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- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\Overhangv3.vmf"
- Valve Software - vbsp.exe (May 13 2025)
- 8 threads
- Using shader api: shaderapiempty.dll
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
- Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\Overhangv3.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- 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)
- Chop Details...done (0)
- Find Visible Detail Sides...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\Overhangv3.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_01*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_01*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Overlay touching too many faces (touching 140, max 64)
- Overlay overlays/mann_co_logo_001 at -256.0 512.0 576.0
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\Overhangv3"
- Valve Software - vvis.exe (May 13 2025)
- 8 threads
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\Overhangv3.bsp
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\Overhangv3.prt
- 51 portalclusters
- 107 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: 1 visible clusters (0.05%)
- Total clusters visible: 1978
- Average clusters visible: 38
- Building PAS...
- Average clusters audible: 43
- visdatasize:1098 compressed from 816
- writing c:\program files (x86)\steam\steamapps\common\team fortress 2\Overhangv3.bsp
- 0 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\Overhangv3"
- Valve Software - vrad.exe SSE (May 13 2025)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\Overhangv3.bsp
- Setting up ray-trace acceleration structure... Done (0.04 seconds)
- 1390 faces
- 5243902 square feet [755121920.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 1390 patches before subdivision
- 40078 patches after subdivision
- 13 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 (2)
- transfers 3647879, max 413
- transfer lists: 27.8 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(393858, 266721, 175016)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(111618, 70806, 43147)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(33279, 19843, 11314)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(10171, 5616, 2987)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(3100, 1603, 803)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(961, 463, 218)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(298, 135, 60)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(93, 40, 17)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(29, 12, 5)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(9, 3, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(3, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0068 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 (3)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 19/1024 912/49152 ( 1.9%)
- brushes 56/8192 672/98304 ( 0.7%)
- brushsides 346/65536 2768/524288 ( 0.5%)
- planes 262/65536 5240/1310720 ( 0.4%)
- vertexes 1730/65536 20760/786432 ( 2.6%)
- nodes 1150/65536 36800/2097152 ( 1.8%)
- texinfos 43/12288 3096/884736 ( 0.3%)
- texdata 12/2048 384/65536 ( 0.6%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 1390/65536 77840/3670016 ( 2.1%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 247/65536 13832/3670016 ( 0.4%)
- leaves 1170/65536 37440/2097152 ( 1.8%)
- leaffaces 1567/65536 3134/131072 ( 2.4%)
- leafbrushes 427/65536 854/131072 ( 0.7%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 7088/512000 28352/2048000 ( 1.4%)
- edges 3689/256000 14756/1024000 ( 1.4%)
- LDR worldlights 13/8192 1144/720896 ( 0.2%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 110/32768 1100/327680 ( 0.3%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 1452/65536 2904/131072 ( 2.2%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 1/512 352/180224 ( 0.2%)
- LDR lightdata [variable] 1690628/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 1098/16777216 ( 0.0%)
- entdata [variable] 20908/393216 ( 5.3%)
- LDR ambient table 1170/65536 4680/262144 ( 1.8%)
- HDR ambient table 1170/65536 4680/262144 ( 1.8%)
- LDR leaf ambient 2810/65536 78680/1835008 ( 4.3%)
- HDR leaf ambient 1170/65536 32760/1835008 ( 1.8%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/2610 ( 0.0%)
- pakfile [variable] 105671/0 ( 0.0%)
- physics [variable] 24730/4194304 ( 0.6%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 3312
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\Overhangv3.bsp
- 5 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\Overhangv3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\Overhangv3.bsp"
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "Overhangv3" -steam
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