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  1. 4 threads
  2. reading e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.bsp
  3. reading e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.prt
  4. 4747 portalclusters
  5. 11734 numportals
  6. 0...1...2...3...4...5...6...7...8...9...100...1...2..
  7.  
  8.  
  9. materialPath: E:\Steam\steamapps\common\Half-Life 2\ep2\materials
  10. Loading E:\Steam\steamapps\common\Half-Life 2\ep2\rp_apex_industrial17_b8.vmf
  11. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  12. Could not locate 'GameData' key in e:\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
  13. Patching WVT material: maps/rp_apex_industrial17_b8/nature/blendrocksand004a_wvt_patch
  14. Patching WVT material: maps/rp_apex_industrial17_b8/nature/blendsandgrass008a_wvt_patch
  15. fixing up env_cubemap materials on brush sides...
  16. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  17. Building Faces...done (0)
  18. Chop Details...done (0)
  19. Find Visible Detail Sides...
  20. Merged 798 detail faces...done (0)
  21. Merging details...done (0)
  22. FixTjuncs...
  23. PruneNodes...
  24. WriteBSP...
  25. done (2)
  26. writing E:\Steam\steamapps\common\Half-Life 2\ep2\rp_apex_industrial17_b8.prt...Building visibility clusters...
  27. done (0)
  28. Creating default LDR cubemaps for env_cubemap using skybox materials:
  29. skybox/sky_day01_09*.vmt
  30. ! Run buildcubemaps in the engine to get the correct cube maps.
  31. Creating default HDR cubemaps for env_cubemap using skybox materials:
  32. skybox/sky_day01_09*.vmt
  33. ! Run buildcubemaps in the engine to get the correct cube maps.
  34. Finding displacement neighbors...
  35. Finding lightmap sample positions...
  36. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  37. Building Physics collision data...
  38. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  39. done (2) (4749214 bytes)
  40. Static prop models/props_c17/light_cagelight01_on.mdl outside the map (3502.04, 4607.28, -70.74)
  41. Placing detail props : 0...1...2...3...4...5...6...7...8.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  42. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  43. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  44. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  45. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  46. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  47. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  48. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  49. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  50. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  51. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  52. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  53. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  54. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  55. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  56. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  57. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  58. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  59. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  60. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  61. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  62. ..9...10
  63. Compacting texture/material tables...
  64. Reduced 20206 texinfos to 9689
  65. Reduced 2046 texdatas to 1558 (116170 bytes to 89615)
  66. Writing E:\Steam\steamapps\common\Half-Life 2\ep2\rp_apex_industrial17_b8.bsp
  67. 12 seconds elapsed
  68.  
  69.  
  70.  
  71. materialPath: E:\Steam\steamapps\common\Half-Life 2\ep2\materials
  72. Loading E:\Steam\steamapps\common\Half-Life 2\ep2\rp_apex_industrial17_b8.vmf
  73. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  74. Could not locate 'GameData' key in e:\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
  75. Patching WVT material: maps/rp_apex_industrial17_b8/nature/blendrocksand004a_wvt_patch
  76. Patching WVT material: maps/rp_apex_industrial17_b8/nature/blendsandgrass008a_wvt_patch
  77. fixing up env_cubemap materials on brush sides...
  78. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  79. Building Faces...done (0)
  80. Chop Details...done (0)
  81. Find Visible Detail Sides...
  82. Merged 798 detail faces...done (0)
  83. Merging details...done (0)
  84. FixTjuncs...
  85. PruneNodes...
  86. WriteBSP...
  87. done (2)
  88. writing E:\Steam\steamapps\common\Half-Life 2\ep2\rp_apex_industrial17_b8.prt...Building visibility clusters...
  89. done (1)
  90. Creating default LDR cubemaps for env_cubemap using skybox materials:
  91. skybox/sky_day01_09*.vmt
  92. ! Run buildcubemaps in the engine to get the correct cube maps.
  93. Creating default HDR cubemaps for env_cubemap using skybox materials:
  94. skybox/sky_day01_09*.vmt
  95. ! Run buildcubemaps in the engine to get the correct cube maps.
  96. Finding displacement neighbors...
  97. Finding lightmap sample positions...
  98. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  99. Building Physics collision data...
  100. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  101. done (2) (4749214 bytes)
  102. Static prop models/props_c17/light_cagelight01_on.mdl outside the map (3502.04, 4607.28, -70.74)
  103. Placing detail props : 0...1...2...3...4...5...6...7...8.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  104. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  105. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  106. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  107. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  108. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  109. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  110. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  111. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  112. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  113. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  114. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  115. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  116. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  117. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  118. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  119. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  120. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  121. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  122. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  123. Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  124. ..9...10
  125. Compacting texture/material tables...
  126. Reduced 20206 texinfos to 9689
  127. Reduced 2046 texdatas to 1558 (116170 bytes to 89615)
  128. Writing E:\Steam\steamapps\common\Half-Life 2\ep2\rp_apex_industrial17_b8.bsp
  129. 13 seconds elapsed
  130.  
  131.  
  132.  
  133. 4 threads
  134. reading e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.bsp
  135. reading e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.prt
  136. 4747 portalclusters
  137. 11734 numportals
  138. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 10845 visible clusters (0.68%)
  139. Total clusters visible: 1606361
  140. Average clusters visible: 338
  141. Building PAS...
  142. Average clusters audible: 1023
  143. visdatasize:1624485 compressed from 5696400
  144. writing e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.bsp
  145. 13 hours, 37 minutes, 23 seconds elapsed
  146.  
  147.  
  148.  
  149. [Reading texlights from 'lights.rad']
  150. [48 texlights parsed from 'lights.rad']
  151.  
  152. Loading e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.bsp
  153. 30374 faces
  154. 3 degenerate faces
  155. 9213102 square feet [1326686720.00 square inches]
  156. 49 Displacements
  157. 1054196 Square Feet [151804272.00 Square Inches]
  158. 30371 patches before subdivision
  159. 347491 patches after subdivision
  160. 1309 direct lights
  161. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 40434564, max 896
  162. transfer lists: 308.5 megs
  163. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(920920, 730901, 329534)
  164. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(157193, 116565, 45395)
  165. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(25189, 17695, 6259)
  166. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(5465, 3674, 1142)
  167. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1205, 778, 220)
  168. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(329, 204, 50)
  169. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(91, 54, 12)
  170. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(28, 16, 3)
  171. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(9, 5, 1)
  172. 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 2, 0)
  173. 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
  174. Build Patch/Sample Hash Table(s).....Done<0.1076 sec>
  175. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  176. 14 of 14 (100% of) surface lights went in leaf ambient cubes.
  177. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  178. Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
  179. Ready to Finish
  180.  
  181. Object names Objects/Maxobjs Memory / Maxmem Fullness
  182. ------------ --------------- --------------- --------
  183. models 637/1024 30576/49152 (62.2%)
  184. brushes 7946/8192 95352/98304 (97.0%) VERY FULL!
  185. brushsides 54773/65536 438184/524288 (83.6%) VERY FULL!
  186. planes 24490/65536 489800/1310720 (37.4%)
  187. vertexes 50631/65536 607572/786432 (77.3%)
  188. nodes 16733/65536 535456/2097152 (25.5%)
  189. texinfos 9689/12288 697608/884736 (78.8%)
  190. texdata 1558/2048 49856/65536 (76.1%)
  191. dispinfos 49/0 8624/0 ( 0.0%)
  192. disp_verts 8753/0 175060/0 ( 0.0%)
  193. disp_tris 15104/0 30208/0 ( 0.0%)
  194. disp_lmsamples 217992/0 217992/0 ( 0.0%)
  195. faces 30374/65536 1700944/3670016 (46.3%)
  196. hdr faces 0/65536 0/3670016 ( 0.0%)
  197. origfaces 21158/65536 1184848/3670016 (32.3%)
  198. leaves 17371/65536 555872/2097152 (26.5%)
  199. leaffaces 37487/65536 74974/131072 (57.2%)
  200. leafbrushes 16834/65536 33668/131072 (25.7%)
  201. areas 22/256 176/2048 ( 8.6%)
  202. surfedges 232853/512000 931412/2048000 (45.5%)
  203. edges 143364/256000 573456/1024000 (56.0%)
  204. LDR worldlights 1309/8192 115192/720896 (16.0%)
  205. HDR worldlights 0/8192 0/720896 ( 0.0%)
  206. leafwaterdata 11/32768 132/393216 ( 0.0%)
  207. waterstrips 2863/32768 28630/327680 ( 8.7%)
  208. waterverts 0/65536 0/786432 ( 0.0%)
  209. waterindices 54672/65536 109344/131072 (83.4%) VERY FULL!
  210. cubemapsamples 201/1024 3216/16384 (19.6%)
  211. overlays 40/512 14080/180224 ( 7.8%)
  212. LDR lightdata [variable] 23766688/0 ( 0.0%)
  213. HDR lightdata [variable] 0/0 ( 0.0%)
  214. visdata [variable] 1624485/16777216 ( 9.7%)
  215. entdata [variable] 1557515/393216 (396.1%) VERY FULL!
  216. LDR ambient table 17371/65536 69484/262144 (26.5%)
  217. HDR ambient table 17371/65536 69484/262144 (26.5%)
  218. LDR leaf ambient 64829/65536 1815212/1835008 (98.9%) VERY FULL!
  219. HDR leaf ambient 17371/65536 486388/1835008 (26.5%)
  220. occluders 0/0 0/0 ( 0.0%)
  221. occluder polygons 0/0 0/0 ( 0.0%)
  222. occluder vert ind 0/0 0/0 ( 0.0%)
  223. detail props [variable] 1/12 ( 8.3%)
  224. static props [variable] 1/187430 ( 0.0%)
  225. pakfile [variable] 36061452/0 ( 0.0%)
  226. physics [variable] 4749214/4194304 (113.2%) VERY FULL!
  227. physics terrain [variable] 0/1048576 ( 0.0%)
  228.  
  229. Level flags = 1
  230.  
  231. Total triangle count: 86802
  232. Writing e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.bsp
  233. 12 minutes, 44 seconds elapsed
  234.  
  235.  
  236.  
  237. [Reading texlights from 'lights.rad']
  238. [48 texlights parsed from 'lights.rad']
  239.  
  240. Loading e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.bsp
  241. 30374 faces
  242. 3 degenerate faces
  243. 9213102 square feet [1326686720.00 square inches]
  244. 49 Displacements
  245. 1054196 Square Feet [151804272.00 Square Inches]
  246. 30371 patches before subdivision
  247. 347491 patches after subdivision
  248. 1309 direct lights
  249. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 40434564, max 896
  250. transfer lists: 308.5 megs
  251. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(845633, 574368, 306776)
  252. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(144685, 92204, 42087)
  253. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(23585, 14793, 5913)
  254. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(5162, 3156, 1088)
  255. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1159, 705, 213)
  256. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(319, 188, 49)
  257. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(89, 52, 12)
  258. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(28, 16, 3)
  259. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(9, 5, 1)
  260. 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 2, 0)
  261. 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
  262. Build Patch/Sample Hash Table(s).....Done<0.1185 sec>
  263. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  264. 14 of 14 (100% of) surface lights went in leaf ambient cubes.
  265. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  266. Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
  267. Ready to Finish
  268.  
  269. Object names Objects/Maxobjs Memory / Maxmem Fullness
  270. ------------ --------------- --------------- --------
  271. models 637/1024 30576/49152 (62.2%)
  272. brushes 7946/8192 95352/98304 (97.0%) VERY FULL!
  273. brushsides 54773/65536 438184/524288 (83.6%) VERY FULL!
  274. planes 24490/65536 489800/1310720 (37.4%)
  275. vertexes 50631/65536 607572/786432 (77.3%)
  276. nodes 16733/65536 535456/2097152 (25.5%)
  277. texinfos 9689/12288 697608/884736 (78.8%)
  278. texdata 1558/2048 49856/65536 (76.1%)
  279. dispinfos 49/0 8624/0 ( 0.0%)
  280. disp_verts 8753/0 175060/0 ( 0.0%)
  281. disp_tris 15104/0 30208/0 ( 0.0%)
  282. disp_lmsamples 217992/0 217992/0 ( 0.0%)
  283. faces 30374/65536 1700944/3670016 (46.3%)
  284. hdr faces 30374/65536 1700944/3670016 (46.3%)
  285. origfaces 21158/65536 1184848/3670016 (32.3%)
  286. leaves 17371/65536 555872/2097152 (26.5%)
  287. leaffaces 37487/65536 74974/131072 (57.2%)
  288. leafbrushes 16834/65536 33668/131072 (25.7%)
  289. areas 22/256 176/2048 ( 8.6%)
  290. surfedges 232853/512000 931412/2048000 (45.5%)
  291. edges 143364/256000 573456/1024000 (56.0%)
  292. LDR worldlights 1309/8192 115192/720896 (16.0%)
  293. HDR worldlights 1309/8192 115192/720896 (16.0%)
  294. leafwaterdata 11/32768 132/393216 ( 0.0%)
  295. waterstrips 2863/32768 28630/327680 ( 8.7%)
  296. waterverts 0/65536 0/786432 ( 0.0%)
  297. waterindices 54672/65536 109344/131072 (83.4%) VERY FULL!
  298. cubemapsamples 201/1024 3216/16384 (19.6%)
  299. overlays 40/512 14080/180224 ( 7.8%)
  300. LDR lightdata [variable] 23766688/0 ( 0.0%)
  301. HDR lightdata [variable] 23766688/0 ( 0.0%)
  302. visdata [variable] 1624485/16777216 ( 9.7%)
  303. entdata [variable] 1557515/393216 (396.1%) VERY FULL!
  304. LDR ambient table 17371/65536 69484/262144 (26.5%)
  305. HDR ambient table 17371/65536 69484/262144 (26.5%)
  306. LDR leaf ambient 64829/65536 1815212/1835008 (98.9%) VERY FULL!
  307. HDR leaf ambient 63617/65536 1781276/1835008 (97.1%) VERY FULL!
  308. occluders 0/0 0/0 ( 0.0%)
  309. occluder polygons 0/0 0/0 ( 0.0%)
  310. occluder vert ind 0/0 0/0 ( 0.0%)
  311. detail props [variable] 1/12 ( 8.3%)
  312. static props [variable] 1/187430 ( 0.0%)
  313. pakfile [variable] 50204188/0 ( 0.0%)
  314. physics [variable] 4749214/4194304 (113.2%) VERY FULL!
  315. physics terrain [variable] 0/1048576 ( 0.0%)
  316.  
  317. Level flags = 3
  318.  
  319. Total triangle count: 86802
  320. Writing e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.bsp
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