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- ** Executing...
- ** Command: "E:\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
- ** Parameters: -game "E:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" "e:\steamlibrary\steamapps\common\team fortress 2\tf\custom\surfori\maps\surf_ori_tf"
- Valve Software - vbsp.exe (Mar 2 2016)
- 8 threads
- materialPath: E:\SteamLibrary\SteamApps\common\Team Fortress 2\tf\materials
- Loading e:\steamlibrary\steamapps\common\team fortress 2\tf\custom\surfori\maps\surf_ori_tf.vmf
- "tools/locked" - "materials/tools/locked.vtf": cached version doesn't exist
- Patching WVT material: maps/surf_ori_tf/custom/stoneblendgrasstex1_wvt_patch
- Patching WVT material: maps/surf_ori_tf/nature/blendrockgrass004a_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 156 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing e:\steamlibrary\steamapps\common\team fortress 2\tf\custom\surfori\maps\surf_ori_tf.prt...Building visibility clusters...
- done (0)
- WARNING: node without a volume
- WARNING: node without a volume
- WARNING: node without a volume
- WARNING: node without a volume
- WARNING: node without a volume
- WARNING: node without a volume
- WARNING: node without a volume
- WARNING: node without a volume
- WARNING: node without a volume
- WARNING: node without a volume
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- WARNING: node without a volume
- WARNING: node without a volume
- WARNING: node without a volume
- WARNING: node without a volume
- WARNING: node without a volume
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/oriskybox*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/oriskybox*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
- done (8) (1062479 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Water found with no water_lod_control entity, creating a default one.
- Compacting texture/material tables...
- Reduced 4312 texinfos to 2439
- Reduced 43 texdatas to 26 (1677 bytes to 604)
- Writing e:\steamlibrary\steamapps\common\team fortress 2\tf\custom\surfori\maps\surf_ori_tf.bsp
- Wrote ZIP buffer, estimated size 172392, actual size 169900
- 11 seconds elapsed
- ** Executing...
- ** Command: "E:\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vvis.exe"
- ** Parameters: -game "E:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" "e:\steamlibrary\steamapps\common\team fortress 2\tf\custom\surfori\maps\surf_ori_tf"
- Valve Software - vvis.exe (Mar 2 2016)
- 8 threads
- reading e:\steamlibrary\steamapps\common\team fortress 2\tf\custom\surfori\maps\surf_ori_tf.bsp
- reading e:\steamlibrary\steamapps\common\team fortress 2\tf\custom\surfori\maps\surf_ori_tf.prt
- 308 portalclusters
- 1276 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (5)
- Optimized: 1 visible clusters (0.00%)
- Total clusters visible: 30891
- Average clusters visible: 100
- Building PAS...
- Average clusters audible: 113
- visdatasize:17064 compressed from 24640
- writing e:\steamlibrary\steamapps\common\team fortress 2\tf\custom\surfori\maps\surf_ori_tf.bsp
- 5 seconds elapsed
- ** Executing...
- ** Command: "E:\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vrad.exe"
- ** Parameters: -both -final -game "E:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" "e:\steamlibrary\steamapps\common\team fortress 2\tf\custom\surfori\maps\surf_ori_tf"
- Valve Software - vrad.exe SSE (Mar 2 2016)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading e:\steamlibrary\steamapps\common\team fortress 2\tf\custom\surfori\maps\surf_ori_tf.bsp
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Setting up ray-trace acceleration structure... Done (0.64 seconds)
- 16988 faces
- 26 degenerate faces
- 157479088 square feet [22676987904.00 square inches]
- 38 Displacements
- 6684456 Square Feet [962561728.00 Square Inches]
- 16962 patches before subdivision
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- 543902 patches after subdivision
- sun extent from map=0.087156
- 434 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (296)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (95)
- transfers 151556839, max 1993
- transfer lists: 1156.3 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(126115, 123938, 101805)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(5000, 3791, 2921)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #3 added RGB(789, 680, 456)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(76, 62, 43)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #5 added RGB(24, 26, 15)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(2, 2, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #7 added RGB(1, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.3324 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
- FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (77)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 284/1024 13632/49152 (27.7%)
- brushes 1033/8192 12396/98304 (12.6%)
- brushsides 26217/65536 209736/524288 (40.0%)
- planes 58000/65536 1160000/1310720 (88.5%) VERY FULL!
- vertexes 26432/65536 317184/786432 (40.3%)
- nodes 16200/65536 518400/2097152 (24.7%)
- texinfos 2439/12288 175608/884736 (19.8%)
- texdata 26/2048 832/65536 ( 1.3%)
- dispinfos 38/0 6688/0 ( 0.0%)
- disp_verts 3070/0 61400/0 ( 0.0%)
- disp_tris 4960/0 9920/0 ( 0.0%)
- disp_lmsamples 311887/0 311887/0 ( 0.0%)
- faces 16988/65536 951328/3670016 (25.9%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 4103/65536 229768/3670016 ( 6.3%)
- leaves 16485/65536 527520/2097152 (25.2%)
- leaffaces 18496/65536 36992/131072 (28.2%)
- leafbrushes 9366/65536 18732/131072 (14.3%)
- areas 7/256 56/2048 ( 2.7%)
- surfedges 97125/512000 388500/2048000 (19.0%)
- edges 53283/256000 213132/1024000 (20.8%)
- LDR worldlights 434/8192 38192/720896 ( 5.3%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 13/32768 156/393216 ( 0.0%)
- waterstrips 460/32768 4600/327680 ( 1.4%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 5943/65536 11886/131072 ( 9.1%)
- cubemapsamples 1/1024 16/16384 ( 0.1%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 34521632/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 17064/16777216 ( 0.1%)
- entdata [variable] 366534/393216 (93.2%) VERY FULL!
- LDR ambient table 16485/65536 65940/262144 (25.2%)
- HDR ambient table 16485/65536 65940/262144 (25.2%)
- LDR leaf ambient 76934/65536 2154152/1835008 (117.4%) VERY FULL!
- HDR leaf ambient 16485/65536 461580/1835008 (25.2%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/2962 ( 0.0%)
- pakfile [variable] 169900/0 ( 0.0%)
- physics [variable] 1062479/4194304 (25.3%)
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 46672
- Writing e:\steamlibrary\steamapps\common\team fortress 2\tf\custom\surfori\maps\surf_ori_tf.bsp
- 8 minutes, 2 seconds elapsed
- Valve Software - vrad.exe SSE (Mar 2 2016)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading e:\steamlibrary\steamapps\common\team fortress 2\tf\custom\surfori\maps\surf_ori_tf.bsp
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Setting up ray-trace acceleration structure... Done (0.63 seconds)
- 16988 faces
- 26 degenerate faces
- 157479088 square feet [22676987904.00 square inches]
- 38 Displacements
- 6684456 Square Feet [962561728.00 Square Inches]
- 16962 patches before subdivision
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- 543902 patches after subdivision
- sun extent from map=0.087156
- 434 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (296)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (95)
- transfers 151556839, max 1993
- transfer lists: 1156.3 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(126115, 123938, 101805)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #2 added RGB(5000, 3791, 2921)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(789, 680, 456)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #4 added RGB(76, 62, 43)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(24, 26, 15)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(2, 2, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(1, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.3470 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
- FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (76)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 284/1024 13632/49152 (27.7%)
- brushes 1033/8192 12396/98304 (12.6%)
- brushsides 26217/65536 209736/524288 (40.0%)
- planes 58000/65536 1160000/1310720 (88.5%) VERY FULL!
- vertexes 26432/65536 317184/786432 (40.3%)
- nodes 16200/65536 518400/2097152 (24.7%)
- texinfos 2439/12288 175608/884736 (19.8%)
- texdata 26/2048 832/65536 ( 1.3%)
- dispinfos 38/0 6688/0 ( 0.0%)
- disp_verts 3070/0 61400/0 ( 0.0%)
- disp_tris 4960/0 9920/0 ( 0.0%)
- disp_lmsamples 311887/0 311887/0 ( 0.0%)
- faces 16988/65536 951328/3670016 (25.9%)
- hdr faces 16988/65536 951328/3670016 (25.9%)
- origfaces 4103/65536 229768/3670016 ( 6.3%)
- leaves 16485/65536 527520/2097152 (25.2%)
- leaffaces 18496/65536 36992/131072 (28.2%)
- leafbrushes 9366/65536 18732/131072 (14.3%)
- areas 7/256 56/2048 ( 2.7%)
- surfedges 97125/512000 388500/2048000 (19.0%)
- edges 53283/256000 213132/1024000 (20.8%)
- LDR worldlights 434/8192 38192/720896 ( 5.3%)
- HDR worldlights 434/8192 38192/720896 ( 5.3%)
- leafwaterdata 13/32768 156/393216 ( 0.0%)
- waterstrips 460/32768 4600/327680 ( 1.4%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 5943/65536 11886/131072 ( 9.1%)
- cubemapsamples 1/1024 16/16384 ( 0.1%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 34521632/0 ( 0.0%)
- HDR lightdata [variable] 34521632/0 ( 0.0%)
- visdata [variable] 17064/16777216 ( 0.1%)
- entdata [variable] 366534/393216 (93.2%) VERY FULL!
- LDR ambient table 16485/65536 65940/262144 (25.2%)
- HDR ambient table 16485/65536 65940/262144 (25.2%)
- LDR leaf ambient 76934/65536 2154152/1835008 (117.4%) VERY FULL!
- HDR leaf ambient 76934/65536 2154152/1835008 (117.4%) VERY FULL!
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/2962 ( 0.0%)
- pakfile [variable] 169900/0 ( 0.0%)
- physics [variable] 1062479/4194304 (25.3%)
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 46672
- Writing e:\steamlibrary\steamapps\common\team fortress 2\tf\custom\surfori\maps\surf_ori_tf.bsp
- 8 minutes, 1 second elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "e:\steamlibrary\steamapps\common\team fortress 2\tf\custom\surfori\maps\surf_ori_tf.bsp" "E:\SteamLibrary\SteamApps\common\Team Fortress 2\tf\maps\surf_ori_tf.bsp"
- ** Executing...
- ** Command: "E:\SteamLibrary\SteamApps\common\Team Fortress 2\hl2.exe"
- ** Parameters: -dev -console -allowdebug -game "E:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" +map "surf_ori_tf"
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