Advertisement
Guest User

Untitled

a guest
Sep 25th, 2017
90
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.33 KB | None | 0 0
  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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.vmf
  10. Patching WVT material: maps/cp_hayday_a1/nature/blendgrassground001_wvt_patch
  11. fixing up env_cubemap materials on brush sides...
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. Processing areas...done (0)
  15. Building Faces...done (0)
  16. Chop Details...done (0)
  17. Find Visible Detail Sides...
  18. Merged 26 detail faces...done (0)
  19. Merging details...done (0)
  20. FixTjuncs...
  21. PruneNodes...
  22. WriteBSP...
  23. done (0)
  24. writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.prt...Building visibility clusters...
  25. done (0)
  26. *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
  27. Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
  28. *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
  29. Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
  30. Finding displacement neighbors...
  31. Found a displacement edge abutting multiple other edges.
  32. Warning: overflowed 40 displacement corner-neighbor lists.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) (96834 bytes)
  36. Error! To use model "models/player/hwm/heavy.mdl"
  37. with prop_static, it must be compiled with $staticprop!
  38. Error loading studio model "models/player/hwm/heavy.mdl"!
  39. Placing detail props : 0...1...2...3...4...5...6...7...8...9..Error! Too many detail props emitted on this map! (64K max!)n
  40.  
  41. ** Executing...
  42. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
  43. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1"
  44.  
  45. Valve Software - vvis.exe (Jun 14 2017)
  46. fastvis = true
  47. 4 threads
  48. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp
  49. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.prt
  50. 756 portalclusters
  51. 2105 numportals
  52. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  53. Optimized: 14036 visible clusters (2.75%)
  54. Total clusters visible: 511082
  55. Average clusters visible: 676
  56. Building PAS...
  57. Average clusters audible: 755
  58. visdatasize:149256 compressed from 145152
  59. writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp
  60. 0 seconds elapsed
  61.  
  62. ** Executing...
  63. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
  64. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1"
  65.  
  66. Valve Software - vrad.exe SSE (Jun 14 2017)
  67.  
  68. Valve Radiosity Simulator
  69. 4 threads
  70. [Reading texlights from 'lights.rad']
  71. unknown light specifier type - lights
  72.  
  73. [56 texlights parsed from 'lights.rad']
  74.  
  75. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp
  76. Setting up ray-trace acceleration structure... Done (0.88 seconds)
  77. 2913 faces
  78. 3190678 square feet [459457664.00 square inches]
  79. 96 Displacements
  80. 737762 Square Feet [106237856.00 Square Inches]
  81. 2913 patches before subdivision
  82. 147295 patches after subdivision
  83. sun extent from map=0.087156
  84. 36 direct lights
  85. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (13)
  86. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
  87. transfers 5741485, max 589
  88. transfer lists: 43.8 megs
  89. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  90. Bounce #1 added RGB(532735, 186030, 112307)
  91. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  92. Bounce #2 added RGB(50563, 8937, 4729)
  93. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  94. Bounce #3 added RGB(9459, 733, 267)
  95. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  96. Bounce #4 added RGB(1517, 53, 18)
  97. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  98. Bounce #5 added RGB(421, 6, 1)
  99. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  100. Bounce #6 added RGB(91, 1, 0)
  101. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  102. Bounce #7 added RGB(34, 0, 0)
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Bounce #8 added RGB(9, 0, 0)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  106. Bounce #9 added RGB(4, 0, 0)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  108. Bounce #10 added RGB(1, 0, 0)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  110. Bounce #11 added RGB(1, 0, 0)
  111. Build Patch/Sample Hash Table(s).....Done<0.0710 sec>
  112. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
  113. FinalLightFace Done
  114. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  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 (5)
  117. Writing leaf ambient...done
  118. Ready to Finish
  119.  
  120. Object names Objects/Maxobjs Memory / Maxmem Fullness
  121. ------------ --------------- --------------- --------
  122. models 20/1024 960/49152 ( 2.0%)
  123. brushes 227/8192 2724/98304 ( 2.8%)
  124. brushsides 1486/65536 11888/524288 ( 2.3%)
  125. planes 1100/65536 22000/1310720 ( 1.7%)
  126. vertexes 4214/65536 50568/786432 ( 6.4%)
  127. nodes 1620/65536 51840/2097152 ( 2.5%)
  128. texinfos 220/12288 15840/884736 ( 1.8%)
  129. texdata 35/2048 1120/65536 ( 1.7%)
  130. dispinfos 96/0 16896/0 ( 0.0%)
  131. disp_verts 7776/0 155520/0 ( 0.0%)
  132. disp_tris 12288/0 24576/0 ( 0.0%)
  133. disp_lmsamples 833464/0 833464/0 ( 0.0%)
  134. faces 2913/65536 163128/3670016 ( 4.4%)
  135. hdr faces 0/65536 0/3670016 ( 0.0%)
  136. origfaces 966/65536 54096/3670016 ( 1.5%)
  137. leaves 1641/65536 52512/2097152 ( 2.5%)
  138. leaffaces 3177/65536 6354/131072 ( 4.8%)
  139. leafbrushes 1010/65536 2020/131072 ( 1.5%)
  140. areas 4/256 32/2048 ( 1.6%)
  141. surfedges 17191/512000 68764/2048000 ( 3.4%)
  142. edges 9190/256000 36760/1024000 ( 3.6%)
  143. LDR worldlights 36/8192 3168/720896 ( 0.4%)
  144. HDR worldlights 0/8192 0/720896 ( 0.0%)
  145. leafwaterdata 0/32768 0/393216 ( 0.0%)
  146. waterstrips 187/32768 1870/327680 ( 0.6%)
  147. waterverts 0/65536 0/786432 ( 0.0%)
  148. waterindices 2592/65536 5184/131072 ( 4.0%)
  149. cubemapsamples 0/1024 0/16384 ( 0.0%)
  150. overlays 21/512 7392/180224 ( 4.1%)
  151. LDR lightdata [variable] 7685208/0 ( 0.0%)
  152. HDR lightdata [variable] 0/0 ( 0.0%)
  153. visdata [variable] 149256/16777216 ( 0.9%)
  154. entdata [variable] 52298/393216 (13.3%)
  155. LDR ambient table 1641/65536 6564/262144 ( 2.5%)
  156. HDR ambient table 1641/65536 6564/262144 ( 2.5%)
  157. LDR leaf ambient 9532/65536 266896/1835008 (14.5%)
  158. HDR leaf ambient 1641/65536 45948/1835008 ( 2.5%)
  159. occluders 0/0 0/0 ( 0.0%)
  160. occluder polygons 0/0 0/0 ( 0.0%)
  161. occluder vert ind 0/0 0/0 ( 0.0%)
  162. detail props [variable] 1/2645320 ( 0.0%)
  163. dtl prp lght [variable] 1/4 (25.0%)
  164. HDR dtl prp lght [variable] 1/4 (25.0%)
  165. static props [variable] 1/21132 ( 0.0%)
  166. pakfile [variable] 939/0 ( 0.0%)
  167. physics [variable] 90893/4194304 ( 2.2%)
  168. physics terrain [variable] 6042/1048576 ( 0.6%)
  169.  
  170. Level flags = 0
  171.  
  172. Total triangle count: 7449
  173. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp
  174. 44 seconds elapsed
  175.  
  176. ** Executing...
  177. ** Command: Copy File
  178. ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_hayday_a1.bsp"
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement