Momchilishte

Untitled

Jul 27th, 2016
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  1.  
  2. ** Executing...
  3. ** Command: "D:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe"
  4. ** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii" "D:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\maps\1.vmf"
  5.  
  6. Valve Software - vbsp.exe (Oct 13 2015)
  7. 2 threads
  8. materialPath: D:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\materials
  9. Loading D:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\maps\1.vmf
  10. Could not locate 'GameData' key in d:\program files (x86)\steam\steamapps\common\pirates, vikings and knights ii\pvkii\gameinfo.txt
  11. fixing up env_cubemap materials on brush sides...
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. Processing areas...done (0)
  15. Building Faces...done (0)
  16. FixTjuncs...
  17. PruneNodes...
  18. WriteBSP...
  19. done (0)
  20. writing D:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\maps\1.prt...Building visibility clusters...
  21. done (0)
  22. Creating default LDR cubemaps for env_cubemap using skybox materials:
  23. skybox/sky_day01_04*.vmt
  24. ! Run buildcubemaps in the engine to get the correct cube maps.
  25. Creating default HDR cubemaps for env_cubemap using skybox materials:
  26. skybox/sky_day01_04*.vmt
  27. ! Run buildcubemaps in the engine to get the correct cube maps.
  28. Finding displacement neighbors...
  29. Finding lightmap sample positions...
  30. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  31. Building Physics collision data...
  32. done (0) (20569 bytes)
  33. Error! prop_static using model "models/props_debris/wood_board06a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
  34. Error loading studio model "models/props_debris/wood_board06a.mdl"!
  35. Error! prop_static using model "models/props_debris/wood_board03a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
  36. Error loading studio model "models/props_debris/wood_board03a.mdl"!
  37. Error! prop_static using model "models/props_debris/wood_board05a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
  38. Error loading studio model "models/props_debris/wood_board05a.mdl"!
  39. Error! prop_static using model "models/props_wasteland/dockplank01b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
  40. Error loading studio model "models/props_wasteland/dockplank01b.mdl"!
  41. Error! prop_static using model "models/props_debris/concrete_chunk01c.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
  42. Error loading studio model "models/props_debris/concrete_chunk01c.mdl"!
  43. Error! prop_static using model "models/props_debris/concrete_chunk03a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
  44. Error loading studio model "models/props_debris/concrete_chunk03a.mdl"!
  45. Error! prop_static using model "models/props_debris/concrete_chunk02a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
  46. Error loading studio model "models/props_debris/concrete_chunk02a.mdl"!
  47. Error! prop_static using model "models/props_debris/concrete_chunk04a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
  48. Error loading studio model "models/props_debris/concrete_chunk04a.mdl"!
  49. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  50. Water found with no water_lod_control entity, creating a default one.
  51. Compacting texture/material tables...
  52. Reduced 150 texinfos to 89
  53. Reduced 25 texdatas to 21 (745 bytes to 619)
  54. Writing D:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\maps\1.bsp
  55. Wrote ZIP buffer, estimated size 851175, actual size 847745
  56. 0 seconds elapsed
  57.  
  58. ** Executing...
  59. ** Command: "D:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe"
  60. ** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii" "D:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\maps\1"
  61.  
  62. Valve Software - vvis.exe (Sep 7 2015)
  63. 2 threads
  64. reading d:\program files (x86)\steam\steamapps\common\pirates, vikings and knights ii\pvkii\maps\1.bsp
  65. reading d:\program files (x86)\steam\steamapps\common\pirates, vikings and knights ii\pvkii\maps\1.prt
  66. 71 portalclusters
  67. 211 numportals
  68. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  69. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  70. Optimized: 3 visible clusters (0.07%)
  71. Total clusters visible: 4598
  72. Average clusters visible: 64
  73. Building PAS...
  74. Average clusters audible: 71
  75. visdatasize:1852 compressed from 2272
  76. writing d:\program files (x86)\steam\steamapps\common\pirates, vikings and knights ii\pvkii\maps\1.bsp
  77. 0 seconds elapsed
  78.  
  79. ** Executing...
  80. ** Command: "D:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe"
  81. ** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii" "D:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\maps\1"
  82.  
  83. Valve Software - vrad.exe SSE (Sep 7 2015)
  84.  
  85. Valve Radiosity Simulator
  86. 2 threads
  87. [Reading texlights from 'lights.rad']
  88. [0 texlights parsed from 'lights.rad']
  89.  
  90. Loading d:\program files (x86)\steam\steamapps\common\pirates, vikings and knights ii\pvkii\maps\1.bsp
  91. Setting up ray-trace acceleration structure... Done (0.02 seconds)
  92. 353 faces
  93. 148081 square feet [21323714.00 square inches]
  94. 0 Displacements
  95. 0 Square Feet [0.00 Square Inches]
  96. 353 patches before subdivision
  97. 13039 patches after subdivision
  98. 5 direct lights
  99. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
  100. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
  101. transfers 2083027, max 397
  102. transfer lists: 15.9 megs
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Bounce #1 added RGB(706756, 536560, 357950)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  106. Bounce #2 added RGB(250295, 150868, 75957)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  108. Bounce #3 added RGB(85091, 42056, 17480)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  110. Bounce #4 added RGB(29716, 11817, 3807)
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  112. Bounce #5 added RGB(10182, 3294, 861)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  114. Bounce #6 added RGB(3524, 922, 189)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  116. Bounce #7 added RGB(1211, 257, 42)
  117. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  118. Bounce #8 added RGB(418, 72, 9)
  119. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  120. Bounce #9 added RGB(144, 20, 2)
  121. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  122. Bounce #10 added RGB(49, 6, 0)
  123. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  124. Bounce #11 added RGB(17, 2, 0)
  125. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  126. Bounce #12 added RGB(6, 0, 0)
  127. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  128. Bounce #13 added RGB(2, 0, 0)
  129. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  130. Bounce #14 added RGB(1, 0, 0)
  131. Build Patch/Sample Hash Table(s).....Done<0.0069 sec>
  132. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
  133. FinalLightFace Done
  134. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  135. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  136. Writing leaf ambient...done
  137. Ready to Finish
  138.  
  139. Object names Objects/Maxobjs Memory / Maxmem Fullness
  140. ------------ --------------- --------------- --------
  141. models 5/1024 240/49152 ( 0.5%)
  142. brushes 57/8192 684/98304 ( 0.7%)
  143. brushsides 386/65536 3088/524288 ( 0.6%)
  144. planes 240/65536 4800/1310720 ( 0.4%)
  145. vertexes 465/65536 5580/786432 ( 0.7%)
  146. nodes 151/65536 4832/2097152 ( 0.2%)
  147. texinfos 89/12288 6408/884736 ( 0.7%)
  148. texdata 21/2048 672/65536 ( 1.0%)
  149. dispinfos 0/0 0/0 ( 0.0%)
  150. disp_verts 0/0 0/0 ( 0.0%)
  151. disp_tris 0/0 0/0 ( 0.0%)
  152. disp_lmsamples 0/0 0/0 ( 0.0%)
  153. faces 353/65536 19768/3670016 ( 0.5%)
  154. hdr faces 0/65536 0/3670016 ( 0.0%)
  155. origfaces 191/65536 10696/3670016 ( 0.3%)
  156. leaves 157/65536 5024/2097152 ( 0.2%)
  157. leaffaces 706/65536 1412/131072 ( 1.1%)
  158. leafbrushes 76/65536 152/131072 ( 0.1%)
  159. areas 2/256 16/2048 ( 0.8%)
  160. surfedges 2332/512000 9328/2048000 ( 0.5%)
  161. edges 1274/256000 5096/1024000 ( 0.5%)
  162. LDR worldlights 5/8192 440/720896 ( 0.1%)
  163. HDR worldlights 0/8192 0/720896 ( 0.0%)
  164. leafwaterdata 1/32768 12/393216 ( 0.0%)
  165. waterstrips 14/32768 140/327680 ( 0.0%)
  166. waterverts 0/65536 0/786432 ( 0.0%)
  167. waterindices 207/65536 414/131072 ( 0.3%)
  168. cubemapsamples 7/1024 112/16384 ( 0.7%)
  169. overlays 0/512 0/180224 ( 0.0%)
  170. LDR lightdata [variable] 2325336/0 ( 0.0%)
  171. HDR lightdata [variable] 0/0 ( 0.0%)
  172. visdata [variable] 1852/16777216 ( 0.0%)
  173. entdata [variable] 8983/393216 ( 2.3%)
  174. LDR ambient table 157/65536 628/262144 ( 0.2%)
  175. HDR ambient table 157/65536 628/262144 ( 0.2%)
  176. LDR leaf ambient 1135/65536 31780/1835008 ( 1.7%)
  177. HDR leaf ambient 157/65536 4396/1835008 ( 0.2%)
  178. occluders 0/0 0/0 ( 0.0%)
  179. occluder polygons 0/0 0/0 ( 0.0%)
  180. occluder vert ind 0/0 0/0 ( 0.0%)
  181. detail props [variable] 1/12 ( 8.3%)
  182. static props [variable] 1/12 ( 8.3%)
  183. pakfile [variable] 847745/0 ( 0.0%)
  184. physics [variable] 20569/4194304 ( 0.5%)
  185. physics terrain [variable] 2/1048576 ( 0.0%)
  186.  
  187. Level flags = 0
  188.  
  189. Total triangle count: 876
  190. Writing d:\program files (x86)\steam\steamapps\common\pirates, vikings and knights ii\pvkii\maps\1.bsp
  191. 5 seconds elapsed
  192.  
  193. ** Executing...
  194. ** Command: Copy File
  195. ** Parameters: "D:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\maps\1.bsp" "D:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\maps\1.bsp"
  196.  
  197.  
  198. ** Executing...
  199. ** Command: "D:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\sdkbase_pvkii\hl2.exe"
  200. ** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii" +map "1" -steam
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