Advertisement
Guest User

Untitled

a guest
Oct 25th, 2017
80
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.13 KB | None | 0 0
  1.  
  2. ** Executing...
  3. ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
  4. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\mapsrc\jump_doodle.vmf"
  5.  
  6. Valve Software - vbsp.exe (Oct 14 2017)
  7. 4 threads
  8. materialPath: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
  9. Loading D:\mapsrc\jump_doodle.vmf
  10. fixing up env_cubemap materials on brush sides...
  11. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  13. Processing areas...done (0)
  14. Building Faces...done (0)
  15. Chop Details...done (0)
  16. Find Visible Detail Sides...
  17. Merged 32 detail faces...done (0)
  18. Merging details...done (0)
  19. FixTjuncs...
  20. PruneNodes...
  21. WriteBSP...
  22. done (0)
  23. writing D:\mapsrc\jump_doodle.prt...Building visibility clusters...
  24. done (0)
  25. Creating default LDR cubemaps for env_cubemap using skybox materials:
  26. skybox/sky_day01_01*.vmt
  27. ! Run buildcubemaps in the engine to get the correct cube maps.
  28. Creating default HDR cubemaps for env_cubemap using skybox materials:
  29. skybox/sky_day01_01*.vmt
  30. ! Run buildcubemaps in the engine to get the correct cube maps.
  31. Finding displacement neighbors...
  32. Finding lightmap sample positions...
  33. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  34. Building Physics collision data...
  35. done (9) (244919 bytes)
  36. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  37. Water found with no water_lod_control entity, creating a default one.
  38. Compacting texture/material tables...
  39. Reduced 1095 texinfos to 729
  40. Reduced 36 texdatas to 34 (723 bytes to 660)
  41. Writing D:\mapsrc\jump_doodle.bsp
  42. Wrote ZIP buffer, estimated size 106308, actual size 105960
  43. 9 seconds elapsed
  44.  
  45. ** Executing...
  46. ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
  47. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\mapsrc\jump_doodle"
  48.  
  49. Valve Software - vvis.exe (Oct 14 2017)
  50. 4 threads
  51. reading d:\mapsrc\jump_doodle.bsp
  52. reading d:\mapsrc\jump_doodle.prt
  53. 978 portalclusters
  54. 2258 numportals
  55. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  56. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  57. Optimized: 59 visible clusters (0.09%)
  58. Total clusters visible: 68949
  59. Average clusters visible: 70
  60. Building PAS...
  61. Average clusters audible: 96
  62. visdatasize:62494 compressed from 250368
  63. writing d:\mapsrc\jump_doodle.bsp
  64. 0 seconds elapsed
  65.  
  66. ** Executing...
  67. ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
  68. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\mapsrc\jump_doodle"
  69.  
  70. Valve Software - vrad.exe SSE (Oct 14 2017)
  71.  
  72. Valve Radiosity Simulator
  73. 4 threads
  74. [Reading texlights from 'lights.rad']
  75. unknown light specifier type - lights
  76.  
  77. [56 texlights parsed from 'lights.rad']
  78.  
  79. Loading d:\mapsrc\jump_doodle.bsp
  80. Setting up ray-trace acceleration structure... Done (0.10 seconds)
  81. 7222 faces
  82. 24362668 square feet [3508224256.00 square inches]
  83. 0 Displacements
  84. 0 Square Feet [0.00 Square Inches]
  85. 7222 patches before subdivision
  86. 416100 patches after subdivision
  87. sun extent from map=0.087156
  88. 124 direct lights
  89. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (30)
  90. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (8)
  91. transfers 69018879, max 786
  92. transfer lists: 526.6 megs
  93. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  94. Bounce #1 added RGB(1112227, 1514881, 561245)
  95. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  96. Bounce #2 added RGB(148276, 311017, 51418)
  97. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  98. Bounce #3 added RGB(23157, 66239, 5019)
  99. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  100. Bounce #4 added RGB(4078, 14356, 504)
  101. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  102. Bounce #5 added RGB(832, 3237, 61)
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Bounce #6 added RGB(183, 731, 7)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  106. Bounce #7 added RGB(46, 183, 2)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  108. Bounce #8 added RGB(12, 44, 0)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  110. Bounce #9 added RGB(3, 15, 0)
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  112. Bounce #10 added RGB(1, 4, 0)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  114. Bounce #11 added RGB(0, 2, 0)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  116. Bounce #12 added RGB(0, 1, 0)
  117. Build Patch/Sample Hash Table(s).....Done<0.1629 sec>
  118. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
  119. FinalLightFace Done
  120. 16 of 108 (14% of) surface lights went in leaf ambient cubes.
  121. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
  122. Writing leaf ambient...done
  123. Ready to Finish
  124.  
  125. Object names Objects/Maxobjs Memory / Maxmem Fullness
  126. ------------ --------------- --------------- --------
  127. models 162/1024 7776/49152 (15.8%)
  128. brushes 593/8192 7116/98304 ( 7.2%)
  129. brushsides 3600/65536 28800/524288 ( 5.5%)
  130. planes 3158/65536 63160/1310720 ( 4.8%)
  131. vertexes 10642/65536 127704/786432 (16.2%)
  132. nodes 3454/65536 110528/2097152 ( 5.3%)
  133. texinfos 729/12288 52488/884736 ( 5.9%)
  134. texdata 34/2048 1088/65536 ( 1.7%)
  135. dispinfos 0/0 0/0 ( 0.0%)
  136. disp_verts 0/0 0/0 ( 0.0%)
  137. disp_tris 0/0 0/0 ( 0.0%)
  138. disp_lmsamples 0/0 0/0 ( 0.0%)
  139. faces 7222/65536 404432/3670016 (11.0%)
  140. hdr faces 0/65536 0/3670016 ( 0.0%)
  141. origfaces 1796/65536 100576/3670016 ( 2.7%)
  142. leaves 3617/65536 115744/2097152 ( 5.5%)
  143. leaffaces 8287/65536 16574/131072 (12.6%)
  144. leafbrushes 2189/65536 4378/131072 ( 3.3%)
  145. areas 16/256 128/2048 ( 6.3%)
  146. surfedges 38578/512000 154312/2048000 ( 7.5%)
  147. edges 20386/256000 81544/1024000 ( 8.0%)
  148. LDR worldlights 124/8192 10912/720896 ( 1.5%)
  149. HDR worldlights 0/8192 0/720896 ( 0.0%)
  150. leafwaterdata 1/32768 12/393216 ( 0.0%)
  151. waterstrips 278/32768 2780/327680 ( 0.8%)
  152. waterverts 0/65536 0/786432 ( 0.0%)
  153. waterindices 3693/65536 7386/131072 ( 5.6%)
  154. cubemapsamples 0/1024 0/16384 ( 0.0%)
  155. overlays 0/512 0/180224 ( 0.0%)
  156. LDR lightdata [variable] 17223204/0 ( 0.0%)
  157. HDR lightdata [variable] 0/0 ( 0.0%)
  158. visdata [variable] 62494/16777216 ( 0.4%)
  159. entdata [variable] 34851/393216 ( 8.9%)
  160. LDR ambient table 3617/65536 14468/262144 ( 5.5%)
  161. HDR ambient table 3617/65536 14468/262144 ( 5.5%)
  162. LDR leaf ambient 18282/65536 511896/1835008 (27.9%)
  163. HDR leaf ambient 3617/65536 101276/1835008 ( 5.5%)
  164. occluders 0/0 0/0 ( 0.0%)
  165. occluder polygons 0/0 0/0 ( 0.0%)
  166. occluder vert ind 0/0 0/0 ( 0.0%)
  167. detail props [variable] 1/12 ( 8.3%)
  168. static props [variable] 1/12 ( 8.3%)
  169. pakfile [variable] 105960/0 ( 0.0%)
  170. physics [variable] 244919/4194304 ( 5.8%)
  171. physics terrain [variable] 2/1048576 ( 0.0%)
  172.  
  173. Level flags = 0
  174.  
  175. Total triangle count: 16972
  176. Writing d:\mapsrc\jump_doodle.bsp
  177. 50 seconds elapsed
  178.  
  179. ** Executing...
  180. ** Command: Copy File
  181. ** Parameters: "D:\mapsrc\jump_doodle.bsp" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\jump_doodle.bsp"
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement