PREP OK
  285. Error! Invalid model version "models/props_foliage/mall_pot_large01.mdl"
  286. Error! Invalid model version "models/props_foliage/mall_bigleaves_plant03.mdl"
  287. Error! Invalid model version "models/props_rpd/hanging_light01.mdl"
  288. Error! Invalid model version "models/props_c17/Handrail04_corner.mdl"
  289. Error! Invalid model version "models/props_c17/Handrail04_long.mdl"
  290. Error! Invalid model version "models/props_wasteland/exterior_fence002d.mdl"
  291. Error! Invalid model version "models/props_c17/metalladder001.mdl"
  292. Error! Unable to load file "models/props_rpd/benchinterior02.dx80.vtx"
  293. Error! Invalid model version "models/props_c17/handrail04_long.mdl"
  294. Error! Invalid model version "models/props_wasteland/exterior_fence003a.mdl"
  295. Error! Invalid model version "models/props_rpd/vendingmachine01.mdl"
  296. Error! Invalid model version "models/props_rpd/vendingmachine02.mdl"
  297. Error! Unable to load file "models/props_rpd/barbedwire01.dx80.vtx"
  298. Error! Invalid model version "models/props_wasteland/exterior_fence002b.mdl"
  299. Error! Invalid model version "models/props_wasteland/exterior_fence002c.mdl"
  300. Error! Unable to load file "models/props_rpd/prison_toiletsink01.dx80.vtx"
  301. Error! Invalid model version "models/props_rpd/prison_wallbed01.mdl"
  302. Error! Invalid model version "models/props_rpd/ceilinglight01.mdl"
  303. Error! Invalid model version "models/props_rpd/prison_cell_desk01.mdl"
  304. Error! Invalid model version "models/props_rpd/prison_cell_bookshelf01.mdl"
  305. Error! Invalid model version "models/props_rpd/ceiling_cam01.mdl"
  306. Error! Invalid model version "models/props_rpd/speaker_system02.mdl"
  307. Error! Invalid model version "models/props_rpd/rail03.mdl"
  308. Error! Unable to load file "models/props_rpd/rail01_256.dx80.vtx"
  309. Error! Unable to load file "models/props_rpd/rail01_corner.dx80.vtx"
  310. Error! Unable to load file "models/props_rpd/rail01_128.dx80.vtx"
  311. Error! Unable to load file "models/props_rpd/rail01_64.dx80.vtx"
  312. Error! Invalid model version "models/props_rpd/cafe_bench02.mdl"
  313. Error! Invalid model version "models/props_pipes/concrete_pipe001a.mdl"
  314. Error! Invalid model version "models/props_foliage/mall_small_palm01.mdl"
  315. Error! Invalid model version "models/agency/doors/frame56.mdl"
  316. Error! Invalid model version "models/props_c17/gasmeter001a.mdl"
  317. Error! Invalid model version "models/props_foliage/mall_bush02.mdl"
  318. Error! Invalid model version "models/props_rooftop/antennaclusters01a.mdl"
  319. Error! Invalid model version "models/props_rooftop/chimneypipe_cluster02a.mdl"
  320. Error! Invalid model version "models/props_interiors/lights_florescent01a.mdl"
  321. Error! Invalid model version "models/props_rooftop/roof_dish001.mdl"
  322. Error! Invalid model version "models/props_urban/air_conditioner001.mdl"
  323. Error! Invalid model version "models/props_junk/dumpster.mdl"
  324. Error! Invalid model version "models/props_junk/petfoodbag01.mdl"
  325. Setting up ray-trace acceleration structure... Done (4.50 seconds)
  326. 37855 faces
  327. 9 degenerate faces
  328. 7437012 square feet [1070929728.00 square inches]
  329. 8 Displacements
  330. 174095 Square Feet [25069806.00 Square Inches]
  331. 37846 patches before subdivision
  332. 37846 patches after subdivision
  333. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  334. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  335. sun extent from map=0.000000
  336. sun extent from map=0.000000
  337. 1189 direct lights
  338. BuildFacelights: 0...1...2...3...4...5...6...7...8...9. warning - face vectors parallel to face normal. bad lighting will be produced
  339. warning - face vectors parallel to face normal. bad lighting will be produced
  340. warning - face vectors parallel to face normal. bad lighting will be produced
  341. warning - face vectors parallel to face normal. bad lighting will be produced
  342. warning - face vectors parallel to face normal. bad lighting will be produced
  343. warning - face vectors parallel to face normal. bad lighting will be produced
  344. warning - face vectors parallel to face normal. bad lighting will be produced
  345. warning - face vectors parallel to face normal. bad lighting will be produced
  346. warning - face vectors parallel to face normal. bad lighting will be produced
  347. warning - face vectors parallel to face normal. bad lighting will be produced
  348. warning - face vectors parallel to face normal. bad lighting will be produced
  349. warning - face vectors parallel to face normal. bad lighting will be produced
  350. warning - face vectors parallel to face normal. bad lighting will be produced
  351. warning - face vectors parallel to face normal. bad lighting will be produced
  352. ..10 (207)
  353. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
  354. transfers 5930521, max 3028
  355. transfer lists: 45.2 megs
  356. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  357. Bounce #1 added RGB(134097, 108464, 78351)
  358. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  359. Bounce #2 added RGB(29025, 21938, 14662)
  360. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  361. Bounce #3 added RGB(7258, 5128, 3302)
  362. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  363. Bounce #4 added RGB(2123, 1379, 861)
  364. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  365. Bounce #5 added RGB(659, 393, 238)
  366. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  367. Bounce #6 added RGB(224, 120, 69)
  368. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  369. Bounce #7 added RGB(78, 38, 21)
  370. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  371. Bounce #8 added RGB(29, 12, 6)
  372. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  373. Bounce #9 added RGB(11, 4, 2)
  374. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  375. Bounce #10 added RGB(4, 1, 1)
  376. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  377. Bounce #11 added RGB(2, 0, 0)
  378. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  379. Bounce #12 added RGB(1, 0, 0)
  380. Build Patch/Sample Hash Table(s).....Done<0.1471 sec>
  381. FinalLightFace: 0...1...2...3...4...5...6...7...8...9. warning - face vectors parallel to face normal. bad lighting will be produced
  382. SampleRadial: Punting, Waiting for fix
  383. warning - face vectors parallel to face normal. bad lighting will be produced
  384. warning - face vectors parallel to face normal. bad lighting will be produced
  385. warning - face vectors parallel to face normal. bad lighting will be produced
  386. warning - face vectors parallel to face normal. bad lighting will be produced
  387. warning - face vectors parallel to face normal. bad lighting will be produced
  388. warning - face vectors parallel to face normal. bad lighting will be produced
  389. warning - face vectors parallel to face normal. bad lighting will be produced
  390. warning - face vectors parallel to face normal. bad lighting will be produced
  391. warning - face vectors parallel to face normal. bad lighting will be produced
  392. warning - face vectors parallel to face normal. bad lighting will be produced
  393. warning - face vectors parallel to face normal. bad lighting will be produced
  394. warning - face vectors parallel to face normal. bad lighting will be produced
  395. warning - face vectors parallel to face normal. bad lighting will be produced
  396. ..10 (7)
  397. FinalLightFace Done
  398. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  399. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
  400. Writing leaf ambient...done
  401. Ready to Finish
  402.  
  403. Object names Objects/Maxobjs Memory / Maxmem Fullness
  404. ------------ --------------- --------------- --------
  405. models 133/1024 6384/49152 (13.0%)
  406. brushes 7390/16384 88680/196608 (45.1%)
  407. brushsides 55131/65536 441048/524288 (84.1%) VERY FULL!
  408. planes 29060/65536 581200/1310720 (44.3%)
  409. vertexes 61109/65536 733308/786432 (93.2%) VERY FULL!
  410. nodes 17881/65536 572192/2097152 (27.3%)
  411. texinfos 8144/12288 586368/884736 (66.3%)
  412. texdata 1489/2048 47648/65536 (72.7%)
  413. dispinfos 8/0 1408/0 ( 0.0%)
  414. disp_verts 1840/0 36800/0 ( 0.0%)
  415. disp_tris 3232/0 6464/0 ( 0.0%)
  416. disp_lmsamples 38300/0 38300/0 ( 0.0%)
  417. faces 37855/65536 2119880/3670016 (57.8%)
  418. hdr faces 37855/65536 2119880/3670016 (57.8%)
  419. origfaces 20766/65536 1162896/3670016 (31.7%)
  420. leaves 18015/65536 576480/2097152 (27.5%)
  421. leaffaces 46208/65536 92416/131072 (70.5%)
  422. leafbrushes 18209/65536 36418/131072 (27.8%)
  423. areas 6/1024 48/8192 ( 0.6%)
  424. surfedges 235459/512000 941836/2048000 (46.0%)
  425. edges 167425/256000 669700/1024000 (65.4%)
  426. LDR worldlights 1188/8192 104544/720896 (14.5%)
  427. HDR worldlights 1188/8192 104544/720896 (14.5%)
  428. leafwaterdata 5/32768 60/393216 ( 0.0%)
  429. waterstrips 0/32768 0/327680 ( 0.0%)
  430. waterverts 0/65536 0/786432 ( 0.0%)
  431. waterindices 0/65536 0/131072 ( 0.0%)
  432. cubemapsamples 279/1024 4464/16384 (27.2%)
  433. overlays 81/512 28512/180224 (15.8%)
  434. LDR lightdata [variable] 41418948/0 ( 0.0%)
  435. HDR lightdata [variable] 41418948/0 ( 0.0%)
  436. visdata [variable] 16337216/16777216 (97.4%) VERY FULL!
  437. entdata [variable] 1017766/393216 (258.8%) VERY FULL!
  438. LDR ambient table 18015/65536 72060/262144 (27.5%)
  439. HDR ambient table 18015/65536 72060/262144 (27.5%)
  440. LDR leaf ambient 72868/65536 2040304/1835008 (111.2%) VERY FULL!
  441. HDR leaf ambient 73080/65536 2046240/1835008 (111.5%) VERY FULL!
  442. occluders 0/0 0/0 ( 0.0%)
  443. occluder polygons 0/0 0/0 ( 0.0%)
  444. occluder vert ind 0/0 0/0 ( 0.0%)
  445. detail props [variable] 1/12 ( 8.3%)
  446. static props [variable] 1/137610 ( 0.0%)
  447. pakfile [variable] 24693471/0 ( 0.0%)
  448. physics [variable] 2997130/4194304 (71.5%)
  449. physics terrain [variable] 0/1048576 ( 0.0%)
  450.  
  451. Level flags = 0
  452.  
  453. Total triangle count: 76211
  454. Writing d:\jeux steam\steamapps\common\garrysmod\garrysmod\maps\rp_osirisrp_v1.bsp
  455. 4 minutes, 13 seconds elapsed
  456.  
  457. ** Executing...
  458. ** Command: Copy File
  459. ** Parameters: "d:\jeux steam\steamapps\common\garrysmod\garrysmod\maps\rp_osirisrp_v1.bsp" "D:\Jeux steam\steamapps\common\GarrysMod\garrysmod\maps\rp_osirisrp_v1.bsp"
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