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Aug 25th, 2019
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  1.  
  2. ** Executing...
  3. ** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\bin\vbsp.exe"
  4. ** Parameters: -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Samuel\Pictures\scpsite.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jun 30 2019)
  7. 4 threads
  8. materialPath: D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\materials
  9. Loading C:\Users\Samuel\Pictures\scpsite.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Patching WVT material: maps/scpsite/nature/blendcliffgrass001a_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 (1)
  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 112 detail faces...done (0)
  20. Merging details...done (0)
  21. FixTjuncs...
  22. PruneNodes...
  23. WriteBSP...
  24. done (0)
  25. writing C:\Users\Samuel\Pictures\scpsite.prt...Building visibility clusters...
  26. done (0)
  27. WARNING: node without a volume
  28. WARNING: node without a volume
  29. WARNING: node without a volume
  30. WARNING: node without a volume
  31. Creating default LDR cubemaps for env_cubemap using skybox materials:
  32. skybox/sky_day01_09*.vmt
  33. ! Run buildcubemaps in the engine to get the correct cube maps.
  34. Creating default HDR cubemaps for env_cubemap using skybox materials:
  35. skybox/sky_day01_09*.vmt
  36. ! Run buildcubemaps in the engine to get the correct cube maps.
  37. Finding displacement neighbors...
  38. Found a displacement edge abutting multiple other edges.
  39. Finding lightmap sample positions...
  40. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  41. Building Physics collision data...
  42. done (0) (677969 bytes)
  43. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  44. Compacting texture/material tables...
  45. Reduced 5035 texinfos to 2559
  46. Reduced 163 texdatas to 134 (5263 bytes to 4411)
  47. Writing C:\Users\Samuel\Pictures\scpsite.bsp
  48. 3 seconds elapsed
  49.  
  50. ** Executing...
  51. ** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\bin\vvis.exe"
  52. ** Parameters: -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" -fast "C:\Users\Samuel\Pictures\scpsite"
  53.  
  54. Valve Software - vvis.exe (Jun 30 2019)
  55. fastvis = true
  56. 4 threads
  57. reading c:\users\samuel\pictures\scpsite.bsp
  58. reading c:\users\samuel\pictures\scpsite.prt
  59. 2641 portalclusters
  60. 8921 numportals
  61. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
  62. Optimized: 430125 visible clusters (7.31%)
  63. Total clusters visible: 5880844
  64. Average clusters visible: 2226
  65. Building PAS...
  66. Average clusters audible: 2638
  67. visdatasize:1716063 compressed from 1774752
  68. writing c:\users\samuel\pictures\scpsite.bsp
  69. 4 seconds elapsed
  70.  
  71. ** Executing...
  72. ** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\bin\vrad.exe"
  73. ** Parameters: -both -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" -noextra "C:\Users\Samuel\Pictures\scpsite"
  74.  
  75. Valve Software - vrad.exe SSE (Jun 30 2019)
  76.  
  77. Valve Radiosity Simulator
  78. 4 threads
  79. [Reading texlights from 'lights.rad']
  80. [45 texlights parsed from 'lights.rad']
  81.  
  82. Loading c:\users\samuel\pictures\scpsite.bsp
  83. PREP OK
  84. Setting up ray-trace acceleration structure... Done (1.08 seconds)
  85. 14191 faces
  86. 28 degenerate faces
  87. 3178958 square feet [457770048.00 square inches]
  88. 148 Displacements
  89. 70073 Square Feet [10090521.00 Square Inches]
  90. 14163 patches before subdivision
  91. zero area child patch
  92. zero area child patch
  93. zero area child patch
  94. zero area child patch
  95. zero area child patch
  96. zero area child patch
  97. 78917 patches after subdivision
  98. sun extent from map=0.000000
  99. 198 direct lights
  100. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
  101. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25)
  102. transfers 12479656, max 1162
  103. transfer lists: 95.2 megs
  104. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  105. Bounce #1 added RGB(99756, 60570, 33082)
  106. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  107. Bounce #2 added RGB(16412, 9708, 3639)
  108. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  109. Bounce #3 added RGB(4798, 3342, 1037)
  110. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  111. Bounce #4 added RGB(1844, 1432, 455)
  112. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  113. Bounce #5 added RGB(864, 690, 209)
  114. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  115. Bounce #6 added RGB(428, 344, 108)
  116. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  117. Bounce #7 added RGB(225, 179, 55)
  118. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  119. Bounce #8 added RGB(122, 95, 31)
  120. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  121. Bounce #9 added RGB(69, 52, 17)
  122. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  123. Bounce #10 added RGB(40, 30, 10)
  124. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  125. Bounce #11 added RGB(24, 17, 6)
  126. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  127. Bounce #12 added RGB(15, 11, 4)
  128. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  129. Bounce #13 added RGB(10, 7, 2)
  130. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  131. Bounce #14 added RGB(7, 4, 2)
  132. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  133. Bounce #15 added RGB(5, 3, 1)
  134. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  135. Bounce #16 added RGB(3, 2, 1)
  136. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  137. Bounce #17 added RGB(2, 1, 0)
  138. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  139. Bounce #18 added RGB(2, 1, 0)
  140. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  141. Bounce #19 added RGB(1, 1, 0)
  142. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  143. Bounce #20 added RGB(1, 0, 0)
  144. Build Patch/Sample Hash Table(s).....Done<0.0196 sec>
  145. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
  146. FinalLightFace Done
  147. 0 of 72 (0% of) surface lights went in leaf ambient cubes.
  148. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11)
  149. Writing leaf ambient...done
  150. Ready to Finish
  151.  
  152. Object names Objects/Maxobjs Memory / Maxmem Fullness
  153. ------------ --------------- --------------- --------
  154. models 106/1024 5088/49152 (10.4%)
  155. brushes 1589/16384 19068/196608 ( 9.7%)
  156. brushsides 19737/65536 157896/524288 (30.1%)
  157. planes 28666/65536 573320/1310720 (43.7%)
  158. vertexes 20245/65536 242940/786432 (30.9%)
  159. nodes 10102/65536 323264/2097152 (15.4%)
  160. texinfos 2559/12288 184248/884736 (20.8%)
  161. texdata 134/2048 4288/65536 ( 6.5%)
  162. dispinfos 148/0 26048/0 ( 0.0%)
  163. disp_verts 11988/0 239760/0 ( 0.0%)
  164. disp_tris 18944/0 37888/0 ( 0.0%)
  165. disp_lmsamples 167116/0 167116/0 ( 0.0%)
  166. faces 14191/65536 794696/3670016 (21.7%)
  167. hdr faces 0/65536 0/3670016 ( 0.0%)
  168. origfaces 7649/65536 428344/3670016 (11.7%)
  169. leaves 10209/65536 326688/2097152 (15.6%)
  170. leaffaces 16058/65536 32116/131072 (24.5%)
  171. leafbrushes 5991/65536 11982/131072 ( 9.1%)
  172. areas 2/1024 16/8192 ( 0.2%)
  173. surfedges 100044/512000 400176/2048000 (19.5%)
  174. edges 58364/256000 233456/1024000 (22.8%)
  175. LDR worldlights 198/8192 17424/720896 ( 2.4%)
  176. HDR worldlights 0/8192 0/720896 ( 0.0%)
  177. leafwaterdata 2/32768 24/393216 ( 0.0%)
  178. waterstrips 1175/32768 11750/327680 ( 3.6%)
  179. waterverts 0/65536 0/786432 ( 0.0%)
  180. waterindices 22557/65536 45114/131072 (34.4%)
  181. cubemapsamples 2/1024 32/16384 ( 0.2%)
  182. overlays 4/512 1408/180224 ( 0.8%)
  183. LDR lightdata [variable] 5802200/0 ( 0.0%)
  184. HDR lightdata [variable] 0/0 ( 0.0%)
  185. visdata [variable] 1716063/16777216 (10.2%)
  186. entdata [variable] 435428/393216 (110.7%) VERY FULL!
  187. LDR ambient table 10209/65536 40836/262144 (15.6%)
  188. HDR ambient table 10209/65536 40836/262144 (15.6%)
  189. LDR leaf ambient 20917/65536 585676/1835008 (31.9%)
  190. HDR leaf ambient 10209/65536 285852/1835008 (15.6%)
  191. occluders 0/0 0/0 ( 0.0%)
  192. occluder polygons 0/0 0/0 ( 0.0%)
  193. occluder vert ind 0/0 0/0 ( 0.0%)
  194. detail props [variable] 1/12 ( 8.3%)
  195. static props [variable] 1/4138 ( 0.0%)
  196. pakfile [variable] 331905/0 ( 0.0%)
  197. physics [variable] 677969/4194304 (16.2%)
  198. physics terrain [variable] 32514/1048576 ( 3.1%)
  199.  
  200. Level flags = 0
  201.  
  202. Total triangle count: 40260
  203. Writing c:\users\samuel\pictures\scpsite.bsp
  204. 56 seconds elapsed
  205. Valve Software - vrad.exe SSE (Jun 30 2019)
  206.  
  207. Valve Radiosity Simulator
  208. 4 threads
  209. [Reading texlights from 'lights.rad']
  210. [45 texlights parsed from 'lights.rad']
  211.  
  212. Loading c:\users\samuel\pictures\scpsite.bsp
  213. PREP OK
  214. Setting up ray-trace acceleration structure... Done (1.12 seconds)
  215. 14191 faces
  216. 28 degenerate faces
  217. 3178958 square feet [457770048.00 square inches]
  218. 148 Displacements
  219. 70073 Square Feet [10090521.00 Square Inches]
  220. 14163 patches before subdivision
  221. zero area child patch
  222. zero area child patch
  223. zero area child patch
  224. zero area child patch
  225. zero area child patch
  226. zero area child patch
  227. 78917 patches after subdivision
  228. sun extent from map=0.000000
  229. 198 direct lights
  230. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
  231. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
  232. transfers 12479656, max 1162
  233. transfer lists: 95.2 megs
  234. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  235. Bounce #1 added RGB(99756, 60570, 33082)
  236. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  237. Bounce #2 added RGB(16412, 9708, 3639)
  238. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  239. Bounce #3 added RGB(4798, 3342, 1037)
  240. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  241. Bounce #4 added RGB(1844, 1432, 455)
  242. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  243. Bounce #5 added RGB(864, 690, 209)
  244. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  245. Bounce #6 added RGB(428, 344, 108)
  246. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  247. Bounce #7 added RGB(225, 179, 55)
  248. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  249. Bounce #8 added RGB(122, 95, 31)
  250. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  251. Bounce #9 added RGB(69, 52, 17)
  252. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  253. Bounce #10 added RGB(40, 30, 10)
  254. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  255. Bounce #11 added RGB(24, 17, 6)
  256. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  257. Bounce #12 added RGB(15, 11, 4)
  258. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  259. Bounce #13 added RGB(10, 7, 2)
  260. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  261. Bounce #14 added RGB(7, 4, 2)
  262. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  263. Bounce #15 added RGB(5, 3, 1)
  264. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  265. Bounce #16 added RGB(3, 2, 1)
  266. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  267. Bounce #17 added RGB(2, 1, 0)
  268. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  269. Bounce #18 added RGB(2, 1, 0)
  270. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  271. Bounce #19 added RGB(1, 1, 0)
  272. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  273. Bounce #20 added RGB(1, 0, 0)
  274. Build Patch/Sample Hash Table(s).....Done<0.0199 sec>
  275. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
  276. FinalLightFace Done
  277. 0 of 72 (0% of) surface lights went in leaf ambient cubes.
  278. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11)
  279. Writing leaf ambient...done
  280. Ready to Finish
  281.  
  282. Object names Objects/Maxobjs Memory / Maxmem Fullness
  283. ------------ --------------- --------------- --------
  284. models 106/1024 5088/49152 (10.4%)
  285. brushes 1589/16384 19068/196608 ( 9.7%)
  286. brushsides 19737/65536 157896/524288 (30.1%)
  287. planes 28666/65536 573320/1310720 (43.7%)
  288. vertexes 20245/65536 242940/786432 (30.9%)
  289. nodes 10102/65536 323264/2097152 (15.4%)
  290. texinfos 2559/12288 184248/884736 (20.8%)
  291. texdata 134/2048 4288/65536 ( 6.5%)
  292. dispinfos 148/0 26048/0 ( 0.0%)
  293. disp_verts 11988/0 239760/0 ( 0.0%)
  294. disp_tris 18944/0 37888/0 ( 0.0%)
  295. disp_lmsamples 167116/0 167116/0 ( 0.0%)
  296. faces 14191/65536 794696/3670016 (21.7%)
  297. hdr faces 14191/65536 794696/3670016 (21.7%)
  298. origfaces 7649/65536 428344/3670016 (11.7%)
  299. leaves 10209/65536 326688/2097152 (15.6%)
  300. leaffaces 16058/65536 32116/131072 (24.5%)
  301. leafbrushes 5991/65536 11982/131072 ( 9.1%)
  302. areas 2/1024 16/8192 ( 0.2%)
  303. surfedges 100044/512000 400176/2048000 (19.5%)
  304. edges 58364/256000 233456/1024000 (22.8%)
  305. LDR worldlights 198/8192 17424/720896 ( 2.4%)
  306. HDR worldlights 198/8192 17424/720896 ( 2.4%)
  307. leafwaterdata 2/32768 24/393216 ( 0.0%)
  308. waterstrips 1175/32768 11750/327680 ( 3.6%)
  309. waterverts 0/65536 0/786432 ( 0.0%)
  310. waterindices 22557/65536 45114/131072 (34.4%)
  311. cubemapsamples 2/1024 32/16384 ( 0.2%)
  312. overlays 4/512 1408/180224 ( 0.8%)
  313. LDR lightdata [variable] 5802200/0 ( 0.0%)
  314. HDR lightdata [variable] 5802200/0 ( 0.0%)
  315. visdata [variable] 1716063/16777216 (10.2%)
  316. entdata [variable] 435428/393216 (110.7%) VERY FULL!
  317. LDR ambient table 10209/65536 40836/262144 (15.6%)
  318. HDR ambient table 10209/65536 40836/262144 (15.6%)
  319. LDR leaf ambient 20917/65536 585676/1835008 (31.9%)
  320. HDR leaf ambient 20917/65536 585676/1835008 (31.9%)
  321. occluders 0/0 0/0 ( 0.0%)
  322. occluder polygons 0/0 0/0 ( 0.0%)
  323. occluder vert ind 0/0 0/0 ( 0.0%)
  324. detail props [variable] 1/12 ( 8.3%)
  325. static props [variable] 1/4138 ( 0.0%)
  326. pakfile [variable] 331905/0 ( 0.0%)
  327. physics [variable] 677969/4194304 (16.2%)
  328. physics terrain [variable] 32514/1048576 ( 3.1%)
  329.  
  330. Level flags = 0
  331.  
  332. Total triangle count: 40260
  333. Writing c:\users\samuel\pictures\scpsite.bsp
  334. 57 seconds elapsed
  335.  
  336. ** Executing...
  337. ** Command: Copy File
  338. ** Parameters: "C:\Users\Samuel\Pictures\scpsite.bsp" "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\maps\scpsite.bsp"
  339.  
  340.  
  341. ** Executing...
  342. ** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\hl2.exe"
  343. ** Parameters: -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" +map "scpsite" -steam
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