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  1.  
  2. ** Executing...
  3. ** Command: "c:\program files\steam\steamapps\problue1337\sourcesdk\bin\orangebox\bin\vbsp.exe"
  4. ** Parameters: -game "c:\program files\steam\steamapps\problue1337\team fortress 2\tf" "C:\Program Files\Steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jul 7 2010)
  7. 4 threads
  8. materialPath: c:\program files\steam\steamapps\problue1337\team fortress 2\tf\materials
  9. Loading C:\Program Files\Steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.vmf
  10. fixing up env_cubemap materials on brush sides...
  11. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  13. Processing areas...done (0)
  14. Building Faces...done (0)
  15. Chop Details...done (0)
  16. Find Visible Detail Sides...done (0)
  17. Merging details...done (0)
  18. FixTjuncs...
  19. PruneNodes...
  20. WriteBSP...
  21. done (0)
  22. writing C:\Program Files\Steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.prt...Building visibility clusters...
  23. done (0)
  24. Creating default LDR cubemaps for env_cubemap using skybox materials:
  25. skybox/sky_day01_08*.vmt
  26. ! Run buildcubemaps in the engine to get the correct cube maps.
  27. Creating default HDR cubemaps for env_cubemap using skybox materials:
  28. skybox/sky_day01_08*.vmt
  29. ! Run buildcubemaps in the engine to get the correct cube maps.
  30. Finding displacement neighbors...
  31. Finding lightmap sample positions...
  32. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  33. Building Physics collision data...
  34. done (0) (30668 bytes)
  35. Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
  36. Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
  37. Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
  38. Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
  39. Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
  40. Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
  41. Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
  42. Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
  43. Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
  44. Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
  45. Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
  46. Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
  47. 10
  48. Compacting texture/material tables...
  49. Reduced 159 texinfos to 139
  50. Reduced 11 texdatas to 11 (290 bytes to 290)
  51. Writing C:\Program Files\Steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.bsp
  52. 1 second elapsed
  53.  
  54. ** Executing...
  55. ** Command: "c:\program files\steam\steamapps\problue1337\sourcesdk\bin\orangebox\bin\vvis.exe"
  56. ** Parameters: -game "c:\program files\steam\steamapps\problue1337\team fortress 2\tf" "C:\Program Files\Steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack"
  57.  
  58. Valve Software - vvis.exe (Jul 7 2010)
  59. 4 threads
  60. reading c:\program files\steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.bsp
  61. reading c:\program files\steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.prt
  62. 279 portalclusters
  63. 805 numportals
  64. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  65. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3)
  66. Optimized: 268 visible clusters (0.00%)
  67. Total clusters visible: 34323
  68. Average clusters visible: 123
  69. Building PAS...
  70. Average clusters audible: 269
  71. visdatasize:20819 compressed from 22320
  72. writing c:\program files\steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.bsp
  73. 3 seconds elapsed
  74.  
  75. ** Executing...
  76. ** Command: "c:\program files\steam\steamapps\problue1337\sourcesdk\bin\orangebox\bin\vrad.exe"
  77. ** Parameters: -game "c:\program files\steam\steamapps\problue1337\team fortress 2\tf" "C:\Program Files\Steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack"
  78.  
  79. Valve Software - vrad.exe SSE (Jul 7 2010)
  80.  
  81. Valve Radiosity Simulator
  82. 4 threads
  83. [Reading texlights from 'lights.rad']
  84. [34 texlights parsed from 'lights.rad']
  85.  
  86. Loading c:\program files\steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.bsp
  87. Setting up ray-trace acceleration structure... Done (0.29 seconds)
  88. 805 faces
  89. 226765 square feet [32654194.00 square inches]
  90. 12 Displacements
  91. 95685 Square Feet [13778720.00 Square Inches]
  92. 805 patches before subdivision
  93. 7381 patches after subdivision
  94. 2 direct lights
  95. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
  96. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
  97. transfers 356264, max 381
  98. transfer lists: 2.7 megs
  99. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  100. Bounce #1 added RGB(14170, 5106, 1236)
  101. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  102. Bounce #2 added RGB(246, 49, 12)
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  104. Bounce #3 added RGB(25, 4, 1)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  106. Bounce #4 added RGB(2, 0, 0)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  108. Bounce #5 added RGB(0, 0, 0)
  109. Build Patch/Sample Hash Table(s).....Done<0.0066 sec>
  110. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
  111. FinalLightFace Done
  112. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  113. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  114. Writing leaf ambient...done
  115. Ready to Finish
  116.  
  117. Object names Objects/Maxobjs Memory / Maxmem Fullness
  118. ------------ --------------- --------------- --------
  119. models 1/1024 48/49152 ( 0.1%)
  120. brushes 85/8192 1020/98304 ( 1.0%)
  121. brushsides 520/65536 4160/524288 ( 0.8%)
  122. planes 368/65536 7360/1310720 ( 0.6%)
  123. vertexes 1123/65536 13476/786432 ( 1.7%)
  124. nodes 587/65536 18784/2097152 ( 0.9%)
  125. texinfos 139/12288 10008/884736 ( 1.1%)
  126. texdata 11/2048 352/65536 ( 0.5%)
  127. dispinfos 12/0 2112/0 ( 0.0%)
  128. disp_verts 3468/0 69360/0 ( 0.0%)
  129. disp_tris 6144/0 12288/0 ( 0.0%)
  130. disp_lmsamples 191151/0 191151/0 ( 0.0%)
  131. faces 805/65536 45080/3670016 ( 1.2%)
  132. hdr faces 0/65536 0/3670016 ( 0.0%)
  133. origfaces 318/65536 17808/3670016 ( 0.5%)
  134. leaves 589/65536 18848/2097152 ( 0.9%)
  135. leaffaces 912/65536 1824/131072 ( 1.4%)
  136. leafbrushes 431/65536 862/131072 ( 0.7%)
  137. areas 3/256 24/2048 ( 1.2%)
  138. surfedges 5062/512000 20248/2048000 ( 1.0%)
  139. edges 2678/256000 10712/1024000 ( 1.0%)
  140. LDR worldlights 2/8192 176/720896 ( 0.0%)
  141. HDR worldlights 0/8192 0/720896 ( 0.0%)
  142. leafwaterdata 0/32768 0/393216 ( 0.0%)
  143. waterstrips 58/32768 580/327680 ( 0.2%)
  144. waterverts 0/65536 0/786432 ( 0.0%)
  145. waterindices 876/65536 1752/131072 ( 1.3%)
  146. cubemapsamples 0/1024 0/16384 ( 0.0%)
  147. overlays 0/512 0/180224 ( 0.0%)
  148. LDR lightdata [variable] 273508/0 ( 0.0%)
  149. HDR lightdata [variable] 0/0 ( 0.0%)
  150. visdata [variable] 20819/16777216 ( 0.1%)
  151. entdata [variable] 4113/393216 ( 1.0%)
  152. LDR ambient table 589/65536 2356/262144 ( 0.9%)
  153. HDR ambient table 589/65536 2356/262144 ( 0.9%)
  154. LDR leaf ambient 1711/65536 47908/1835008 ( 2.6%)
  155. HDR leaf ambient 589/65536 16492/1835008 ( 0.9%)
  156. occluders 0/0 0/0 ( 0.0%)
  157. occluder polygons 0/0 0/0 ( 0.0%)
  158. occluder vert ind 0/0 0/0 ( 0.0%)
  159. detail props [variable] 1/12 ( 8.3%)
  160. static props [variable] 1/12 ( 8.3%)
  161. pakfile [variable] 86746/0 ( 0.0%)
  162. physics [variable] 30668/4194304 ( 0.7%)
  163. physics terrain [variable] 2826/1048576 ( 0.3%)
  164.  
  165. Level flags = 0
  166.  
  167. Total triangle count: 2178
  168. Writing c:\program files\steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.bsp
  169. 11 seconds elapsed
  170.  
  171. ** Executing...
  172. ** Command: Copy File
  173. ** Parameters: "C:\Program Files\Steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.bsp" "c:\program files\steam\steamapps\problue1337\team fortress 2\tf\maps\vsh_shack.bsp"
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