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Jul 2nd, 2017
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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\johan\Documents\pl_river.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jun 14 2017)
  7. 4 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
  9. Loading C:\Users\johan\Documents\pl_river.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Patching WVT material: maps/pl_river/dev/dev_blendmeasure_wvt_patch
  12. fixing up env_cubemap materials on brush sides...
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  15. Processing areas...done (0)
  16. Building Faces...done (0)
  17. Chop Details...done (0)
  18. Find Visible Detail Sides...
  19. Merged 8542 detail faces...done (1)
  20. Merging details...done (0)
  21. FixTjuncs...
  22. PruneNodes...
  23. WriteBSP...
  24. done (0)
  25. writing C:\Users\johan\Documents\pl_river.prt...Building visibility clusters...
  26. done (0)
  27. *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
  28. Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
  29. *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
  30. Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
  31. Finding displacement neighbors...
  32. Finding lightmap sample positions...
  33. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  34. Building Physics collision data...
  35. done (1) (696932 bytes)
  36. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  37. Water found with no water_lod_control entity, creating a default one.
  38. Compacting texture/material tables...
  39. Reduced 800 texinfos to 458
  40. Reduced 33 texdatas to 25 (855 bytes to 567)
  41. Writing C:\Users\johan\Documents\pl_river.bsp
  42. Wrote ZIP buffer, estimated size 2684, actual size 1934
  43. 6 seconds elapsed
  44.  
  45. ** Executing...
  46. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
  47. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\johan\Documents\pl_river"
  48.  
  49. Valve Software - vvis.exe (Jun 14 2017)
  50. fastvis = true
  51. 4 threads
  52. reading c:\users\johan\documents\pl_river.bsp
  53. reading c:\users\johan\documents\pl_river.prt
  54. 1681 portalclusters
  55. 5273 numportals
  56. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  57. Optimized: 127063 visible clusters (5.90%)
  58. Total clusters visible: 2152055
  59. Average clusters visible: 1280
  60. Building PAS...
  61. Average clusters audible: 1680
  62. visdatasize:711967 compressed from 726192
  63. writing c:\users\johan\documents\pl_river.bsp
  64. 1 second elapsed
  65.  
  66. ** Executing...
  67. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
  68. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Users\johan\Documents\pl_river"
  69.  
  70. Valve Software - vrad.exe SSE (Jun 14 2017)
  71.  
  72. Valve Radiosity Simulator
  73. 4 threads
  74. [Reading texlights from 'lights.rad']
  75. unknown light specifier type - lights
  76.  
  77. [56 texlights parsed from 'lights.rad']
  78.  
  79. Loading c:\users\johan\documents\pl_river.bsp
  80. Setting up ray-trace acceleration structure... Done (1.41 seconds)
  81. 9828 faces
  82. 18 degenerate faces
  83. 2636473 square feet [379652224.00 square inches]
  84. 0 Displacements
  85. 0 Square Feet [0.00 Square Inches]
  86. 9810 patches before subdivision
  87. zero area child patch
  88. 167044 patches after subdivision
  89. sun extent from map=0.069756
  90. light has _fifty_percent_distance of 4204.000000 but _zero_percent_distance of 0.000000
  91. 65 direct lights
  92. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
  93. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (44)
  94. transfers 24391247, max 2077
  95. transfer lists: 186.1 megs
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #1 added RGB(1182933, 543774, 416475)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  99. Bounce #2 added RGB(271153, 76781, 43320)
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  101. Bounce #3 added RGB(68010, 11862, 5516)
  102. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  103. Bounce #4 added RGB(21833, 2049, 787)
  104. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  105. Bounce #5 added RGB(7116, 376, 124)
  106. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  107. Bounce #6 added RGB(2633, 73, 21)
  108. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  109. Bounce #7 added RGB(972, 15, 4)
  110. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  111. Bounce #8 added RGB(378, 3, 1)
  112. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  113. Bounce #9 added RGB(147, 1, 0)
  114. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  115. Bounce #10 added RGB(58, 0, 0)
  116. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  117. Bounce #11 added RGB(23, 0, 0)
  118. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  119. Bounce #12 added RGB(9, 0, 0)
  120. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  121. Bounce #13 added RGB(4, 0, 0)
  122. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  123. Bounce #14 added RGB(2, 0, 0)
  124. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  125. Bounce #15 added RGB(1, 0, 0)
  126. Build Patch/Sample Hash Table(s).....Done<0.0434 sec>
  127. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
  128. FinalLightFace Done
  129. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  130. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (8)
  131. Writing leaf ambient...done
  132. Ready to Finish
  133.  
  134. Object names Objects/Maxobjs Memory / Maxmem Fullness
  135. ------------ --------------- --------------- --------
  136. models 56/1024 2688/49152 ( 5.5%)
  137. brushes 1747/8192 20964/98304 (21.3%)
  138. brushsides 14029/65536 112232/524288 (21.4%)
  139. planes 9998/65536 199960/1310720 (15.3%)
  140. vertexes 20006/65536 240072/786432 (30.5%)
  141. nodes 3610/65536 115520/2097152 ( 5.5%)
  142. texinfos 458/12288 32976/884736 ( 3.7%)
  143. texdata 25/2048 800/65536 ( 1.2%)
  144. dispinfos 0/0 0/0 ( 0.0%)
  145. disp_verts 0/0 0/0 ( 0.0%)
  146. disp_tris 0/0 0/0 ( 0.0%)
  147. disp_lmsamples 0/0 0/0 ( 0.0%)
  148. faces 9828/65536 550368/3670016 (15.0%)
  149. hdr faces 0/65536 0/3670016 ( 0.0%)
  150. origfaces 5343/65536 299208/3670016 ( 8.2%)
  151. leaves 3667/65536 117344/2097152 ( 5.6%)
  152. leaffaces 12837/65536 25674/131072 (19.6%)
  153. leafbrushes 4263/65536 8526/131072 ( 6.5%)
  154. areas 2/256 16/2048 ( 0.8%)
  155. surfedges 72365/512000 289460/2048000 (14.1%)
  156. edges 46479/256000 185916/1024000 (18.2%)
  157. LDR worldlights 65/8192 5720/720896 ( 0.8%)
  158. HDR worldlights 0/8192 0/720896 ( 0.0%)
  159. leafwaterdata 3/32768 36/393216 ( 0.0%)
  160. waterstrips 1356/32768 13560/327680 ( 4.1%)
  161. waterverts 0/65536 0/786432 ( 0.0%)
  162. waterindices 31182/65536 62364/131072 (47.6%)
  163. cubemapsamples 0/1024 0/16384 ( 0.0%)
  164. overlays 46/512 16192/180224 ( 9.0%)
  165. LDR lightdata [variable] 3854980/0 ( 0.0%)
  166. HDR lightdata [variable] 0/0 ( 0.0%)
  167. visdata [variable] 711967/16777216 ( 4.2%)
  168. entdata [variable] 121887/393216 (31.0%)
  169. LDR ambient table 3667/65536 14668/262144 ( 5.6%)
  170. HDR ambient table 3667/65536 14668/262144 ( 5.6%)
  171. LDR leaf ambient 22384/65536 626752/1835008 (34.2%)
  172. HDR leaf ambient 3667/65536 102676/1835008 ( 5.6%)
  173. occluders 0/0 0/0 ( 0.0%)
  174. occluder polygons 0/0 0/0 ( 0.0%)
  175. occluder vert ind 0/0 0/0 ( 0.0%)
  176. detail props [variable] 1/12 ( 8.3%)
  177. static props [variable] 1/17874 ( 0.0%)
  178. pakfile [variable] 1934/0 ( 0.0%)
  179. physics [variable] 696932/4194304 (16.6%)
  180. physics terrain [variable] 2/1048576 ( 0.0%)
  181.  
  182. Level flags = 0
  183.  
  184. Total triangle count: 30907
  185. Writing c:\users\johan\documents\pl_river.bsp
  186. 1 minute, 9 seconds elapsed
  187.  
  188. ** Executing...
  189. ** Command: Copy File
  190. ** Parameters: "C:\Users\johan\Documents\pl_river.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_river.bsp"
  191.  
  192.  
  193. ** Executing...
  194. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
  195. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -novid +map "pl_river" -steam
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