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  1. Welcome to VBCT
  2. Session Date: Wednesday, September 13, 2017, 12:38:56 PM
  3. OS = Microsoft Windows NT 6.1.7601 Service Pack 1 = Windows 7 and Windows Server 2008 R2
  4. VBCT Version: 1.0uBETA9
  5.  
  6.  
  7. STEAM was found installed at: c:\program files (x86)\steam
  8.  
  9. UserPath found: D:\Steam Games\steamapps\common
  10.  
  11. Counter-Strike: Source was selected
  12. Game name read from gameinfo.txt file: Counter-Strike Source ... actual mod = Counter-Strike: Source
  13. appid read from gameinfo.txt file: 240
  14. steam appid read: 240
  15. Local User VProject & sourcesdk Environment strings updated!
  16. WARNING: no specific SDKLauncher.exe was found for this mod: Counter-Strike: Source
  17. Local SDK Path Profiles were Read!
  18.  
  19. Source SDK Base 2013 SinglePlayer Games:
  20. No Source SDK Base 2013 SinglePlayer GameConfig.txt found.
  21.  
  22. Source SDK Base 2013 MultiPlayer Games:
  23. No Source SDK Base 2013 MultiPlayer GameConfig.txt found.
  24.  
  25. Source SDK Base 2009 (common) Half-Life 2 Games:
  26. No Source SDK Base 2009 (common) GameConfig.txt found.
  27. Left 4 Dead Games:
  28. No Left 4 Dead GameConfig.txt found.
  29. Left 4 Dead 2 Games:
  30. Left 4 Dead 2
  31. Left 4 Dead 2 BETA Games:
  32. No Left 4 Dead 2 BETA GameConfig.txt found.
  33. Portal Games:
  34. No Portal GameConfig.txt found.
  35. Portal 2 Games:
  36. No Portal 2 GameConfig.txt found.
  37. Alien Swarm Games:
  38. No Alien Swarm GameConfig.txt found.
  39. Counter-Strike Global Offensive Games:
  40. No Counter-Strike Global Offensive GameConfig.txt found.
  41. Counter-Strike Source Games:
  42. No Counter-Strike Source GameConfig.txt found.
  43. Day of Defeat Source Games:
  44. No Day of Defeat Source GameConfig.txt found.
  45. Team Fortress 2 Games:
  46. No Team Fortress 2 GameConfig.txt found.
  47. HalfLife 2 DeathMatch Games:
  48. No HalfLife 2 DeathMatch GameConfig.txt found.
  49. HalfLife DeathMatch: Source Games:
  50. No HalfLife DeathMatch: Source GameConfig.txt found.
  51. Fistful of Frags: Source Games:
  52. No Fistful of Frags: Source GameConfig.txt found.
  53.  
  54. Warning, Map Folder as defined in GameConfig.txt not found: D:\Steam Games\steamapps\common\Counter-Strike Source\sourcesdk_content\cstrike\mapsrc
  55. Falling back to default.
  56.  
  57. Map File Selected: C:\Users\Diomonder\Desktop\prefab maps\deserttest.vmf
  58.  
  59. Fast Compile Selected!
  60. Compile Start Time: Wednesday, September 13, 2017, 12:39:03 PM
  61.  
  62. -------------- Start Compile BSP ----------------
  63. VBSP Started, Please Wait!
  64.  
  65. VBSP: d:\steam games\steamapps\common\counter-strike source\bin\vbsp.exe -game "D:\Steam Games\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Diomonder\Desktop\prefab maps\deserttest"
  66.  
  67. Valve Software - vbsp.exe (Jun 14 2017)
  68. 12 threads
  69. materialPath: D:\Steam Games\steamapps\common\Counter-Strike Source\cstrike\materials
  70. Loading C:\Users\Diomonder\Desktop\prefab maps\deserttest.vmf
  71. Could not locate 'GameData' key in d:\steam games\steamapps\common\counter-strike source\cstrike\gameinfo.txt
  72. Patching WVT material: maps/deserttest/diodesert/diomountainblend_wvt_patch
  73. Patching WVT material: maps/deserttest/concrete/blendconcretegravel001a_wvt_patch
  74. fixing up env_cubemap materials on brush sides...
  75. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  76. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  77. Processing areas...done (0)
  78. Building Faces...done (0)
  79. Chop Details...done (0)
  80. Find Visible Detail Sides...
  81. Merged 96 detail faces...done (0)
  82. Merging details...done (0)
  83. FixTjuncs...
  84. PruneNodes...
  85. WriteBSP...
  86. done (0)
  87. writing C:\Users\Diomonder\Desktop\prefab maps\deserttest.prt...Building visibility clusters...
  88. done (0)
  89. Creating default LDR cubemaps for env_cubemap using skybox materials:
  90. skybox/militia_hdr*.vmt
  91. ! Run buildcubemaps in the engine to get the correct cube maps.
  92. Creating default HDR cubemaps for env_cubemap using skybox materials:
  93. skybox/militia_hdr*.vmt
  94. ! Run buildcubemaps in the engine to get the correct cube maps.
  95. Finding displacement neighbors...
  96. Finding lightmap sample positions...
  97. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  98. Building Physics collision data...
  99. done (0) (171643 bytes)
  100. Placing detail props : 0...1...2...3...4...5...6...7...8...9..Error! Too many detail props emitted on this map! (64K max!)n
  101.  
  102. Compile Complete for this module.
  103. VBSP Completed: Wednesday, September 13, 2017, 12:39:06 PM
  104.  
  105. -------------- Start Compile VVIS ----------------
  106. VVIS Started, Please Wait!
  107.  
  108. VVIS: d:\steam games\steamapps\common\counter-strike source\bin\vvis.exe -fast -game "D:\Steam Games\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Diomonder\Desktop\prefab maps\deserttest"
  109.  
  110. Valve Software - vvis.exe (Jun 14 2017)
  111. fastvis = true
  112. 12 threads
  113. reading c:\users\diomonder\desktop\prefab maps\deserttest.bsp
  114. reading c:\users\diomonder\desktop\prefab maps\deserttest.prt
  115. 582 portalclusters
  116. 1708 numportals
  117. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  118. Optimized: 5150 visible clusters (1.77%)
  119. Total clusters visible: 290850
  120. Average clusters visible: 499
  121. Building PAS...
  122. Average clusters audible: 581
  123. visdatasize:89133 compressed from 93120
  124. writing c:\users\diomonder\desktop\prefab maps\deserttest.bsp
  125. 0 seconds elapsed
  126.  
  127. Compile Complete for this module.
  128. VVIS Completed: Wednesday, September 13, 2017, 12:39:06 PM
  129. VVIS: Compile time: 0 seconds elapsed
  130.  
  131. -------------- Start Compile VRAD ----------------
  132. VRAD Started, Please Wait!
  133.  
  134. VRAD: d:\steam games\steamapps\common\counter-strike source\bin\vrad.exe -game "D:\Steam Games\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Diomonder\Desktop\prefab maps\deserttest"
  135.  
  136. Valve Software - vrad.exe SSE (Jun 14 2017)
  137.  
  138. Valve Radiosity Simulator
  139. 12 threads
  140. [Reading texlights from 'lights.rad']
  141. [2 texlights parsed from 'lights.rad']
  142.  
  143. Loading c:\users\diomonder\desktop\prefab maps\deserttest.bsp
  144. Error! Unable to load file "models/iraq/ir_hesco_basket_01_row.dx80.vtx"
  145. Error! Unable to load file "models/props_fortifications/concrete_wall001_96_reference.dx80.vtx"
  146. Patch Sample Radius Clamped!
  147. Setting up ray-trace acceleration structure... Done (3.55 seconds)
  148. 2970 faces
  149. 4972340 square feet [716016960.00 square inches]
  150. 489 Displacements
  151. 928173 Square Feet [133656984.00 Square Inches]
  152. 2970 patches before subdivision
  153. 69164 patches after subdivision
  154. 24 direct lights
  155. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
  156. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
  157. transfers 2122203, max 630
  158. transfer lists: 16.2 megs
  159. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  160. Bounce #1 added RGB(87405, 72354, 39649)
  161. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  162. Bounce #2 added RGB(5761, 4215, 2150)
  163. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  164. Bounce #3 added RGB(858, 539, 240)
  165. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  166. Bounce #4 added RGB(159, 86, 33)
  167. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  168. Bounce #5 added RGB(30, 14, 5)
  169. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  170. Bounce #6 added RGB(6, 3, 1)
  171. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  172. Bounce #7 added RGB(1, 0, 0)
  173. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  174. Bounce #8 added RGB(0, 0, 0)
  175. Build Patch/Sample Hash Table(s).....Done<0.0301 sec>
  176. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
  177. FinalLightFace Done
  178. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  179. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  180. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
  181. Writing leaf ambient...done
  182. Ready to Finish
  183.  
  184. Object names Objects/Maxobjs Memory / Maxmem Fullness
  185. ------------ --------------- --------------- --------
  186. models 1/1024 48/49152 ( 0.1%)
  187. brushes 462/8192 5544/98304 ( 5.6%)
  188. brushsides 3142/65536 25136/524288 ( 4.8%)
  189. planes 2064/65536 41280/1310720 ( 3.1%)
  190. vertexes 4332/65536 51984/786432 ( 6.6%)
  191. nodes 1122/65536 35904/2097152 ( 1.7%)
  192. texinfos 478/12288 34416/884736 ( 3.9%)
  193. texdata 41/2048 1312/65536 ( 2.0%)
  194. dispinfos 489/0 86064/0 ( 0.0%)
  195. disp_verts 39609/0 792180/0 ( 0.0%)
  196. disp_tris 62592/0 125184/0 ( 0.0%)
  197. disp_lmsamples 2251104/0 2251104/0 ( 0.0%)
  198. faces 2970/65536 166320/3670016 ( 4.5%)
  199. hdr faces 0/65536 0/3670016 ( 0.0%)
  200. origfaces 2273/65536 127288/3670016 ( 3.5%)
  201. leaves 1124/65536 35968/2097152 ( 1.7%)
  202. leaffaces 2713/65536 5426/131072 ( 4.1%)
  203. leafbrushes 992/65536 1984/131072 ( 1.5%)
  204. areas 2/256 16/2048 ( 0.8%)
  205. surfedges 23403/512000 93612/2048000 ( 4.6%)
  206. edges 13949/256000 55796/1024000 ( 5.4%)
  207. LDR worldlights 24/8192 2112/720896 ( 0.3%)
  208. HDR worldlights 0/8192 0/720896 ( 0.0%)
  209. leafwaterdata 0/32768 0/393216 ( 0.0%)
  210. waterstrips 271/32768 2710/327680 ( 0.8%)
  211. waterverts 0/65536 0/786432 ( 0.0%)
  212. waterindices 4938/65536 9876/131072 ( 7.5%)
  213. cubemapsamples 0/1024 0/16384 ( 0.0%)
  214. overlays 0/512 0/180224 ( 0.0%)
  215. LDR lightdata [variable] 2967476/0 ( 0.0%)
  216. HDR lightdata [variable] 0/0 ( 0.0%)
  217. visdata [variable] 89133/16777216 ( 0.5%)
  218. entdata [variable] 23555/393216 ( 6.0%)
  219. LDR ambient table 1124/65536 4496/262144 ( 1.7%)
  220. HDR ambient table 1124/65536 4496/262144 ( 1.7%)
  221. LDR leaf ambient 5833/65536 163324/1835008 ( 8.9%)
  222. HDR leaf ambient 1124/65536 31472/1835008 ( 1.7%)
  223. occluders 0/0 0/0 ( 0.0%)
  224. occluder polygons 0/0 0/0 ( 0.0%)
  225. occluder vert ind 0/0 0/0 ( 0.0%)
  226. detail props [variable] 1/2826904 ( 0.0%)
  227. dtl prp lght [variable] 1/4 (25.0%)
  228. HDR dtl prp lght [variable] 1/4 (25.0%)
  229. static props [variable] 1/36404 ( 0.0%)
  230. pakfile [variable] 175225/0 ( 0.0%)
  231. physics [variable] 171643/4194304 ( 4.1%)
  232. physics terrain [variable] 114217/1048576 (10.9%)
  233.  
  234. Level flags = 0
  235.  
  236. Total triangle count: 8329
  237. Writing c:\users\diomonder\desktop\prefab maps\deserttest.bsp
  238. 35 seconds elapsed
  239.  
  240. Compile Complete for this module.
  241. VRAD Completed: Wednesday, September 13, 2017, 12:39:43 PM
  242. VRAD: Compile time: 35 seconds elapsed
  243.  
  244. One Line Summary: 9/13/2017 12:39:43 PM, deserttest.vmf, Counter-Strike: Source, crashed?, fast, normal, 00:00:03, 00:00:00, 00:00:36, 00:00:40
  245. History.csv was updated.
  246.  
  247. Compile Summary - job mode: FAST
  248. Map Name: deserttest.vmf
  249. VBSP - mode:crashed?, n/a, 00:00:03 elapsed
  250. VVIS - mode:fast, 0 seconds, 00:00:00 elapsed
  251. VRAD - mode:normal, 35 seconds(LDR), n/a(HDR), 00:00:36 elapsed
  252. Total Compile time: 00:00:40
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