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- ** Executing...
- ** Command: "c:\program files\steam\steamapps\problue1337\sourcesdk\bin\orangebox\bin\vbsp.exe"
- ** 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"
- Valve Software - vbsp.exe (Jul 7 2010)
- 4 threads
- materialPath: c:\program files\steam\steamapps\problue1337\team fortress 2\tf\materials
- Loading C:\Program Files\Steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.vmf
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Program Files\Steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_08*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_08*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (0) (30668 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
- 10
- Compacting texture/material tables...
- Reduced 159 texinfos to 139
- Reduced 11 texdatas to 11 (290 bytes to 290)
- Writing C:\Program Files\Steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.bsp
- 1 second elapsed
- ** Executing...
- ** Command: "c:\program files\steam\steamapps\problue1337\sourcesdk\bin\orangebox\bin\vvis.exe"
- ** Parameters: -game "c:\program files\steam\steamapps\problue1337\team fortress 2\tf" "C:\Program Files\Steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack"
- Valve Software - vvis.exe (Jul 7 2010)
- 4 threads
- reading c:\program files\steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.bsp
- reading c:\program files\steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.prt
- 279 portalclusters
- 805 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3)
- Optimized: 268 visible clusters (0.00%)
- Total clusters visible: 34323
- Average clusters visible: 123
- Building PAS...
- Average clusters audible: 269
- visdatasize:20819 compressed from 22320
- writing c:\program files\steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.bsp
- 3 seconds elapsed
- ** Executing...
- ** Command: "c:\program files\steam\steamapps\problue1337\sourcesdk\bin\orangebox\bin\vrad.exe"
- ** Parameters: -game "c:\program files\steam\steamapps\problue1337\team fortress 2\tf" "C:\Program Files\Steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack"
- Valve Software - vrad.exe SSE (Jul 7 2010)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [34 texlights parsed from 'lights.rad']
- Loading c:\program files\steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.bsp
- Setting up ray-trace acceleration structure... Done (0.29 seconds)
- 805 faces
- 226765 square feet [32654194.00 square inches]
- 12 Displacements
- 95685 Square Feet [13778720.00 Square Inches]
- 805 patches before subdivision
- 7381 patches after subdivision
- 2 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
- transfers 356264, max 381
- transfer lists: 2.7 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(14170, 5106, 1236)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(246, 49, 12)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #3 added RGB(25, 4, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(2, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0066 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
- FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 1/1024 48/49152 ( 0.1%)
- brushes 85/8192 1020/98304 ( 1.0%)
- brushsides 520/65536 4160/524288 ( 0.8%)
- planes 368/65536 7360/1310720 ( 0.6%)
- vertexes 1123/65536 13476/786432 ( 1.7%)
- nodes 587/65536 18784/2097152 ( 0.9%)
- texinfos 139/12288 10008/884736 ( 1.1%)
- texdata 11/2048 352/65536 ( 0.5%)
- dispinfos 12/0 2112/0 ( 0.0%)
- disp_verts 3468/0 69360/0 ( 0.0%)
- disp_tris 6144/0 12288/0 ( 0.0%)
- disp_lmsamples 191151/0 191151/0 ( 0.0%)
- faces 805/65536 45080/3670016 ( 1.2%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 318/65536 17808/3670016 ( 0.5%)
- leaves 589/65536 18848/2097152 ( 0.9%)
- leaffaces 912/65536 1824/131072 ( 1.4%)
- leafbrushes 431/65536 862/131072 ( 0.7%)
- areas 3/256 24/2048 ( 1.2%)
- surfedges 5062/512000 20248/2048000 ( 1.0%)
- edges 2678/256000 10712/1024000 ( 1.0%)
- LDR worldlights 2/8192 176/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 58/32768 580/327680 ( 0.2%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 876/65536 1752/131072 ( 1.3%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 273508/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 20819/16777216 ( 0.1%)
- entdata [variable] 4113/393216 ( 1.0%)
- LDR ambient table 589/65536 2356/262144 ( 0.9%)
- HDR ambient table 589/65536 2356/262144 ( 0.9%)
- LDR leaf ambient 1711/65536 47908/1835008 ( 2.6%)
- HDR leaf ambient 589/65536 16492/1835008 ( 0.9%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 86746/0 ( 0.0%)
- physics [variable] 30668/4194304 ( 0.7%)
- physics terrain [variable] 2826/1048576 ( 0.3%)
- Level flags = 0
- Total triangle count: 2178
- Writing c:\program files\steam\steamapps\problue1337\sourcesdk_content\tf\mapsrc\vsh_shack.bsp
- 11 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** 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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