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- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2"
- Valve Software - vbsp.exe (Oct 14 2017)
- 2 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
- Loading c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.vmf
- 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 (0)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.prt...Building visibility clusters...
- done (0)
- *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
- *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (1) (96880 bytes)
- Error! To use model "models/flag/briefcase.mdl"
- with prop_static, it must be compiled with $staticprop!
- Error loading studio model "models/flag/briefcase.mdl"!
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 300 texinfos to 201
- Reduced 56 texdatas to 53 (1181 bytes to 1114)
- Writing c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.bsp
- ZIP Output overshot buffer estimate: Estimated 0, actual 54
- 2 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2"
- Valve Software - vvis.exe (Oct 14 2017)
- 2 threads
- reading c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.bsp
- reading c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.prt
- 534 portalclusters
- 1671 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 (80)
- Optimized: 845 visible clusters (0.70%)
- Total clusters visible: 120567
- Average clusters visible: 225
- Building PAS...
- Average clusters audible: 524
- visdatasize:73735 compressed from 76896
- writing c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.bsp
- ZIP Output overshot buffer estimate: Estimated 0, actual 54
- 1 minute, 20 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
- ** Parameters: -lights mylights.rad -staticproppolys -textureshadows -staticproplighting -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2"
- Valve Software - vrad.exe SSE (Oct 14 2017)
- Valve Radiosity Simulator
- 2 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Warning: Couldn't open texlight file mylights.rad.
- Loading c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.bsp
- Loaded alpha texture materials\models\props_foliage\pine_tree_large_snow.vtf
- Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
- Setting up ray-trace acceleration structure... Done (31.50 seconds)
- 1528 faces
- 1 degenerate faces
- 906728 square feet [130568880.00 square inches]
- 10 Displacements
- 125889 Square Feet [18128054.00 Square Inches]
- 1527 patches before subdivision
- zero area child patch
- 37493 patches after subdivision
- sun extent from map=0.087156
- 24 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (25)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
- transfers 2003192, max 453
- transfer lists: 15.3 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(197042, 130425, 95208)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(50878, 27013, 15237)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(14935, 6418, 2868)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(4678, 1597, 552)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(1533, 418, 116)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(520, 113, 25)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(181, 31, 6)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(64, 9, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(23, 3, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(8, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(3, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(1, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0163 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
- 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 (5)
- Writing leaf ambient...done
- Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (47)
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 12/1024 576/49152 ( 1.2%)
- brushes 266/8192 3192/98304 ( 3.2%)
- brushsides 1717/65536 13736/524288 ( 2.6%)
- planes 988/65536 19760/1310720 ( 1.5%)
- vertexes 2525/65536 30300/786432 ( 3.9%)
- nodes 1141/65536 36512/2097152 ( 1.7%)
- texinfos 201/12288 14472/884736 ( 1.6%)
- texdata 53/2048 1696/65536 ( 2.6%)
- dispinfos 10/0 1760/0 ( 0.0%)
- disp_verts 754/0 15080/0 ( 0.0%)
- disp_tris 1184/0 2368/0 ( 0.0%)
- disp_lmsamples 228944/0 228944/0 ( 0.0%)
- faces 1528/65536 85568/3670016 ( 2.3%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 784/65536 43904/3670016 ( 1.2%)
- leaves 1154/65536 36928/2097152 ( 1.8%)
- leaffaces 1717/65536 3434/131072 ( 2.6%)
- leafbrushes 886/65536 1772/131072 ( 1.4%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 10208/512000 40832/2048000 ( 2.0%)
- edges 5996/256000 23984/1024000 ( 2.3%)
- LDR worldlights 24/8192 2112/720896 ( 0.3%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 134/32768 1340/327680 ( 0.4%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 1950/65536 3900/131072 ( 3.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 156/512 54912/180224 (30.5%)
- LDR lightdata [variable] 936028/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 73735/16777216 ( 0.4%)
- entdata [variable] 26255/393216 ( 6.7%)
- LDR ambient table 1154/65536 4616/262144 ( 1.8%)
- HDR ambient table 1154/65536 4616/262144 ( 1.8%)
- LDR leaf ambient 6907/65536 193396/1835008 (10.5%)
- HDR leaf ambient 1154/65536 32312/1835008 ( 1.8%)
- 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] 1/20154 ( 0.0%)
- pakfile [variable] 3006558/0 ( 0.0%)
- physics [variable] 96880/4194304 ( 2.3%)
- physics terrain [variable] 1792/1048576 ( 0.2%)
- Level flags = 1
- Total triangle count: 4023
- Writing c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.bsp
- 2 minutes, 1 second elapsed
- Valve Software - vrad.exe SSE (Oct 14 2017)
- Valve Radiosity Simulator
- 2 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Warning: Couldn't open texlight file mylights.rad.
- Loading c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.bsp
- Loaded alpha texture materials\models\props_foliage\pine_tree_large_snow.vtf
- Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
- Setting up ray-trace acceleration structure... Done (34.99 seconds)
- 1528 faces
- 1 degenerate faces
- 906728 square feet [130568880.00 square inches]
- 10 Displacements
- 125889 Square Feet [18128054.00 Square Inches]
- 1527 patches before subdivision
- zero area child patch
- 37493 patches after subdivision
- sun extent from map=0.087156
- 24 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (33)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
- transfers 2003192, max 453
- transfer lists: 15.3 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(197042, 130425, 95208)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(50878, 27013, 15237)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(14935, 6418, 2868)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(4678, 1597, 552)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(1533, 418, 116)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(520, 113, 25)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(181, 31, 6)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(64, 9, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(23, 3, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(8, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(3, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(1, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0215 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
- 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 (6)
- Writing leaf ambient...done
- Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (49)
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 12/1024 576/49152 ( 1.2%)
- brushes 266/8192 3192/98304 ( 3.2%)
- brushsides 1717/65536 13736/524288 ( 2.6%)
- planes 988/65536 19760/1310720 ( 1.5%)
- vertexes 2525/65536 30300/786432 ( 3.9%)
- nodes 1141/65536 36512/2097152 ( 1.7%)
- texinfos 201/12288 14472/884736 ( 1.6%)
- texdata 53/2048 1696/65536 ( 2.6%)
- dispinfos 10/0 1760/0 ( 0.0%)
- disp_verts 754/0 15080/0 ( 0.0%)
- disp_tris 1184/0 2368/0 ( 0.0%)
- disp_lmsamples 228944/0 228944/0 ( 0.0%)
- faces 1528/65536 85568/3670016 ( 2.3%)
- hdr faces 1528/65536 85568/3670016 ( 2.3%)
- origfaces 784/65536 43904/3670016 ( 1.2%)
- leaves 1154/65536 36928/2097152 ( 1.8%)
- leaffaces 1717/65536 3434/131072 ( 2.6%)
- leafbrushes 886/65536 1772/131072 ( 1.4%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 10208/512000 40832/2048000 ( 2.0%)
- edges 5996/256000 23984/1024000 ( 2.3%)
- LDR worldlights 24/8192 2112/720896 ( 0.3%)
- HDR worldlights 24/8192 2112/720896 ( 0.3%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 134/32768 1340/327680 ( 0.4%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 1950/65536 3900/131072 ( 3.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 156/512 54912/180224 (30.5%)
- LDR lightdata [variable] 936028/0 ( 0.0%)
- HDR lightdata [variable] 936028/0 ( 0.0%)
- visdata [variable] 73735/16777216 ( 0.4%)
- entdata [variable] 26255/393216 ( 6.7%)
- LDR ambient table 1154/65536 4616/262144 ( 1.8%)
- HDR ambient table 1154/65536 4616/262144 ( 1.8%)
- LDR leaf ambient 6907/65536 193396/1835008 (10.5%)
- HDR leaf ambient 6907/65536 193396/1835008 (10.5%)
- 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] 1/20154 ( 0.0%)
- pakfile [variable] 6014534/0 ( 0.0%)
- physics [variable] 96880/4194304 ( 2.3%)
- physics terrain [variable] 1792/1048576 ( 0.2%)
- Level flags = 3
- Total triangle count: 4023
- Writing c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.bsp
- 2 minutes, 16 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\vsh_wellhouse_v2.bsp"
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
- ** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "vsh_wellhouse_v2"
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