Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- -------------------------------------------------------------------------------
- Running command: cd "D:\Installed Games\Steam\steamapps\common\left 4 dead 2\bin
- "
- -------------------------------------------------------------------------------
- -------------------------------------------------------------------------------
- Running command: "D:\Installed Games\Steam\steamapps\common\left 4 dead 2\bin\vb
- sp.exe" -game "D:\Installed Games\Steam\steamapps\common\left 4 dead 2\left4dead
- 2" "D:\Installed Games\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\c
- ommunity\sirhayden\streetcombatpart2.vmf"
- -------------------------------------------------------------------------------
- Valve Software - vbsp.exe (Sep 30 2011)
- 2 threads
- materialPath: D:\Installed Games\Steam\steamapps\common\left 4 dead 2\left4dead2
- \materials
- Loading D:\Installed Games\Steam\steamapps\common\left 4 dead 2\sdk_content\maps
- rc\community\sirhayden\streetcombatpart2.vmf
- Can't find surfaceprop cloth for material METAL/CUBICLE01, using default
- material "newtextures/produceold" not found.
- Material not found!: NEWTEXTURES/PRODUCEOLD
- material "newtextures/mirrorlol" not found.
- Material not found!: NEWTEXTURES/MIRRORLOL
- material "newtextures/bananagraph" not found.
- Material not found!: NEWTEXTURES/BANANAGRAPH
- material "newtextures/fekyuo" not found.
- Material not found!: NEWTEXTURES/FEKYUO
- material "newtextures/tomsbutt" not found.
- Material not found!: NEWTEXTURES/TOMSBUTT
- material "newtextures/stevesgunshop" not found.
- Material not found!: NEWTEXTURES/STEVESGUNSHOP
- Can't find surfaceprop stone for material STONE/STONE_EXT_04, using default
- Patching WVT material: maps/streetcombatpart2/concrete/blend_blacktop_01_cheap_w
- vt_patch
- Patching WVT material: maps/streetcombatpart2/de_cbble/grassdirt_blend_wvt_patch
- Patching WVT material: maps/streetcombatpart2/concrete/blend_concrete_01_wvt_pat
- ch
- Patching WVT material: maps/streetcombatpart2/concrete/blend_sidewalk_01dry_wvt_
- patch
- Patching WVT material: maps/streetcombatpart2/concrete/blend_blacktop_01_wvt_pat
- ch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (1)
- Find Visible Detail Sides...Warning: Fell out of small block heap!
- Merged 5278 detail faces...done (4)
- Merging details...done (1)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (8)
- writing D:\Installed Games\Steam\steamapps\common\left 4 dead 2\sdk_content\maps
- rc\community\sirhayden\streetcombatpart2.prt...Building visibility clusters...
- done (0)
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- material "newtextures/bloodcustom01" not found.
- material "newtextures/bloodcustom05" not found.
- material "newtextures/bloodcustom04" not found.
- material "newtextures/bloodcustomhaunted" not found.
- Building Physics collision data...
- done (4) (2295129 bytes)
- Cannot build Physics2 data
- -----------
- DataLinker total stream size 0.0 KiB
- Error! prop_static using model "models/props_fairgrounds/garbage_paper_plate.mdl
- ", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
- Error loading studio model "models/props_fairgrounds/garbage_paper_plate.mdl"!
- Error! prop_static using model "models/props_junk/garbage_newspaper001a.mdl", wh
- ich must be used on a dynamic entity (i.e. prop_physics). Deleted.
- Error loading studio model "models/props_junk/garbage_newspaper001a.mdl"!
- Error! To use model "models/props_doors/doormainmetalsmall01.mdl"
- with prop_static, it must be compiled with $staticprop!
- Error loading studio model "models/props_doors/doormainmetalsmall01.mdl"!
- Error! To use model "models/props_waterfront/footlocker01.mdl"
- with prop_static, it must be compiled with $staticprop!
- Error loading studio model "models/props_waterfront/footlocker01.mdl"!
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Water found with no water_lod_control entity, creating a default one.
- Compacting texture/material tables...
- Reduced 10869 texinfos to 5785
- Reduced 568 texdatas to 477 (22660 bytes to 19875)
- Writing D:\Installed Games\Steam\steamapps\common\left 4 dead 2\sdk_content\maps
- rc\community\sirhayden\streetcombatpart2.bsp
- 1 minute, 2 seconds elapsed
- -------------------------------------------------------------------------------
- Running command: cd "D:\Installed Games\Steam\steamapps\common\left 4 dead 2\bin
- "
- -------------------------------------------------------------------------------
- -------------------------------------------------------------------------------
- Running command: "D:\Installed Games\Steam\steamapps\common\left 4 dead 2\bin\vv
- is.exe" -game "D:\Installed Games\Steam\steamapps\common\left 4 dead 2\left4dead
- 2" "D:\Installed Games\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\c
- ommunity\sirhayden\streetcombatpart2"
- -------------------------------------------------------------------------------
- Valve Software - vvis.exe (Sep 30 2011)
- 2 threads
- reading d:\installed games\steam\steamapps\common\left 4 dead 2\sdk_content\maps
- rc\community\sirhayden\streetcombatpart2.bsp
- max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
- reading d:\installed games\steam\steamapps\common\left 4 dead 2\sdk_content\maps
- rc\community\sirhayden\streetcombatpart2.prt
- 1481 portalclusters
- 3597 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (397)
- Optimized: 1673 visible clusters (0.00%)
- Total clusters visible: 443858
- Average clusters visible: 299
- Building PAS...
- Average clusters audible: 850
- visdatasize:377492 compressed from 568704
- writing d:\installed games\steam\steamapps\common\left 4 dead 2\sdk_content\maps
- rc\community\sirhayden\streetcombatpart2.bsp
- 6 minutes, 40 seconds elapsed
- -------------------------------------------------------------------------------
- Running command: cd "D:\Installed Games\Steam\steamapps\common\left 4 dead 2\bin
- "
- -------------------------------------------------------------------------------
- -------------------------------------------------------------------------------
- Running command: "D:\Installed Games\Steam\steamapps\common\left 4 dead 2\bin\vr
- ad.exe" -game "D:\Installed Games\Steam\steamapps\common\left 4 dead 2\left4dea
- d2" "D:\Installed Games\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\
- community\sirhayden\streetcombatpart2"
- -------------------------------------------------------------------------------
- Valve Software - vrad.exe SSE (Sep 30 2011)
- Valve Radiosity Simulator
- 2 threads
- [Reading texlights from 'lights.rad']
- [2 texlights parsed from 'lights.rad']
- Loading d:\installed games\steam\steamapps\common\left 4 dead 2\sdk_content\maps
- rc\community\sirhayden\streetcombatpart2.bsp
- Setting up ray-trace acceleration structure... Done (34.09 seconds)
- 18923 faces
- 13 degenerate faces
- 1731229 square feet [249296976.00 square inches]
- 64 Displacements
- 119677 Square Feet [17233568.00 Square Inches]
- 18910 patches before subdivision
- zero area child patch
- zero area child patch
- 260804 patches after subdivision
- sun extent from map=0.000000
- 135 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (194)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (396)
- transfers 32329693, max 2029
- transfer lists: 246.7 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(106447, 69677, 40265)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #2 added RGB(28511, 14824, 6897)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Bounce #3 added RGB(8012, 3340, 1362)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Bounce #4 added RGB(2727, 977, 343)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Bounce #5 added RGB(952, 300, 93)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(359, 104, 28)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Bounce #7 added RGB(139, 37, 9)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Bounce #8 added RGB(56, 14, 3)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #9 added RGB(23, 6, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Bounce #10 added RGB(10, 2, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Bounce #11 added RGB(5, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Bounce #12 added RGB(2, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #13 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.4111 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (85)
- 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 (64)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 140/1024 6720/49152 (13.7%)
- brushes 6040/8192 72480/98304 (73.7%)
- brushsides 48314/65536 386512/524288 (73.7%)
- planes 35400/65536 708000/1310720 (54.0%)
- vertexes 38230/65536 458760/786432 (58.3%)
- nodes 4226/65536 135232/2097152 ( 6.4%)
- texinfos 5785/12288 416520/884736 (47.1%)
- texdata 477/2048 15264/65536 (23.3%)
- dispinfos 64/0 11264/0 ( 0.0%)
- disp_verts 13920/0 278400/0 ( 0.0%)
- disp_tris 24320/0 48640/0 ( 0.0%)
- disp_lmsamples 341905/0 341905/0 ( 0.0%)
- faces 18923/65536 1059688/3670016 (28.9%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 15153/65536 848568/3670016 (23.1%)
- leaves 4367/65536 139744/2097152 ( 6.7%)
- leaffaces 25401/65536 50802/131072 (38.8%)
- leafbrushes 12059/65536 24118/131072 (18.4%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 157388/512000 629552/2048000 (30.7%)
- edges 102769/256000 411076/1024000 (40.1%)
- LDR worldlights 135/8192 13500/819200 ( 1.6%)
- HDR worldlights 0/8192 0/819200 ( 0.0%)
- leafwaterdata 1/32768 12/393216 ( 0.0%)
- waterstrips 2391/32768 23910/327680 ( 7.3%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 48021/65536 96042/131072 (73.3%)
- cubemapsamples 14/1024 224/16384 ( 1.4%)
- overlays 116/512 40832/180224 (22.7%)
- LDR lightdata [variable] 15886008/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 377492/16777216 ( 2.3%)
- entdata [variable] 453305/393216 (115.3%) VERY FULL!
- LDR ambient table 4367/65536 17468/262144 ( 6.7%)
- HDR ambient table 4367/65536 17468/262144 ( 6.7%)
- LDR leaf ambient 14996/65536 419888/1835008 (22.9%)
- HDR leaf ambient 4367/65536 122276/1835008 ( 6.7%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- Prop Hull Verts 0/0 0/0 ( 0.0%)
- Prop Hull Blob 0/0 0/0 ( 0.0%)
- Prop Hull Lists 0/0 0/0 ( 0.0%)
- Prop Hulls 0/0 0/0 ( 0.0%)
- Prop Hull trilist 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/122950 ( 0.0%)
- pakfile [variable] 1406961/0 ( 0.0%)
- physics [variable] 2295129/4194304 (54.7%)
- physics terrain [variable] 17996/1048576 ( 1.7%)
- Level flags = 0
- Total triangle count: 57504
- Writing d:\installed games\steam\steamapps\common\left 4 dead 2\sdk_content\maps
- rc\community\sirhayden\streetcombatpart2.bsp
- 13 minutes, 29 seconds elapsed
- -------------------------------------------------------------------------------
- Running command: copy "D:\Installed Games\Steam\steamapps\common\left 4 dead 2\s
- dk_content\mapsrc\community\sirhayden\streetcombatpart2.bsp" "D:\Installed Games
- \Steam\steamapps\common\left 4 dead 2\left4dead2\maps\streetcombatpart2.bsp"
- -------------------------------------------------------------------------------
- Finished. Press a key to close.
Add Comment
Please, Sign In to add comment