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  1.  
  2. ** Executing...
  3. ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\bin\vbsp.exe"
  4. ** Parameters: -allowdynamicpropsasstatic -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" "c:\users\gavin\desktop\hammer stuff\newmapmeme"
  5.  
  6. Valve Software - vbsp.exe (Apr 29 2016)
  7. allowdynamicpropsasstatic = true
  8. 8 threads
  9. materialPath: D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\materials
  10. Loading c:\users\gavin\desktop\hammer stuff\newmapmeme.vmf
  11. Could not locate 'GameData' key in d:\steamlibrary\steamapps\common\half-life 2\ep2\gameinfo.txt
  12. Patching WVT material: maps/newmapmeme/gm_construct13/congrass_singlenormal_blend_sand_wvt_patch
  13. fixing up env_cubemap materials on brush sides...
  14. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  15. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  16. Processing areas...done (0)
  17. Building Faces...done (0)
  18. FixTjuncs...
  19. PruneNodes...
  20. WriteBSP...
  21. done (0)
  22. writing c:\users\gavin\desktop\hammer stuff\newmapmeme.prt...Building visibility clusters...
  23. done (0)
  24. material "skybox/sky_cloudy010_hdrrt" not found.
  25. Can't load skybox file skybox/sky_cloudy010_hdr to build the default cubemap!
  26. Can't load skybox file skybox/sky_cloudy010_hdr to build the default cubemap!
  27. Finding displacement neighbors...
  28. Finding lightmap sample positions...
  29. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  30. Building Physics collision data...
  31. done (0) (7673 bytes)
  32. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  33. Compacting texture/material tables...
  34. Reduced 41 texinfos to 12
  35. Reduced 7 texdatas to 6 (279 bytes to 231)
  36. Writing c:\users\gavin\desktop\hammer stuff\newmapmeme.bsp
  37. 0 seconds elapsed
  38.  
  39. ** Executing...
  40. ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\bin\vvis.exe"
  41. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" "c:\users\gavin\desktop\hammer stuff\newmapmeme"
  42.  
  43. Valve Software - vvis.exe (May 15 2014)
  44. 8 threads
  45. reading c:\users\gavin\desktop\hammer stuff\newmapmeme.bsp
  46. reading c:\users\gavin\desktop\hammer stuff\newmapmeme.prt
  47. 8 portalclusters
  48. 9 numportals
  49. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  50. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  51. Optimized: 0 visible clusters (0.00%)
  52. Total clusters visible: 64
  53. Average clusters visible: 8
  54. Building PAS...
  55. Average clusters audible: 8
  56. visdatasize:84 compressed from 128
  57. writing c:\users\gavin\desktop\hammer stuff\newmapmeme.bsp
  58. 0 seconds elapsed
  59.  
  60. ** Executing...
  61. ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\bin\vrad.exe"
  62. ** Parameters: -staticproppolys -staticproplighting -textureshadows -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" "c:\users\gavin\desktop\hammer stuff\newmapmeme"
  63.  
  64. Valve Software - vrad.exe SSE (May 15 2014)
  65.  
  66. Valve Radiosity Simulator
  67. 8 threads
  68. [Reading texlights from 'lights.rad']
  69. [48 texlights parsed from 'lights.rad']
  70.  
  71. Loading c:\users\gavin\desktop\hammer stuff\newmapmeme.bsp
  72. Setting up ray-trace acceleration structure... Done (0.08 seconds)
  73. 375 faces
  74. 1540 square feet [221896.00 square inches]
  75. 0 Displacements
  76. 0 Square Feet [0.00 Square Inches]
  77. 375 patches before subdivision
  78. 31591 patches after subdivision
  79. 3 direct lights
  80. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
  81. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
  82. transfers 5145671, max 484
  83. transfer lists: 39.3 megs
  84. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  85. Bounce #1 added RGB(224233, 189793, 96932)
  86. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  87. Bounce #2 added RGB(105717, 85200, 36307)
  88. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  89. Bounce #3 added RGB(51018, 39896, 14311)
  90. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  91. Bounce #4 added RGB(24713, 18879, 5725)
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  93. Bounce #5 added RGB(12031, 9022, 2320)
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  95. Bounce #6 added RGB(5868, 4331, 946)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #7 added RGB(2868, 2087, 388)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  99. Bounce #8 added RGB(1403, 1008, 159)
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  101. Bounce #9 added RGB(687, 488, 66)
  102. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  103. Bounce #10 added RGB(337, 237, 27)
  104. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  105. Bounce #11 added RGB(165, 115, 11)
  106. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  107. Bounce #12 added RGB(81, 56, 5)
  108. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  109. Bounce #13 added RGB(40, 27, 2)
  110. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  111. Bounce #14 added RGB(19, 13, 1)
  112. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  113. Bounce #15 added RGB(10, 6, 0)
  114. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  115. Bounce #16 added RGB(5, 3, 0)
  116. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  117. Bounce #17 added RGB(2, 2, 0)
  118. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  119. Bounce #18 added RGB(1, 1, 0)
  120. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  121. Bounce #19 added RGB(1, 0, 0)
  122. Build Patch/Sample Hash Table(s).....Done<0.0063 sec>
  123. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
  124. FinalLightFace Done
  125. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  126. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  127. Writing leaf ambient...done
  128. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (0)
  129.  
  130. Ready to Finish
  131.  
  132. Object names Objects/Maxobjs Memory / Maxmem Fullness
  133. ------------ --------------- --------------- --------
  134. models 1/1024 48/49152 ( 0.1%)
  135. brushes 21/8192 252/98304 ( 0.3%)
  136. brushsides 126/65536 1008/524288 ( 0.2%)
  137. planes 212/65536 4240/1310720 ( 0.3%)
  138. vertexes 429/65536 5148/786432 ( 0.7%)
  139. nodes 66/65536 2112/2097152 ( 0.1%)
  140. texinfos 12/12288 864/884736 ( 0.1%)
  141. texdata 6/2048 192/65536 ( 0.3%)
  142. dispinfos 0/0 0/0 ( 0.0%)
  143. disp_verts 0/0 0/0 ( 0.0%)
  144. disp_tris 0/0 0/0 ( 0.0%)
  145. disp_lmsamples 0/0 0/0 ( 0.0%)
  146. faces 375/65536 21000/3670016 ( 0.6%)
  147. hdr faces 0/65536 0/3670016 ( 0.0%)
  148. origfaces 20/65536 1120/3670016 ( 0.0%)
  149. leaves 68/65536 2176/2097152 ( 0.1%)
  150. leaffaces 390/65536 780/131072 ( 0.6%)
  151. leafbrushes 139/65536 278/131072 ( 0.2%)
  152. areas 2/256 16/2048 ( 0.8%)
  153. surfedges 1668/512000 6672/2048000 ( 0.3%)
  154. edges 875/256000 3500/1024000 ( 0.3%)
  155. LDR worldlights 3/8192 264/720896 ( 0.0%)
  156. HDR worldlights 0/8192 0/720896 ( 0.0%)
  157. leafwaterdata 0/32768 0/393216 ( 0.0%)
  158. waterstrips 8/32768 80/327680 ( 0.0%)
  159. waterverts 0/65536 0/786432 ( 0.0%)
  160. waterindices 126/65536 252/131072 ( 0.2%)
  161. cubemapsamples 0/1024 0/16384 ( 0.0%)
  162. overlays 0/512 0/180224 ( 0.0%)
  163. LDR lightdata [variable] 954464/0 ( 0.0%)
  164. HDR lightdata [variable] 0/0 ( 0.0%)
  165. visdata [variable] 84/16777216 ( 0.0%)
  166. entdata [variable] 755/393216 ( 0.2%)
  167. LDR ambient table 68/65536 272/262144 ( 0.1%)
  168. HDR ambient table 68/65536 272/262144 ( 0.1%)
  169. LDR leaf ambient 75/65536 2100/1835008 ( 0.1%)
  170. HDR leaf ambient 68/65536 1904/1835008 ( 0.1%)
  171. occluders 0/0 0/0 ( 0.0%)
  172. occluder polygons 0/0 0/0 ( 0.0%)
  173. occluder vert ind 0/0 0/0 ( 0.0%)
  174. detail props [variable] 1/12 ( 8.3%)
  175. static props [variable] 1/790 ( 0.1%)
  176. pakfile [variable] 38250/0 ( 0.0%)
  177. physics [variable] 7673/4194304 ( 0.2%)
  178. physics terrain [variable] 2/1048576 ( 0.0%)
  179.  
  180. Level flags = 1
  181.  
  182. Total triangle count: 838
  183. Writing c:\users\gavin\desktop\hammer stuff\newmapmeme.bsp
  184. 2 seconds elapsed
  185.  
  186. ** Executing...
  187. ** Command: Copy File
  188. ** Parameters: "c:\users\gavin\desktop\hammer stuff\newmapmeme.bsp" "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps\newmapmeme.bsp"
  189.  
  190.  
  191. ** Executing...
  192. ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\hl2.exe"
  193. ** Parameters: -dev -console -allowdebug -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" +map "newmapmeme"
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