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Jan 13th, 2018
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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"
  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 59358: areaportal brush doesn't touch two areas
  24.  
  25. Brush 59361: areaportal brush doesn't touch two areas
  26.  
  27. Brush 59361: areaportal brush doesn't touch two areas
  28. done (0)
  29. Building Faces...done (0)
  30. Chop Details...done (0)
  31. Find Visible Detail Sides...
  32. Merged 2212 detail faces...done (0)
  33. Merging details...done (0)
  34. FixTjuncs...
  35. PruneNodes...
  36. WriteBSP...
  37. done (1)
  38. writing c:\users\willem\documents\ctf_closeencounters.prt...Building visibility clusters...
  39. done (0)
  40. Creating default LDR cubemaps for env_cubemap using skybox materials:
  41. skybox/sky_day01_01*.vmt
  42. ! Run buildcubemaps in the engine to get the correct cube maps.
  43. Creating default HDR cubemaps for env_cubemap using skybox materials:
  44. skybox/sky_day01_01*.vmt
  45. ! Run buildcubemaps in the engine to get the correct cube maps.
  46. Finding displacement neighbors...
  47. Finding lightmap sample positions...
  48. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  49. Building Physics collision data...
  50. done (1) (593551 bytes)
  51. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  52. Water found with no water_lod_control entity, creating a default one.
  53. Compacting texture/material tables...
  54. Reduced 4975 texinfos to 2427
  55. Reduced 125 texdatas to 103 (3916 bytes to 3016)
  56. Writing c:\users\willem\documents\ctf_closeencounters.bsp
  57. Wrote ZIP buffer, estimated size 223643, actual size 220213
  58. 2 seconds elapsed
  59.  
  60. ** Executing...
  61. ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
  62. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "c:\users\willem\documents\ctf_closeencounters"
  63.  
  64. Valve Software - vvis.exe (Oct 14 2017)
  65. 4 threads
  66. reading c:\users\willem\documents\ctf_closeencounters.bsp
  67. reading c:\users\willem\documents\ctf_closeencounters.prt
  68. 1549 portalclusters
  69. 4944 numportals
  70. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  71. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (470)
  72. Optimized: 3833 visible clusters (0.64%)
  73. Total clusters visible: 601462
  74. Average clusters visible: 388
  75. Building PAS...
  76. Average clusters audible: 1370
  77. visdatasize:504922 compressed from 619600
  78. writing c:\users\willem\documents\ctf_closeencounters.bsp
  79. 7 minutes, 50 seconds elapsed
  80.  
  81. ** Executing...
  82. ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
  83. ** Parameters: -both -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "c:\users\willem\documents\ctf_closeencounters"
  84.  
  85. Valve Software - vrad.exe SSE (Oct 14 2017)
  86.  
  87. Valve Radiosity Simulator
  88. 4 threads
  89. [Reading texlights from 'lights.rad']
  90. unknown light specifier type - lights
  91.  
  92. [56 texlights parsed from 'lights.rad']
  93.  
  94. Loading c:\users\willem\documents\ctf_closeencounters.bsp
  95. Setting up ray-trace acceleration structure... Done (0.34 seconds)
  96. 6705 faces
  97. 2144901 square feet [308865728.00 square inches]
  98. 20 Displacements
  99. 62601 Square Feet [9014651.00 Square Inches]
  100. 6705 patches before subdivision
  101. 104967 patches after subdivision
  102. sun extent from map=0.000000
  103. 80 direct lights
  104. BuildFacelights: 0...1...2...3...4...5...6...7...8...9
  105. WARNING: Too many light styles on a face at (-2504.000000, -6736.000488, 65.000000)
  106.  
  107. WARNING: Too many light styles on a face at (-2264.000000, -6640.000000, 65.000000)
  108.  
  109. WARNING: Too many light styles on a face at (-3010.000000, -6802.600098, 223.000000)
  110.  
  111. WARNING: Too many light styles on a face at (-2776.000000, -6674.600098, 223.000000)
  112.  
  113. WARNING: Too many light styles on a face at (-3011.000000, -6612.001953, 152.000000)
  114. .
  115. WARNING: Too many light styles on a face at (-2771.000000, -6773.500000, 184.000000)
  116.  
  117. WARNING: Too many light styles on a face at (-1538.051270, -4092.718018, 66.000000)
  118. ..10 (11)
  119. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (18)
  120. transfers 18645386, max 906
  121. transfer lists: 142.3 megs
  122. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  123. Bounce #1 added RGB(46313, 38540, 15184)
  124. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  125. Bounce #2 added RGB(8524, 5945, 1854)
  126. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  127. Bounce #3 added RGB(1657, 980, 237)
  128. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  129. Bounce #4 added RGB(337, 173, 33)
  130. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  131. Bounce #5 added RGB(73, 33, 5)
  132. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  133. Bounce #6 added RGB(16, 6, 1)
  134. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  135. Bounce #7 added RGB(4, 1, 0)
  136. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  137. Bounce #8 added RGB(1, 0, 0)
  138. Build Patch/Sample Hash Table(s).....Done<0.0291 sec>
  139. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
  140. FinalLightFace Done
  141. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  142. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7)
  143. Writing leaf ambient...done
  144. Ready to Finish
  145.  
  146. Object names Objects/Maxobjs Memory / Maxmem Fullness
  147. ------------ --------------- --------------- --------
  148. models 150/1024 7200/49152 (14.6%)
  149. brushes 1502/8192 18024/98304 (18.3%)
  150. brushsides 11753/65536 94024/524288 (17.9%)
  151. planes 5716/65536 114320/1310720 ( 8.7%)
  152. vertexes 13201/65536 158412/786432 (20.1%)
  153. nodes 3866/65536 123712/2097152 ( 5.9%)
  154. texinfos 2427/12288 174744/884736 (19.8%)
  155. texdata 103/2048 3296/65536 ( 5.0%)
  156. dispinfos 20/0 3520/0 ( 0.0%)
  157. disp_verts 724/0 14480/0 ( 0.0%)
  158. disp_tris 1024/0 2048/0 ( 0.0%)
  159. disp_lmsamples 151320/0 151320/0 ( 0.0%)
  160. faces 6705/65536 375480/3670016 (10.2%)
  161. hdr faces 0/65536 0/3670016 ( 0.0%)
  162. origfaces 4110/65536 230160/3670016 ( 6.3%)
  163. leaves 4017/65536 128544/2097152 ( 6.1%)
  164. leaffaces 9180/65536 18360/131072 (14.0%)
  165. leafbrushes 3300/65536 6600/131072 ( 5.0%)
  166. areas 3/256 24/2048 ( 1.2%)
  167. surfedges 48610/512000 194440/2048000 ( 9.5%)
  168. edges 30173/256000 120692/1024000 (11.8%)
  169. LDR worldlights 80/8192 7040/720896 ( 1.0%)
  170. HDR worldlights 0/8192 0/720896 ( 0.0%)
  171. leafwaterdata 5/32768 60/393216 ( 0.0%)
  172. waterstrips 913/32768 9130/327680 ( 2.8%)
  173. waterverts 0/65536 0/786432 ( 0.0%)
  174. waterindices 15189/65536 30378/131072 (23.2%)
  175. cubemapsamples 1/1024 16/16384 ( 0.1%)
  176. overlays 20/512 7040/180224 ( 3.9%)
  177. LDR lightdata [variable] 12764272/0 ( 0.0%)
  178. HDR lightdata [variable] 0/0 ( 0.0%)
  179. visdata [variable] 504922/16777216 ( 3.0%)
  180. entdata [variable] 747835/393216 (190.2%) VERY FULL!
  181. LDR ambient table 4017/65536 16068/262144 ( 6.1%)
  182. HDR ambient table 4017/65536 16068/262144 ( 6.1%)
  183. LDR leaf ambient 15460/65536 432880/1835008 (23.6%)
  184. HDR leaf ambient 4017/65536 112476/1835008 ( 6.1%)
  185. occluders 0/0 0/0 ( 0.0%)
  186. occluder polygons 0/0 0/0 ( 0.0%)
  187. occluder vert ind 0/0 0/0 ( 0.0%)
  188. detail props [variable] 1/12 ( 8.3%)
  189. static props [variable] 1/12 ( 8.3%)
  190. pakfile [variable] 220213/0 ( 0.0%)
  191. physics [variable] 593551/4194304 (14.2%)
  192. physics terrain [variable] 1860/1048576 ( 0.2%)
  193.  
  194. Level flags = 0
  195.  
  196. Total triangle count: 18528
  197. Writing c:\users\willem\documents\ctf_closeencounters.bsp
  198. 44 seconds elapsed
  199. Valve Software - vrad.exe SSE (Oct 14 2017)
  200.  
  201. Valve Radiosity Simulator
  202. 4 threads
  203. [Reading texlights from 'lights.rad']
  204. unknown light specifier type - lights
  205.  
  206. [56 texlights parsed from 'lights.rad']
  207.  
  208. Loading c:\users\willem\documents\ctf_closeencounters.bsp
  209. Setting up ray-trace acceleration structure... Done (0.34 seconds)
  210. 6705 faces
  211. 2144901 square feet [308865728.00 square inches]
  212. 20 Displacements
  213. 62601 Square Feet [9014651.00 Square Inches]
  214. 6705 patches before subdivision
  215. 104967 patches after subdivision
  216. sun extent from map=0.000000
  217. 80 direct lights
  218. BuildFacelights: 0...1...2...3...4...5...6...7...8...9
  219. WARNING: Too many light styles on a face at (-2504.000000, -6736.000488, 65.000000)
  220.  
  221. WARNING: Too many light styles on a face at (-3010.000000, -6802.600098, 223.000000)
  222.  
  223. WARNING: Too many light styles on a face at (-2776.000000, -6674.600098, 223.000000)
  224.  
  225. WARNING: Too many light styles on a face at (-2264.000000, -6640.000000, 65.000000)
  226. .
  227. WARNING: Too many light styles on a face at (-3011.000000, -6612.001953, 152.000000)
  228.  
  229. WARNING: Too many light styles on a face at (-2771.000000, -6773.500000, 184.000000)
  230.  
  231. WARNING: Too many light styles on a face at (-1538.051270, -4092.718018, 66.000000)
  232. ..10 (10)
  233. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (18)
  234. transfers 18645386, max 906
  235. transfer lists: 142.3 megs
  236. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  237. Bounce #1 added RGB(6893, 5340, 2433)
  238. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  239. Bounce #2 added RGB(1037, 640, 238)
  240. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  241. Bounce #3 added RGB(163, 78, 21)
  242. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  243. Bounce #4 added RGB(27, 10, 2)
  244. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  245. Bounce #5 added RGB(5, 1, 0)
  246. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  247. Bounce #6 added RGB(1, 0, 0)
  248. Build Patch/Sample Hash Table(s).....Done<0.0327 sec>
  249. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
  250. FinalLightFace Done
  251. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  252. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7)
  253. Writing leaf ambient...done
  254. Ready to Finish
  255.  
  256. Object names Objects/Maxobjs Memory / Maxmem Fullness
  257. ------------ --------------- --------------- --------
  258. models 150/1024 7200/49152 (14.6%)
  259. brushes 1502/8192 18024/98304 (18.3%)
  260. brushsides 11753/65536 94024/524288 (17.9%)
  261. planes 5716/65536 114320/1310720 ( 8.7%)
  262. vertexes 13201/65536 158412/786432 (20.1%)
  263. nodes 3866/65536 123712/2097152 ( 5.9%)
  264. texinfos 2427/12288 174744/884736 (19.8%)
  265. texdata 103/2048 3296/65536 ( 5.0%)
  266. dispinfos 20/0 3520/0 ( 0.0%)
  267. disp_verts 724/0 14480/0 ( 0.0%)
  268. disp_tris 1024/0 2048/0 ( 0.0%)
  269. disp_lmsamples 151320/0 151320/0 ( 0.0%)
  270. faces 6705/65536 375480/3670016 (10.2%)
  271. hdr faces 6705/65536 375480/3670016 (10.2%)
  272. origfaces 4110/65536 230160/3670016 ( 6.3%)
  273. leaves 4017/65536 128544/2097152 ( 6.1%)
  274. leaffaces 9180/65536 18360/131072 (14.0%)
  275. leafbrushes 3300/65536 6600/131072 ( 5.0%)
  276. areas 3/256 24/2048 ( 1.2%)
  277. surfedges 48610/512000 194440/2048000 ( 9.5%)
  278. edges 30173/256000 120692/1024000 (11.8%)
  279. LDR worldlights 80/8192 7040/720896 ( 1.0%)
  280. HDR worldlights 80/8192 7040/720896 ( 1.0%)
  281. leafwaterdata 5/32768 60/393216 ( 0.0%)
  282. waterstrips 913/32768 9130/327680 ( 2.8%)
  283. waterverts 0/65536 0/786432 ( 0.0%)
  284. waterindices 15189/65536 30378/131072 (23.2%)
  285. cubemapsamples 1/1024 16/16384 ( 0.1%)
  286. overlays 20/512 7040/180224 ( 3.9%)
  287. LDR lightdata [variable] 12764272/0 ( 0.0%)
  288. HDR lightdata [variable] 12764272/0 ( 0.0%)
  289. visdata [variable] 504922/16777216 ( 3.0%)
  290. entdata [variable] 747835/393216 (190.2%) VERY FULL!
  291. LDR ambient table 4017/65536 16068/262144 ( 6.1%)
  292. HDR ambient table 4017/65536 16068/262144 ( 6.1%)
  293. LDR leaf ambient 15460/65536 432880/1835008 (23.6%)
  294. HDR leaf ambient 12380/65536 346640/1835008 (18.9%)
  295. occluders 0/0 0/0 ( 0.0%)
  296. occluder polygons 0/0 0/0 ( 0.0%)
  297. occluder vert ind 0/0 0/0 ( 0.0%)
  298. detail props [variable] 1/12 ( 8.3%)
  299. static props [variable] 1/12 ( 8.3%)
  300. pakfile [variable] 220213/0 ( 0.0%)
  301. physics [variable] 593551/4194304 (14.2%)
  302. physics terrain [variable] 1860/1048576 ( 0.2%)
  303.  
  304. Level flags = 0
  305.  
  306. Total triangle count: 18528
  307. Writing c:\users\willem\documents\ctf_closeencounters.bsp
  308. 43 seconds elapsed
  309.  
  310. ** Executing...
  311. ** Command: Copy File
  312. ** Parameters: "c:\users\willem\documents\ctf_closeencounters.bsp" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\ctf_closeencounters.bsp"
  313.  
  314.  
  315. ** Executing...
  316. ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\hl2.exe"
  317. ** Parameters: -dev -console -allowdebug -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" +map "ctf_closeencounters"
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