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- ** Executing...
- ** Command: "S:\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
- ** Parameters: -game "S:\Steam\SteamApps\common\Team Fortress 2\tf" "S:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\es_hunted.vmf"
- Valve Software - vbsp.exe (Oct 14 2017)
- 8 threads
- materialPath: S:\Steam\SteamApps\common\Team Fortress 2\tf\materials
- Loading S:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\es_hunted.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Patching WVT material: maps/es_hunted/construction/concrete/concreteblendground006_wvt_patch
- Patching WVT material: maps/es_hunted/nature/blendgroundtograss011_island_wvt_patch
- Patching WVT material: maps/es_hunted/nature/blendrockgroundwallisland_wvt_patch
- 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...
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- done (0)
- writing S:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\es_hunted.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_hydro_01*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_hydro_01*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Found a displacement edge abutting multiple other edges.
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
- done (0) (4899381 bytes)
- Error loading studio model ""!
- Placing detail props : 0...1...2...3...4...5...6...7...8...9Material NATURE/BLENDGROUNDTOGRASS011_ISLAND uses unknown detail object type tf_island_grass!
- Material NATURE/BLENDGROUNDTOGRASS011_ISLAND uses unknown detail object type tf_island_grass!
- .Material NATURE/BLENDGROUNDTOGRASS011_ISLAND uses unknown detail object type tf_island_grass!
- Material NATURE/BLENDGROUNDTOGRASS011_ISLAND uses unknown detail object type tf_island_grass!
- Material NATURE/BLENDGROUNDTOGRASS011_ISLAND uses unknown detail object type tf_island_grass!
- Material NATURE/BLENDGROUNDTOGRASS011_ISLAND uses unknown detail object type tf_island_grass!
- ..10
- Water found with no water_lod_control entity, creating a default one.
- Compacting texture/material tables...
- Reduced 2380 texinfos to 854
- Reduced 63 texdatas to 55 (1744 bytes to 1476)
- Writing S:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\es_hunted.bsp
- Wrote ZIP buffer, estimated size 108640, actual size 107756
- 3 seconds elapsed
- -3.152684 5.284996 0.000000
- 3.406303 5.284996 0.000000
- -3.406303 5.284996 0.000000
- -3.406303 5.002774 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
- ** Executing...
- ** Command: "S:\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
- ** Parameters: -game "S:\Steam\SteamApps\common\Team Fortress 2\tf" "S:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\es_hunted"
- Valve Software - vvis.exe (Oct 14 2017)
- 8 threads
- reading s:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\es_hunted.bsp
- reading s:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\es_hunted.prt
- 1631 portalclusters
- 5128 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 (32)
- Optimized: 2501 visible clusters (0.75%)
- Total clusters visible: 335298
- Average clusters visible: 205
- Building PAS...
- Average clusters audible: 649
- visdatasize:314312 compressed from 678496
- writing s:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\es_hunted.bsp
- 32 seconds elapsed
- ** Executing...
- ** Command: "S:\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
- ** Parameters: -game "S:\Steam\SteamApps\common\Team Fortress 2\tf" "S:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\es_hunted"
- Valve Software - vrad.exe SSE (Oct 14 2017)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading s:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\es_hunted.bsp
- Setting up ray-trace acceleration structure... Done (1.73 seconds)
- 5288 faces
- 4 degenerate faces
- 807065 square feet [116217408.00 square inches]
- 176 Displacements
- 141162 Square Feet [20327444.00 Square Inches]
- 5284 patches before subdivision
- 68602 patches after subdivision
- sun extent from map=0.052336
- light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
- 118 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
- transfers 5295208, max 511
- transfer lists: 40.4 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(431810, 338474, 228764)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(124645, 87278, 50639)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(17967, 12591, 5264)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(6479, 3891, 1426)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(1022, 656, 176)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(389, 205, 48)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(67, 39, 7)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(25, 12, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(5, 3, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(2, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0215 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
- 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 (2)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 113/1024 5424/49152 (11.0%)
- brushes 1370/8192 16440/98304 (16.7%)
- brushsides 10242/65536 81936/524288 (15.6%)
- planes 8400/65536 168000/1310720 (12.8%)
- vertexes 9577/65536 114924/786432 (14.6%)
- nodes 4121/65536 131872/2097152 ( 6.3%)
- texinfos 854/12288 61488/884736 ( 6.9%)
- texdata 55/2048 1760/65536 ( 2.7%)
- dispinfos 176/0 30976/0 ( 0.0%)
- disp_verts 23192/0 463840/0 ( 0.0%)
- disp_tris 39136/0 78272/0 ( 0.0%)
- disp_lmsamples 350852/0 350852/0 ( 0.0%)
- faces 5288/65536 296128/3670016 ( 8.1%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 3248/65536 181888/3670016 ( 5.0%)
- leaves 4235/65536 135520/2097152 ( 6.5%)
- leaffaces 6287/65536 12574/131072 ( 9.6%)
- leafbrushes 3373/65536 6746/131072 ( 5.1%)
- areas 4/256 32/2048 ( 1.6%)
- surfedges 38127/512000 152508/2048000 ( 7.4%)
- edges 22138/256000 88552/1024000 ( 8.6%)
- LDR worldlights 118/8192 10384/720896 ( 1.4%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 2/32768 24/393216 ( 0.0%)
- waterstrips 505/32768 5050/327680 ( 1.5%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 7752/65536 15504/131072 (11.8%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 23/512 8096/180224 ( 4.5%)
- LDR lightdata [variable] 4442172/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 314312/16777216 ( 1.9%)
- entdata [variable] 120661/393216 (30.7%)
- LDR ambient table 4235/65536 16940/262144 ( 6.5%)
- HDR ambient table 4235/65536 16940/262144 ( 6.5%)
- LDR leaf ambient 15572/65536 436016/1835008 (23.8%)
- HDR leaf ambient 4235/65536 118580/1835008 ( 6.5%)
- 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] 1/26520 ( 0.0%)
- pakfile [variable] 107756/0 ( 0.0%)
- physics [variable] 4899381/4194304 (116.8%) VERY FULL!
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 14541
- Writing s:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\es_hunted.bsp
- 22 seconds elapsed
- -3.152684 5.284996 0.000000
- 3.406303 5.284996 0.000000
- -3.406303 5.284996 0.000000
- -3.406303 5.002774 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
- ** Executing...
- ** Command: Copy File
- ** Parameters: "S:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\es_hunted.bsp" "S:\Steam\SteamApps\common\Team Fortress 2\tf\maps\es_hunted.bsp"
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