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  1.  
  2. ** Executing...
  3. ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
  4. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "C:\Users\Willem\Documents\ctf_closeencounters.vmf"
  5.  
  6. Valve Software - vbsp.exe (Oct 14 2017)
  7. 4 threads
  8. materialPath: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
  9. Loading C:\Users\Willem\Documents\ctf_closeencounters.vmf
  10. Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_nightfall_01dn)
  11. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  12. Patching WVT material: maps/ctf_closeencounters/nature/blendgroundtocobble003_wvt_patch
  13. Patching WVT material: maps/ctf_closeencounters/koth_viaduct_event/blendrockgroundwallforest_viaduct_event002_wvt_patch
  14. fixing up env_cubemap materials on brush sides...
  15. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  16. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  17. Processing areas...Wrote C:\Users\Willem\Documents\ctf_closeencounters.lin
  18. Areaportal leak ! File: C:\Users\Willem\Documents\ctf_closeencounters.lin
  19. Brush 59358: areaportal brush doesn't touch two areas
  20.  
  21. Brush 59358: areaportal brush doesn't touch two areas
  22.  
  23. Brush 59361: areaportal brush doesn't touch two areas
  24. done (0)
  25. Building Faces...done (0)
  26. Chop Details...done (0)
  27. Find Visible Detail Sides...
  28. Merged 2212 detail faces...done (0)
  29. Merging details...done (1)
  30. FixTjuncs...
  31. PruneNodes...
  32. WriteBSP...
  33. done (0)
  34. writing C:\Users\Willem\Documents\ctf_closeencounters.prt...Building visibility clusters...
  35. done (0)
  36. Creating default LDR cubemaps for env_cubemap using skybox materials:
  37. skybox/sky_day01_01*.vmt
  38. ! Run buildcubemaps in the engine to get the correct cube maps.
  39. Creating default HDR cubemaps for env_cubemap using skybox materials:
  40. skybox/sky_day01_01*.vmt
  41. ! Run buildcubemaps in the engine to get the correct cube maps.
  42. Finding displacement neighbors...
  43. Finding lightmap sample positions...
  44. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  45. Building Physics collision data...
  46. done (1) (593549 bytes)
  47. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  48. Water found with no water_lod_control entity, creating a default one.
  49. Compacting texture/material tables...
  50. Reduced 4976 texinfos to 2428
  51. Reduced 126 texdatas to 104 (3946 bytes to 3046)
  52. Writing C:\Users\Willem\Documents\ctf_closeencounters.bsp
  53. Wrote ZIP buffer, estimated size 223643, actual size 220213
  54. 2 seconds elapsed
  55.  
  56. ** Executing...
  57. ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
  58. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "C:\Users\Willem\Documents\ctf_closeencounters"
  59.  
  60. Valve Software - vvis.exe (Oct 14 2017)
  61. 4 threads
  62. reading c:\users\willem\documents\ctf_closeencounters.bsp
  63. reading c:\users\willem\documents\ctf_closeencounters.prt
  64. 1523 portalclusters
  65. 4833 numportals
  66. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
  67. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (417)
  68. Optimized: 3804 visible clusters (0.65%)
  69. Total clusters visible: 587919
  70. Average clusters visible: 386
  71. Building PAS...
  72. Average clusters audible: 1353
  73. visdatasize:491668 compressed from 584832
  74. writing c:\users\willem\documents\ctf_closeencounters.bsp
  75. 6 minutes, 59 seconds elapsed
  76.  
  77. ** Executing...
  78. ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
  79. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "C:\Users\Willem\Documents\ctf_closeencounters"
  80.  
  81. Valve Software - vrad.exe SSE (Oct 14 2017)
  82.  
  83. Valve Radiosity Simulator
  84. 4 threads
  85. [Reading texlights from 'lights.rad']
  86. unknown light specifier type - lights
  87.  
  88. [56 texlights parsed from 'lights.rad']
  89.  
  90. Loading c:\users\willem\documents\ctf_closeencounters.bsp
  91. Setting up ray-trace acceleration structure... Done (0.36 seconds)
  92. 6708 faces
  93. 2144153 square feet [308758144.00 square inches]
  94. 20 Displacements
  95. 62601 Square Feet [9014651.00 Square Inches]
  96. 6708 patches before subdivision
  97. 104912 patches after subdivision
  98. sun extent from map=0.000000
  99. 79 direct lights
  100. BuildFacelights: 0...1...2...3...4...5...6...7...8...9
  101. WARNING: Too many light styles on a face at (-2504.000000, -6736.000488, 65.000000)
  102.  
  103. WARNING: Too many light styles on a face at (-3010.000000, -6802.600098, 223.000000)
  104.  
  105. WARNING: Too many light styles on a face at (-2264.000000, -6640.000000, 65.000000)
  106.  
  107. WARNING: Too many light styles on a face at (-2776.000000, -6674.600098, 223.000000)
  108.  
  109. WARNING: Too many light styles on a face at (-3011.000000, -6612.001953, 152.000000)
  110. .
  111. WARNING: Too many light styles on a face at (-2771.000000, -6773.500000, 184.000000)
  112.  
  113. WARNING: Too many light styles on a face at (-1538.051270, -4092.718018, 66.000000)
  114. ..10 (12)
  115. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (20)
  116. transfers 18506229, max 901
  117. transfer lists: 141.2 megs
  118. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  119. Bounce #1 added RGB(44169, 36707, 14295)
  120. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  121. Bounce #2 added RGB(8182, 5695, 1761)
  122. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  123. Bounce #3 added RGB(1603, 946, 227)
  124. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  125. Bounce #4 added RGB(328, 168, 32)
  126. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  127. Bounce #5 added RGB(72, 32, 5)
  128. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  129. Bounce #6 added RGB(16, 6, 1)
  130. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  131. Bounce #7 added RGB(4, 1, 0)
  132. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  133. Bounce #8 added RGB(1, 0, 0)
  134. Build Patch/Sample Hash Table(s).....Done<0.0295 sec>
  135. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
  136. FinalLightFace Done
  137. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  138. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (8)
  139. Writing leaf ambient...done
  140. Ready to Finish
  141.  
  142. Object names Objects/Maxobjs Memory / Maxmem Fullness
  143. ------------ --------------- --------------- --------
  144. models 150/1024 7200/49152 (14.6%)
  145. brushes 1502/8192 18024/98304 (18.3%)
  146. brushsides 11753/65536 94024/524288 (17.9%)
  147. planes 5722/65536 114440/1310720 ( 8.7%)
  148. vertexes 13121/65536 157452/786432 (20.0%)
  149. nodes 3796/65536 121472/2097152 ( 5.8%)
  150. texinfos 2428/12288 174816/884736 (19.8%)
  151. texdata 104/2048 3328/65536 ( 5.1%)
  152. dispinfos 20/0 3520/0 ( 0.0%)
  153. disp_verts 724/0 14480/0 ( 0.0%)
  154. disp_tris 1024/0 2048/0 ( 0.0%)
  155. disp_lmsamples 151320/0 151320/0 ( 0.0%)
  156. faces 6708/65536 375648/3670016 (10.2%)
  157. hdr faces 0/65536 0/3670016 ( 0.0%)
  158. origfaces 4108/65536 230048/3670016 ( 6.3%)
  159. leaves 3947/65536 126304/2097152 ( 6.0%)
  160. leaffaces 9077/65536 18154/131072 (13.9%)
  161. leafbrushes 3222/65536 6444/131072 ( 4.9%)
  162. areas 3/256 24/2048 ( 1.2%)
  163. surfedges 48612/512000 194448/2048000 ( 9.5%)
  164. edges 30152/256000 120608/1024000 (11.8%)
  165. LDR worldlights 79/8192 6952/720896 ( 1.0%)
  166. HDR worldlights 0/8192 0/720896 ( 0.0%)
  167. leafwaterdata 5/32768 60/393216 ( 0.0%)
  168. waterstrips 902/32768 9020/327680 ( 2.8%)
  169. waterverts 0/65536 0/786432 ( 0.0%)
  170. waterindices 15033/65536 30066/131072 (22.9%)
  171. cubemapsamples 1/1024 16/16384 ( 0.1%)
  172. overlays 25/512 8800/180224 ( 4.9%)
  173. LDR lightdata [variable] 12772368/0 ( 0.0%)
  174. HDR lightdata [variable] 0/0 ( 0.0%)
  175. visdata [variable] 491668/16777216 ( 2.9%)
  176. entdata [variable] 745214/393216 (189.5%) VERY FULL!
  177. LDR ambient table 3947/65536 15788/262144 ( 6.0%)
  178. HDR ambient table 3947/65536 15788/262144 ( 6.0%)
  179. LDR leaf ambient 15184/65536 425152/1835008 (23.2%)
  180. HDR leaf ambient 3947/65536 110516/1835008 ( 6.0%)
  181. occluders 0/0 0/0 ( 0.0%)
  182. occluder polygons 0/0 0/0 ( 0.0%)
  183. occluder vert ind 0/0 0/0 ( 0.0%)
  184. detail props [variable] 1/12 ( 8.3%)
  185. static props [variable] 1/12 ( 8.3%)
  186. pakfile [variable] 220213/0 ( 0.0%)
  187. physics [variable] 593549/4194304 (14.2%)
  188. physics terrain [variable] 1860/1048576 ( 0.2%)
  189.  
  190. Level flags = 0
  191.  
  192. Total triangle count: 18532
  193. Writing c:\users\willem\documents\ctf_closeencounters.bsp
  194. 49 seconds elapsed
  195.  
  196. ** Executing...
  197. ** Command: Copy File
  198. ** Parameters: "C:\Users\Willem\Documents\ctf_closeencounters.bsp" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\ctf_closeencounters.bsp"
  199.  
  200.  
  201. ** Executing...
  202. ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\hl2.exe"
  203. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" +map "ctf_closeencounters" -steam
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