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Dec 3rd, 2017
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  1. ** Executing...
  2. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
  3. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2"
  4.  
  5. Valve Software - vbsp.exe (Oct 14 2017)
  6. 2 threads
  7. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
  8. Loading c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.vmf
  9. fixing up env_cubemap materials on brush sides...
  10. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  11. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  12. Processing areas...done (0)
  13. Building Faces...done (0)
  14. Chop Details...done (0)
  15. Find Visible Detail Sides...done (0)
  16. Merging details...done (0)
  17. FixTjuncs...
  18. PruneNodes...
  19. WriteBSP...
  20. done (0)
  21. writing c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.prt...Building visibility clusters...
  22. done (0)
  23. *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
  24. Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
  25. *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
  26. Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
  27. Finding displacement neighbors...
  28. Finding lightmap sample positions...
  29. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  30. Building Physics collision data...
  31. done (1) (96880 bytes)
  32. Error! To use model "models/flag/briefcase.mdl"
  33. with prop_static, it must be compiled with $staticprop!
  34. Error loading studio model "models/flag/briefcase.mdl"!
  35. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  36. Compacting texture/material tables...
  37. Reduced 300 texinfos to 201
  38. Reduced 56 texdatas to 53 (1181 bytes to 1114)
  39. Writing c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.bsp
  40. ZIP Output overshot buffer estimate: Estimated 0, actual 54
  41. 2 seconds elapsed
  42.  
  43. ** Executing...
  44. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
  45. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2"
  46.  
  47. Valve Software - vvis.exe (Oct 14 2017)
  48. 2 threads
  49. reading c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.bsp
  50. reading c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.prt
  51. 534 portalclusters
  52. 1671 numportals
  53. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  54. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (80)
  55. Optimized: 845 visible clusters (0.70%)
  56. Total clusters visible: 120567
  57. Average clusters visible: 225
  58. Building PAS...
  59. Average clusters audible: 524
  60. visdatasize:73735 compressed from 76896
  61. writing c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.bsp
  62. ZIP Output overshot buffer estimate: Estimated 0, actual 54
  63. 1 minute, 20 seconds elapsed
  64.  
  65. ** Executing...
  66. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
  67. ** 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"
  68.  
  69. Valve Software - vrad.exe SSE (Oct 14 2017)
  70.  
  71. Valve Radiosity Simulator
  72. 2 threads
  73. [Reading texlights from 'lights.rad']
  74. unknown light specifier type - lights
  75.  
  76. [56 texlights parsed from 'lights.rad']
  77.  
  78. Warning: Couldn't open texlight file mylights.rad.
  79. Loading c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.bsp
  80. Loaded alpha texture materials\models\props_foliage\pine_tree_large_snow.vtf
  81. Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
  82. Setting up ray-trace acceleration structure... Done (31.50 seconds)
  83. 1528 faces
  84. 1 degenerate faces
  85. 906728 square feet [130568880.00 square inches]
  86. 10 Displacements
  87. 125889 Square Feet [18128054.00 Square Inches]
  88. 1527 patches before subdivision
  89. zero area child patch
  90. 37493 patches after subdivision
  91. sun extent from map=0.087156
  92. 24 direct lights
  93. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (25)
  94. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
  95. transfers 2003192, max 453
  96. transfer lists: 15.3 megs
  97. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  98. Bounce #1 added RGB(197042, 130425, 95208)
  99. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  100. Bounce #2 added RGB(50878, 27013, 15237)
  101. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  102. Bounce #3 added RGB(14935, 6418, 2868)
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Bounce #4 added RGB(4678, 1597, 552)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  106. Bounce #5 added RGB(1533, 418, 116)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  108. Bounce #6 added RGB(520, 113, 25)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  110. Bounce #7 added RGB(181, 31, 6)
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  112. Bounce #8 added RGB(64, 9, 2)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  114. Bounce #9 added RGB(23, 3, 1)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  116. Bounce #10 added RGB(8, 1, 0)
  117. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  118. Bounce #11 added RGB(3, 0, 0)
  119. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  120. Bounce #12 added RGB(1, 0, 0)
  121. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  122. Bounce #13 added RGB(0, 0, 0)
  123. Build Patch/Sample Hash Table(s).....Done<0.0163 sec>
  124. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
  125. FinalLightFace Done
  126. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  127. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
  128. Writing leaf ambient...done
  129. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (47)
  130.  
  131. Ready to Finish
  132.  
  133. Object names Objects/Maxobjs Memory / Maxmem Fullness
  134. ------------ --------------- --------------- --------
  135. models 12/1024 576/49152 ( 1.2%)
  136. brushes 266/8192 3192/98304 ( 3.2%)
  137. brushsides 1717/65536 13736/524288 ( 2.6%)
  138. planes 988/65536 19760/1310720 ( 1.5%)
  139. vertexes 2525/65536 30300/786432 ( 3.9%)
  140. nodes 1141/65536 36512/2097152 ( 1.7%)
  141. texinfos 201/12288 14472/884736 ( 1.6%)
  142. texdata 53/2048 1696/65536 ( 2.6%)
  143. dispinfos 10/0 1760/0 ( 0.0%)
  144. disp_verts 754/0 15080/0 ( 0.0%)
  145. disp_tris 1184/0 2368/0 ( 0.0%)
  146. disp_lmsamples 228944/0 228944/0 ( 0.0%)
  147. faces 1528/65536 85568/3670016 ( 2.3%)
  148. hdr faces 0/65536 0/3670016 ( 0.0%)
  149. origfaces 784/65536 43904/3670016 ( 1.2%)
  150. leaves 1154/65536 36928/2097152 ( 1.8%)
  151. leaffaces 1717/65536 3434/131072 ( 2.6%)
  152. leafbrushes 886/65536 1772/131072 ( 1.4%)
  153. areas 2/256 16/2048 ( 0.8%)
  154. surfedges 10208/512000 40832/2048000 ( 2.0%)
  155. edges 5996/256000 23984/1024000 ( 2.3%)
  156. LDR worldlights 24/8192 2112/720896 ( 0.3%)
  157. HDR worldlights 0/8192 0/720896 ( 0.0%)
  158. leafwaterdata 0/32768 0/393216 ( 0.0%)
  159. waterstrips 134/32768 1340/327680 ( 0.4%)
  160. waterverts 0/65536 0/786432 ( 0.0%)
  161. waterindices 1950/65536 3900/131072 ( 3.0%)
  162. cubemapsamples 0/1024 0/16384 ( 0.0%)
  163. overlays 156/512 54912/180224 (30.5%)
  164. LDR lightdata [variable] 936028/0 ( 0.0%)
  165. HDR lightdata [variable] 0/0 ( 0.0%)
  166. visdata [variable] 73735/16777216 ( 0.4%)
  167. entdata [variable] 26255/393216 ( 6.7%)
  168. LDR ambient table 1154/65536 4616/262144 ( 1.8%)
  169. HDR ambient table 1154/65536 4616/262144 ( 1.8%)
  170. LDR leaf ambient 6907/65536 193396/1835008 (10.5%)
  171. HDR leaf ambient 1154/65536 32312/1835008 ( 1.8%)
  172. occluders 0/0 0/0 ( 0.0%)
  173. occluder polygons 0/0 0/0 ( 0.0%)
  174. occluder vert ind 0/0 0/0 ( 0.0%)
  175. detail props [variable] 1/12 ( 8.3%)
  176. static props [variable] 1/20154 ( 0.0%)
  177. pakfile [variable] 3006558/0 ( 0.0%)
  178. physics [variable] 96880/4194304 ( 2.3%)
  179. physics terrain [variable] 1792/1048576 ( 0.2%)
  180.  
  181. Level flags = 1
  182.  
  183. Total triangle count: 4023
  184. Writing c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.bsp
  185. 2 minutes, 1 second elapsed
  186. Valve Software - vrad.exe SSE (Oct 14 2017)
  187.  
  188. Valve Radiosity Simulator
  189. 2 threads
  190. [Reading texlights from 'lights.rad']
  191. unknown light specifier type - lights
  192.  
  193. [56 texlights parsed from 'lights.rad']
  194.  
  195. Warning: Couldn't open texlight file mylights.rad.
  196. Loading c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.bsp
  197. Loaded alpha texture materials\models\props_foliage\pine_tree_large_snow.vtf
  198. Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
  199. Setting up ray-trace acceleration structure... Done (34.99 seconds)
  200. 1528 faces
  201. 1 degenerate faces
  202. 906728 square feet [130568880.00 square inches]
  203. 10 Displacements
  204. 125889 Square Feet [18128054.00 Square Inches]
  205. 1527 patches before subdivision
  206. zero area child patch
  207. 37493 patches after subdivision
  208. sun extent from map=0.087156
  209. 24 direct lights
  210. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (33)
  211. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
  212. transfers 2003192, max 453
  213. transfer lists: 15.3 megs
  214. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  215. Bounce #1 added RGB(197042, 130425, 95208)
  216. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  217. Bounce #2 added RGB(50878, 27013, 15237)
  218. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  219. Bounce #3 added RGB(14935, 6418, 2868)
  220. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  221. Bounce #4 added RGB(4678, 1597, 552)
  222. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  223. Bounce #5 added RGB(1533, 418, 116)
  224. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  225. Bounce #6 added RGB(520, 113, 25)
  226. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  227. Bounce #7 added RGB(181, 31, 6)
  228. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  229. Bounce #8 added RGB(64, 9, 2)
  230. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  231. Bounce #9 added RGB(23, 3, 1)
  232. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  233. Bounce #10 added RGB(8, 1, 0)
  234. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  235. Bounce #11 added RGB(3, 0, 0)
  236. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  237. Bounce #12 added RGB(1, 0, 0)
  238. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  239. Bounce #13 added RGB(0, 0, 0)
  240. Build Patch/Sample Hash Table(s).....Done<0.0215 sec>
  241. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
  242. FinalLightFace Done
  243. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  244. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
  245. Writing leaf ambient...done
  246. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (49)
  247.  
  248. Ready to Finish
  249.  
  250. Object names Objects/Maxobjs Memory / Maxmem Fullness
  251. ------------ --------------- --------------- --------
  252. models 12/1024 576/49152 ( 1.2%)
  253. brushes 266/8192 3192/98304 ( 3.2%)
  254. brushsides 1717/65536 13736/524288 ( 2.6%)
  255. planes 988/65536 19760/1310720 ( 1.5%)
  256. vertexes 2525/65536 30300/786432 ( 3.9%)
  257. nodes 1141/65536 36512/2097152 ( 1.7%)
  258. texinfos 201/12288 14472/884736 ( 1.6%)
  259. texdata 53/2048 1696/65536 ( 2.6%)
  260. dispinfos 10/0 1760/0 ( 0.0%)
  261. disp_verts 754/0 15080/0 ( 0.0%)
  262. disp_tris 1184/0 2368/0 ( 0.0%)
  263. disp_lmsamples 228944/0 228944/0 ( 0.0%)
  264. faces 1528/65536 85568/3670016 ( 2.3%)
  265. hdr faces 1528/65536 85568/3670016 ( 2.3%)
  266. origfaces 784/65536 43904/3670016 ( 1.2%)
  267. leaves 1154/65536 36928/2097152 ( 1.8%)
  268. leaffaces 1717/65536 3434/131072 ( 2.6%)
  269. leafbrushes 886/65536 1772/131072 ( 1.4%)
  270. areas 2/256 16/2048 ( 0.8%)
  271. surfedges 10208/512000 40832/2048000 ( 2.0%)
  272. edges 5996/256000 23984/1024000 ( 2.3%)
  273. LDR worldlights 24/8192 2112/720896 ( 0.3%)
  274. HDR worldlights 24/8192 2112/720896 ( 0.3%)
  275. leafwaterdata 0/32768 0/393216 ( 0.0%)
  276. waterstrips 134/32768 1340/327680 ( 0.4%)
  277. waterverts 0/65536 0/786432 ( 0.0%)
  278. waterindices 1950/65536 3900/131072 ( 3.0%)
  279. cubemapsamples 0/1024 0/16384 ( 0.0%)
  280. overlays 156/512 54912/180224 (30.5%)
  281. LDR lightdata [variable] 936028/0 ( 0.0%)
  282. HDR lightdata [variable] 936028/0 ( 0.0%)
  283. visdata [variable] 73735/16777216 ( 0.4%)
  284. entdata [variable] 26255/393216 ( 6.7%)
  285. LDR ambient table 1154/65536 4616/262144 ( 1.8%)
  286. HDR ambient table 1154/65536 4616/262144 ( 1.8%)
  287. LDR leaf ambient 6907/65536 193396/1835008 (10.5%)
  288. HDR leaf ambient 6907/65536 193396/1835008 (10.5%)
  289. occluders 0/0 0/0 ( 0.0%)
  290. occluder polygons 0/0 0/0 ( 0.0%)
  291. occluder vert ind 0/0 0/0 ( 0.0%)
  292. detail props [variable] 1/12 ( 8.3%)
  293. static props [variable] 1/20154 ( 0.0%)
  294. pakfile [variable] 6014534/0 ( 0.0%)
  295. physics [variable] 96880/4194304 ( 2.3%)
  296. physics terrain [variable] 1792/1048576 ( 0.2%)
  297.  
  298. Level flags = 3
  299.  
  300. Total triangle count: 4023
  301. Writing c:\users\me\documents\tf2maps\vsh_wellhouse\vsh_wellhouse_v2.bsp
  302. 2 minutes, 16 seconds elapsed
  303.  
  304. ** Executing...
  305. ** Command: Copy File
  306. ** 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"
  307.  
  308.  
  309. ** Executing...
  310. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
  311. ** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "vsh_wellhouse_v2"
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