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  1.    1.
  2.        
  3.    2.
  4.       ** Executing...
  5.    3.
  6.       ** Command: "c:\program files\steam\steamapps\xthekiller\sourcesdk\bin\orangebox\bin\vbsp.exe"
  7.    4.
  8.       ** Parameters: -game "c:\program files\steam\steamapps\xthekiller\team fortress 2\tf" "C:\Program Files\Steam\steamapps\xthekiller\sourcesdk_content\tf\mapsrc\koth_ironpath_a1.vmf"
  9.    5.
  10.        
  11.    6.
  12.       Valve Software - vbsp.exe (Jul  7 2010)
  13.    7.
  14.       2 threads
  15.    8.
  16.       materialPath: c:\program files\steam\steamapps\xthekiller\team fortress 2\tf\materials
  17.    9.
  18.       Loading C:\Program Files\Steam\steamapps\xthekiller\sourcesdk_content\tf\mapsrc\koth_ironpath_a1.vmf
  19.   10.
  20.       ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  21.  11.
  22.      Patching WVT material: maps/koth_ironpath_a1/dev/dev_blendmeasure_wvt_patch
  23.  12.
  24.      fixing up env_cubemap materials on brush sides...
  25.  13.
  26.      ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  27.  14.
  28.      ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  29.  15.
  30.      Processing areas...done (0)
  31.  16.
  32.      Building Faces...done (0)
  33.  17.
  34.      Chop Details...done (0)
  35.  18.
  36.      Find Visible Detail Sides...
  37.  19.
  38.      Merged 36 detail faces...done (0)
  39.  20.
  40.      Merging details...done (0)
  41.  21.
  42.      FixTjuncs...
  43.  22.
  44.      PruneNodes...
  45.  23.
  46.      WriteBSP...
  47.  24.
  48.      done (0)
  49.  25.
  50.      writing C:\Program Files\Steam\steamapps\xthekiller\sourcesdk_content\tf\mapsrc\koth_ironpath_a1.prt...Building visibility clusters...
  51.  26.
  52.      done (0)
  53.  27.
  54.      Creating default LDR cubemaps for env_cubemap using skybox materials:
  55.  28.
  56.        skybox/sky_hydro_01*.vmt
  57.  29.
  58.      ! Run buildcubemaps in the engine to get the correct cube maps.
  59.  30.
  60.      Creating default HDR cubemaps for env_cubemap using skybox materials:
  61.  31.
  62.        skybox/sky_hydro_01*.vmt
  63.  32.
  64.      ! Run buildcubemaps in the engine to get the correct cube maps.
  65.  33.
  66.      Finding displacement neighbors...
  67.  34.
  68.      Finding lightmap sample positions...
  69.  35.
  70.      Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  71.  36.
  72.      Building Physics collision data...
  73.  37.
  74.      done (0) (75997 bytes)
  75.  38.
  76.      Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  77.  39.
  78.      Compacting texture/material tables...
  79.  40.
  80.      Reduced 410 texinfos to 252
  81.  41.
  82.      Reduced 17 texdatas to 15 (407 bytes to 368)
  83.  42.
  84.      Writing C:\Program Files\Steam\steamapps\xthekiller\sourcesdk_content\tf\mapsrc\koth_ironpath_a1.bsp
  85.  43.
  86.      2 seconds elapsed
  87.  44.
  88.      
  89.  45.
  90.      ** Executing...
  91.  46.
  92.      ** Command: "c:\program files\steam\steamapps\xthekiller\sourcesdk\bin\orangebox\bin\vvis.exe"
  93.  47.
  94.      ** Parameters: -game "c:\program files\steam\steamapps\xthekiller\team fortress 2\tf" "C:\Program Files\Steam\steamapps\xthekiller\sourcesdk_content\tf\mapsrc\koth_ironpath_a1"
  95.  48.
  96.      
  97.  49.
  98.      Valve Software - vvis.exe (Jul  7 2010)
  99.  50.
  100.      2 threads
  101.  51.
  102.      reading c:\program files\steam\steamapps\xthekiller\sourcesdk_content\tf\mapsrc\koth_ironpath_a1.bsp
  103.  52.
  104.      reading c:\program files\steam\steamapps\xthekiller\sourcesdk_content\tf\mapsrc\koth_ironpath_a1.prt
  105.  53.
  106.      452 portalclusters
  107.  54.
  108.      1514 numportals
  109.  55.
  110.      BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
  111.  56.
  112.      PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (450)
  113.  57.
  114.      Optimized: 734 visible clusters (0.00%)
  115.  58.
  116.      Total clusters visible: 111296
  117.  59.
  118.      Average clusters visible: 246
  119.  60.
  120.      Building PAS...
  121.  61.
  122.      Average clusters audible: 441
  123.  62.
  124.      visdatasize:53468  compressed from 57856
  125.  63.
  126.      writing c:\program files\steam\steamapps\xthekiller\sourcesdk_content\tf\mapsrc\koth_ironpath_a1.bsp
  127.  64.
  128.      7 minutes, 30 seconds elapsed
  129.  65.
  130.      
  131.  66.
  132.      ** Executing...
  133.  67.
  134.      ** Command: "c:\program files\steam\steamapps\xthekiller\sourcesdk\bin\orangebox\bin\vrad.exe"
  135.  68.
  136.      ** Parameters:  -game "c:\program files\steam\steamapps\xthekiller\team fortress 2\tf" "C:\Program Files\Steam\steamapps\xthekiller\sourcesdk_content\tf\mapsrc\koth_ironpath_a1"
  137.  69.
  138.      
  139.  70.
  140.      Valve Software - vrad.exe SSE (Jul  7 2010)
  141.  71.
  142.      
  143.  72.
  144.           Valve Radiosity Simulator    
  145.  73.
  146.      2 threads
  147.  74.
  148.      [Reading texlights from 'lights.rad']
  149.  75.
  150.      [34 texlights parsed from 'lights.rad']
  151.  76.
  152.      
  153.  77.
  154.      Loading c:\program files\steam\steamapps\xthekiller\sourcesdk_content\tf\mapsrc\koth_ironpath_a1.bsp
  155.  78.
  156.      Setting up ray-trace acceleration structure... Done (0.14 seconds)
  157.  79.
  158.      1518 faces
  159.  80.
  160.      687573 square feet [99010520.00 square inches]
  161.  81.
  162.      0 Displacements
  163.  82.
  164.      0 Square Feet [0.00 Square Inches]
  165.  83.
  166.      1518 patches before subdivision
  167.  84.
  168.      45422 patches after subdivision
  169.  85.
  170.      sun extent from map=0.000000
  171.  86.
  172.      8 direct lights
  173.  87.
  174.      BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (9)
  175.  88.
  176.      BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (9)
  177.  89.
  178.      transfers 2731314, max 484
  179.  90.
  180.      transfer lists:  20.8 megs
  181.  91.
  182.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  183.  92.
  184.              Bounce #1 added RGB(64377, 26003, 12182)
  185.  93.
  186.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  187.  94.
  188.              Bounce #2 added RGB(16402, 2845, 705)
  189.  95.
  190.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  191.  96.
  192.              Bounce #3 added RGB(7069, 416, 60)
  193.  97.
  194.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  195.  98.
  196.              Bounce #4 added RGB(3627, 71, 7)
  197.  99.
  198.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  199. 100.
  200.              Bounce #5 added RGB(2005, 13, 1)
  201. 101.
  202.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  203. 102.
  204.              Bounce #6 added RGB(1181, 3, 0)
  205. 103.
  206.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  207. 104.
  208.              Bounce #7 added RGB(707, 1, 0)
  209. 105.
  210.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  211. 106.
  212.              Bounce #8 added RGB(438, 0, 0)
  213. 107.
  214.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  215. 108.
  216.              Bounce #9 added RGB(275, 0, 0)
  217. 109.
  218.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  219. 110.
  220.              Bounce #10 added RGB(176, 0, 0)
  221. 111.
  222.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  223. 112.
  224.              Bounce #11 added RGB(115, 0, 0)
  225. 113.
  226.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  227. 114.
  228.              Bounce #12 added RGB(76, 0, 0)
  229. 115.
  230.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  231. 116.
  232.              Bounce #13 added RGB(51, 0, 0)
  233. 117.
  234.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  235. 118.
  236.              Bounce #14 added RGB(34, 0, 0)
  237. 119.
  238.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  239. 120.
  240.              Bounce #15 added RGB(24, 0, 0)
  241. 121.
  242.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  243. 122.
  244.              Bounce #16 added RGB(16, 0, 0)
  245. 123.
  246.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  247. 124.
  248.              Bounce #17 added RGB(11, 0, 0)
  249. 125.
  250.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  251. 126.
  252.              Bounce #18 added RGB(8, 0, 0)
  253. 127.
  254.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  255. 128.
  256.              Bounce #19 added RGB(6, 0, 0)
  257. 129.
  258.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  259. 130.
  260.              Bounce #20 added RGB(4, 0, 0)
  261. 131.
  262.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  263. 132.
  264.              Bounce #21 added RGB(3, 0, 0)
  265. 133.
  266.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  267. 134.
  268.              Bounce #22 added RGB(2, 0, 0)
  269. 135.
  270.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  271. 136.
  272.              Bounce #23 added RGB(2, 0, 0)
  273. 137.
  274.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  275. 138.
  276.              Bounce #24 added RGB(1, 0, 0)
  277. 139.
  278.      GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  279. 140.
  280.              Bounce #25 added RGB(1, 0, 0)
  281. 141.
  282.      Build Patch/Sample Hash Table(s).....Done<0.0366 sec>
  283. 142.
  284.      FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (5)
  285. 143.
  286.      FinalLightFace Done
  287. 144.
  288.      0 of 0 (0% of) surface lights went in leaf ambient cubes.
  289. 145.
  290.      ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7)
  291. 146.
  292.      Writing leaf ambient...done
  293. 147.
  294.      Ready to Finish
  295. 148.
  296.      
  297. 149.
  298.      Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
  299. 150.
  300.      ------------       ---------------  ---------------  --------
  301. 151.
  302.      models                  22/1024         1056/49152    ( 2.1%)
  303. 152.
  304.      brushes                200/8192         2400/98304    ( 2.4%)
  305. 153.
  306.      brushsides            1294/65536       10352/524288   ( 2.0%)
  307. 154.
  308.      planes                1218/65536       24360/1310720  ( 1.9%)
  309. 155.
  310.      vertexes              2355/65536       28260/786432   ( 3.6%)
  311. 156.
  312.      nodes                  972/65536       31104/2097152  ( 1.5%)
  313. 157.
  314.      texinfos               252/12288       18144/884736   ( 2.1%)
  315. 158.
  316.      texdata                 15/2048          480/65536    ( 0.7%)
  317. 159.
  318.      dispinfos                0/0               0/0        ( 0.0%)
  319. 160.
  320.      disp_verts               0/0               0/0        ( 0.0%)
  321. 161.
  322.      disp_tris                0/0               0/0        ( 0.0%)
  323. 162.
  324.      disp_lmsamples           0/0               0/0        ( 0.0%)
  325. 163.
  326.      faces                 1518/65536       85008/3670016  ( 2.3%)
  327. 164.
  328.      hdr faces                0/65536           0/3670016  ( 0.0%)
  329. 165.
  330.      origfaces              599/65536       33544/3670016  ( 0.9%)
  331. 166.
  332.      leaves                 995/65536       31840/2097152  ( 1.5%)
  333. 167.
  334.      leaffaces             2081/65536        4162/131072   ( 3.2%)
  335. 168.
  336.      leafbrushes            841/65536        1682/131072   ( 1.3%)
  337. 169.
  338.      areas                    2/256            16/2048     ( 0.8%)
  339. 170.
  340.      surfedges             9667/512000      38668/2048000  ( 1.9%)
  341. 171.
  342.      edges                 5222/256000      20888/1024000  ( 2.0%)
  343. 172.
  344.      LDR worldlights          8/8192          704/720896   ( 0.1%)
  345. 173.
  346.      HDR worldlights          0/8192            0/720896   ( 0.0%)
  347. 174.
  348.      leafwaterdata            0/32768           0/393216   ( 0.0%)
  349. 175.
  350.      waterstrips            157/32768        1570/327680   ( 0.5%)
  351. 176.
  352.      waterverts               0/65536           0/786432   ( 0.0%)
  353. 177.
  354.      waterindices          2253/65536        4506/131072   ( 3.4%)
  355. 178.
  356.      cubemapsamples           0/1024            0/16384    ( 0.0%)
  357. 179.
  358.      overlays                 0/512             0/180224   ( 0.0%)
  359. 180.
  360.      LDR lightdata         [variable]     1145100/0        ( 0.0%)
  361. 181.
  362.      HDR lightdata         [variable]           0/0        ( 0.0%)
  363. 182.
  364.      visdata               [variable]       53468/16777216 ( 0.3%)
  365. 183.
  366.      entdata               [variable]       19625/393216   ( 5.0%)
  367. 184.
  368.      LDR ambient table      995/65536        3980/262144   ( 1.5%)
  369. 185.
  370.      HDR ambient table      995/65536        3980/262144   ( 1.5%)
  371. 186.
  372.      LDR leaf ambient      5850/65536      163800/1835008  ( 8.9%)
  373. 187.
  374.      HDR leaf ambient       995/65536       27860/1835008  ( 1.5%)
  375. 188.
  376.      occluders                0/0               0/0        ( 0.0%)
  377. 189.
  378.      occluder polygons        0/0               0/0        ( 0.0%)
  379. 190.
  380.      occluder vert ind        0/0               0/0        ( 0.0%)
  381. 191.
  382.      detail props          [variable]           1/12       ( 8.3%)
  383. 192.
  384.      static props          [variable]           1/532      ( 0.2%)
  385. 193.
  386.      pakfile               [variable]      106044/0        ( 0.0%)
  387. 194.
  388.      physics               [variable]       75997/4194304  ( 1.8%)
  389. 195.
  390.      physics terrain       [variable]           2/1048576  ( 0.0%)
  391. 196.
  392.      
  393. 197.
  394.      Level flags = 0
  395. 198.
  396.      
  397. 199.
  398.      Total triangle count: 4229
  399. 200.
  400.      Writing c:\program files\steam\steamapps\xthekiller\sourcesdk_content\tf\mapsrc\koth_ironpath_a1.bsp
  401. 201.
  402.      38 seconds elapsed
  403. 202.
  404.      
  405. 203.
  406.      ** Executing...
  407. 204.
  408.      ** Command: Copy File
  409. 205.
  410.      ** Parameters: "C:\Program Files\Steam\steamapps\xthekiller\sourcesdk_content\tf\mapsrc\koth_ironpath_a1.bsp" "c:\program files\steam\steamapps\xthekiller\team fortress 2\tf\maps\koth_ironpath_a1.bsp"
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