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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
  4. ** Parameters: -AllowDynamicPropsAsStatic -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "c:\program files (x86)\steam\steamapps\common\sourcesdk\sourcesdk_content\hl2\kraken_survival_test"
  5.  
  6. Valve Software - vbsp.exe (Mar 23 2018)
  7. AllowDynamicPropsAsStatic = true
  8. 4 threads
  9. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
  10. Loading c:\program files (x86)\steam\steamapps\common\sourcesdk\sourcesdk_content\hl2\kraken_survival_test.vmf
  11. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  12. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
  13. fixing up env_cubemap materials on brush sides...
  14. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  15. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  16. Processing areas...done (0)
  17. Building Faces...done (0)
  18. Chop Details...done (0)
  19. Find Visible Detail Sides...
  20. Merged 16 detail faces...done (0)
  21. Merging details...done (0)
  22. FixTjuncs...
  23. PruneNodes...
  24. WriteBSP...
  25. done (0)
  26. writing c:\program files (x86)\steam\steamapps\common\sourcesdk\sourcesdk_content\hl2\kraken_survival_test.prt...Building visibility clusters...
  27. done (0)
  28. Creating default LDR cubemaps for env_cubemap using skybox materials:
  29. skybox/sky_borealis02*.vmt
  30. ! Run buildcubemaps in the engine to get the correct cube maps.
  31. Creating default HDR cubemaps for env_cubemap using skybox materials:
  32. skybox/sky_borealis02*.vmt
  33. ! Run buildcubemaps in the engine to get the correct cube maps.
  34. Finding displacement neighbors...
  35. Finding lightmap sample positions...
  36. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  37. Building Physics collision data...
  38. done (0) (140706 bytes)
  39. Warning! prop_static using model "models/props_wasteland/controlroom_desk001b.mdl", is used on a prop_static.
  40. Warning! prop_static using model "models/props_wasteland/barricade001a.mdl", is used on a prop_static.
  41. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  42. Water found with no water_lod_control entity, creating a default one.
  43. Compacting texture/material tables...
  44. Reduced 659 texinfos to 352
  45. Reduced 56 texdatas to 53 (1201 bytes to 1072)
  46. Writing c:\program files (x86)\steam\steamapps\common\sourcesdk\sourcesdk_content\hl2\kraken_survival_test.bsp
  47. 0 seconds elapsed
  48.  
  49. ** Executing...
  50. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
  51. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "c:\program files (x86)\steam\steamapps\common\sourcesdk\sourcesdk_content\hl2\kraken_survival_test"
  52.  
  53. Valve Software - vvis.exe (Mar 23 2018)
  54. 4 threads
  55. reading c:\program files (x86)\steam\steamapps\common\sourcesdk\sourcesdk_content\hl2\kraken_survival_test.bsp
  56. reading c:\program files (x86)\steam\steamapps\common\sourcesdk\sourcesdk_content\hl2\kraken_survival_test.prt
  57. 190 portalclusters
  58. 513 numportals
  59. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  60. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  61. Optimized: 62 visible clusters (0.42%)
  62. Total clusters visible: 14892
  63. Average clusters visible: 78
  64. Building PAS...
  65. Average clusters audible: 179
  66. visdatasize:9931 compressed from 9120
  67. writing c:\program files (x86)\steam\steamapps\common\sourcesdk\sourcesdk_content\hl2\kraken_survival_test.bsp
  68. 0 seconds elapsed
  69.  
  70. ** Executing...
  71. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
  72. ** Parameters: -noskyboxrecurse -staticproppolys -textureshadows -staticproplighting -both -final -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "c:\program files (x86)\steam\steamapps\common\sourcesdk\sourcesdk_content\hl2\kraken_survival_test"
  73.  
  74. Valve Software - vrad.exe SSE (Mar 23 2018)
  75.  
  76. Valve Radiosity Simulator
  77. 4 threads
  78. [Reading texlights from 'lights.rad']
  79. [45 texlights parsed from 'lights.rad']
  80.  
  81. Loading c:\program files (x86)\steam\steamapps\common\sourcesdk\sourcesdk_content\hl2\kraken_survival_test.bsp
  82. Loaded alpha texture materials\Models\props_c17\fence_alpha.vtf
  83. Setting up ray-trace acceleration structure... Done (0.46 seconds)
  84. 1297 faces
  85. 20878 square feet [3006567.00 square inches]
  86. 0 Displacements
  87. 0 Square Feet [0.00 Square Inches]
  88. 1297 patches before subdivision
  89. 4633 patches after subdivision
  90. 56 direct lights
  91. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  92. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
  93. transfers 303051, max 287
  94. transfer lists: 2.3 megs
  95. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  96. Bounce #1 added RGB(4289, 6339, 6112)
  97. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  98. Bounce #2 added RGB(813, 1152, 1027)
  99. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  100. Bounce #3 added RGB(189, 261, 219)
  101. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  102. Bounce #4 added RGB(46, 62, 49)
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Bounce #5 added RGB(12, 16, 12)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  106. Bounce #6 added RGB(3, 4, 3)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  108. Bounce #7 added RGB(1, 1, 1)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  110. Bounce #8 added RGB(0, 0, 0)
  111. Build Patch/Sample Hash Table(s).....Done<0.0010 sec>
  112. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
  113. FinalLightFace Done
  114. 52 of 56 (92% of) surface lights went in leaf ambient cubes.
  115. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  116. Writing leaf ambient...done
  117. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (0)
  118.  
  119. Ready to Finish
  120.  
  121. Object names Objects/Maxobjs Memory / Maxmem Fullness
  122. ------------ --------------- --------------- --------
  123. models 21/2048 1008/98304 ( 1.0%)
  124. brushes 367/16384 4404/196608 ( 2.2%)
  125. brushsides 2524/65536 20192/524288 ( 3.9%)
  126. planes 862/65536 17240/1310720 ( 1.3%)
  127. vertexes 1810/65536 21720/786432 ( 2.8%)
  128. nodes 772/65536 24704/2097152 ( 1.2%)
  129. texinfos 352/12288 25344/884736 ( 2.9%)
  130. texdata 53/2048 1696/65536 ( 2.6%)
  131. dispinfos 0/0 0/0 ( 0.0%)
  132. disp_verts 0/0 0/0 ( 0.0%)
  133. disp_tris 0/0 0/0 ( 0.0%)
  134. disp_lmsamples 0/0 0/0 ( 0.0%)
  135. faces 1297/65536 72632/3670016 ( 2.0%)
  136. hdr faces 0/65536 0/3670016 ( 0.0%)
  137. origfaces 943/65536 52808/3670016 ( 1.4%)
  138. leaves 794/65536 25408/2097152 ( 1.2%)
  139. leaffaces 1488/65536 2976/131072 ( 2.3%)
  140. leafbrushes 685/65536 1370/131072 ( 1.0%)
  141. areas 3/256 24/2048 ( 1.2%)
  142. surfedges 9749/512000 38996/2048000 ( 1.9%)
  143. edges 5825/256000 23300/1024000 ( 2.3%)
  144. LDR worldlights 56/8192 4928/720896 ( 0.7%)
  145. HDR worldlights 0/8192 0/720896 ( 0.0%)
  146. leafwaterdata 1/32768 12/393216 ( 0.0%)
  147. waterstrips 57/32768 570/327680 ( 0.2%)
  148. waterverts 0/65536 0/786432 ( 0.0%)
  149. waterindices 999/65536 1998/131072 ( 1.5%)
  150. cubemapsamples 0/1024 0/16384 ( 0.0%)
  151. overlays 8/1024 2816/360448 ( 0.8%)
  152. LDR lightdata [variable] 128740/0 ( 0.0%)
  153. HDR lightdata [variable] 0/0 ( 0.0%)
  154. visdata [variable] 9931/16777216 ( 0.1%)
  155. entdata [variable] 28256/393216 ( 7.2%)
  156. LDR ambient table 794/65536 3176/262144 ( 1.2%)
  157. HDR ambient table 794/65536 3176/262144 ( 1.2%)
  158. LDR leaf ambient 1245/65536 34860/1835008 ( 1.9%)
  159. HDR leaf ambient 794/65536 22232/1835008 ( 1.2%)
  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. detail props [variable] 1/12 ( 8.3%)
  164. static props [variable] 1/2148 ( 0.0%)
  165. pakfile [variable] 313414/0 ( 0.0%)
  166. physics [variable] 140706/4194304 ( 3.4%)
  167. physics terrain [variable] 2/1048576 ( 0.0%)
  168.  
  169. Level flags = 1
  170.  
  171. Total triangle count: 3364
  172. Writing c:\program files (x86)\steam\steamapps\common\sourcesdk\sourcesdk_content\hl2\kraken_survival_test.bsp
  173. 2 seconds elapsed
  174. Valve Software - vrad.exe SSE (Mar 23 2018)
  175.  
  176. Valve Radiosity Simulator
  177. 4 threads
  178. [Reading texlights from 'lights.rad']
  179. [45 texlights parsed from 'lights.rad']
  180.  
  181. Loading c:\program files (x86)\steam\steamapps\common\sourcesdk\sourcesdk_content\hl2\kraken_survival_test.bsp
  182. Loaded alpha texture materials\Models\props_c17\fence_alpha.vtf
  183. Setting up ray-trace acceleration structure... Done (0.44 seconds)
  184. 1297 faces
  185. 20878 square feet [3006567.00 square inches]
  186. 0 Displacements
  187. 0 Square Feet [0.00 Square Inches]
  188. 1297 patches before subdivision
  189. 4633 patches after subdivision
  190. 56 direct lights
  191. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  192. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
  193. transfers 303051, max 287
  194. transfer lists: 2.3 megs
  195. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  196. Bounce #1 added RGB(2146, 3172, 3059)
  197. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  198. Bounce #2 added RGB(407, 576, 514)
  199. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  200. Bounce #3 added RGB(94, 131, 109)
  201. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  202. Bounce #4 added RGB(23, 31, 24)
  203. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  204. Bounce #5 added RGB(6, 8, 6)
  205. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  206. Bounce #6 added RGB(2, 2, 1)
  207. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  208. Bounce #7 added RGB(0, 1, 0)
  209. Build Patch/Sample Hash Table(s).....Done<0.0010 sec>
  210. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
  211. FinalLightFace Done
  212. 56 of 56 (100% of) surface lights went in leaf ambient cubes.
  213. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  214. Writing leaf ambient...done
  215. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (0)
  216.  
  217. Ready to Finish
  218.  
  219. Object names Objects/Maxobjs Memory / Maxmem Fullness
  220. ------------ --------------- --------------- --------
  221. models 21/2048 1008/98304 ( 1.0%)
  222. brushes 367/16384 4404/196608 ( 2.2%)
  223. brushsides 2524/65536 20192/524288 ( 3.9%)
  224. planes 862/65536 17240/1310720 ( 1.3%)
  225. vertexes 1810/65536 21720/786432 ( 2.8%)
  226. nodes 772/65536 24704/2097152 ( 1.2%)
  227. texinfos 352/12288 25344/884736 ( 2.9%)
  228. texdata 53/2048 1696/65536 ( 2.6%)
  229. dispinfos 0/0 0/0 ( 0.0%)
  230. disp_verts 0/0 0/0 ( 0.0%)
  231. disp_tris 0/0 0/0 ( 0.0%)
  232. disp_lmsamples 0/0 0/0 ( 0.0%)
  233. faces 1297/65536 72632/3670016 ( 2.0%)
  234. hdr faces 1297/65536 72632/3670016 ( 2.0%)
  235. origfaces 943/65536 52808/3670016 ( 1.4%)
  236. leaves 794/65536 25408/2097152 ( 1.2%)
  237. leaffaces 1488/65536 2976/131072 ( 2.3%)
  238. leafbrushes 685/65536 1370/131072 ( 1.0%)
  239. areas 3/256 24/2048 ( 1.2%)
  240. surfedges 9749/512000 38996/2048000 ( 1.9%)
  241. edges 5825/256000 23300/1024000 ( 2.3%)
  242. LDR worldlights 56/8192 4928/720896 ( 0.7%)
  243. HDR worldlights 56/8192 4928/720896 ( 0.7%)
  244. leafwaterdata 1/32768 12/393216 ( 0.0%)
  245. waterstrips 57/32768 570/327680 ( 0.2%)
  246. waterverts 0/65536 0/786432 ( 0.0%)
  247. waterindices 999/65536 1998/131072 ( 1.5%)
  248. cubemapsamples 0/1024 0/16384 ( 0.0%)
  249. overlays 8/1024 2816/360448 ( 0.8%)
  250. LDR lightdata [variable] 128740/0 ( 0.0%)
  251. HDR lightdata [variable] 128740/0 ( 0.0%)
  252. visdata [variable] 9931/16777216 ( 0.1%)
  253. entdata [variable] 28256/393216 ( 7.2%)
  254. LDR ambient table 794/65536 3176/262144 ( 1.2%)
  255. HDR ambient table 794/65536 3176/262144 ( 1.2%)
  256. LDR leaf ambient 1245/65536 34860/1835008 ( 1.9%)
  257. HDR leaf ambient 1187/65536 33236/1835008 ( 1.8%)
  258. occluders 0/0 0/0 ( 0.0%)
  259. occluder polygons 0/0 0/0 ( 0.0%)
  260. occluder vert ind 0/0 0/0 ( 0.0%)
  261. detail props [variable] 1/12 ( 8.3%)
  262. static props [variable] 1/2148 ( 0.0%)
  263. pakfile [variable] 414968/0 ( 0.0%)
  264. physics [variable] 140706/4194304 ( 3.4%)
  265. physics terrain [variable] 2/1048576 ( 0.0%)
  266.  
  267. Level flags = 3
  268.  
  269. Total triangle count: 3364
  270. Writing c:\program files (x86)\steam\steamapps\common\sourcesdk\sourcesdk_content\hl2\kraken_survival_test.bsp
  271. 2 seconds elapsed
  272.  
  273. ** Executing...
  274. ** Command: Copy File
  275. ** Parameters: "c:\program files (x86)\steam\steamapps\common\sourcesdk\sourcesdk_content\hl2\kraken_survival_test.bsp" "C:\Program Files (x86)\Steam\steamapps\sourcemods\modtest2\maps\kraken_survival_test.bsp"
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