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  1.  
  2. ** Executing...
  3. ** Command: "G:\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
  4. ** Parameters: -game "G:\Steam\SteamApps\common\Half-Life 2\ep2" "E:\Maps\wasteland_d2.vmf"
  5.  
  6. Valve Software - vbsp.exe (May 15 2014)
  7. 4 threads
  8. materialPath: G:\Steam\SteamApps\common\Half-Life 2\ep2\materials
  9. Loading E:\Maps\wasteland_d2.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Error! Variable "$surfaceprop" is multiply defined in material "nature/blendrockgravel001a"!
  12. Error! Variable "$surfaceprop" is multiply defined in material "nature/blendrockgravel001a"!
  13. Could not locate 'GameData' key in g:\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
  14. Patching WVT material: maps/wasteland_d2/nature/blenddirtmud01_wvt_patch
  15. Patching WVT material: maps/wasteland_d2/dev/dev_blendmeasure_wvt_patch
  16. Patching WVT material: maps/wasteland_d2/nature/blendrocksand004a_wvt_patch
  17. Patching WVT material: maps/wasteland_d2/nature/blendgravelgravel02b_wvt_patch
  18. Patching WVT material: maps/wasteland_d2/nature/blendrockgravel001a_wvt_patch
  19. Patching WVT material: maps/wasteland_d2/nature/blenddirtgrass008b_wvt_patch
  20. Patching WVT material: maps/wasteland_d2/nature/blendgrassgravel001b_wvt_patch
  21. Patching WVT material: maps/wasteland_d2/nature/blenddirtrock_mine01a_wvt_patch
  22. Patching WVT material: maps/wasteland_d2/nature/blendrockslime02a_wvt_patch
  23. Patching WVT material: maps/wasteland_d2/nature/blendcliffdirt001a_wvt_patch
  24. Patching WVT material: maps/wasteland_d2/nature/blendrockblack02a_wvt_patch
  25. Patching WVT material: maps/wasteland_d2/nature/blendrockdirt_tunnel03a_wvt_patch
  26. Patching WVT material: maps/wasteland_d2/perftest/blendrockdirt001a_wvt_patch
  27. Patching WVT material: maps/wasteland_d2/esther/blends/b_caves_rock_2_sand_002_wvt_patch
  28. Patching WVT material: maps/wasteland_d2/nature/blendrockdirt006a_wvt_patch
  29. fixing up env_cubemap materials on brush sides...
  30.  
  31. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4991.0 5739.0 241.1)
  32. Leaf 0 contents:
  33. Leaf 1 contents: CONTENTS_SOLID
  34. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  35. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  36. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  37. Candidate brush IDs: Brush 267097:
  38.  
  39. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  40. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  41. Processing areas...done (0)
  42. Building Faces...done (0)
  43. Chop Details...done (0)
  44. Find Visible Detail Sides...
  45. Merged 2764 detail faces...done (0)
  46. Merging details...done (0)
  47. FixTjuncs...
  48. PruneNodes...
  49. WriteBSP...
  50. NODRAW on terrain surface!
  51. NODRAW on terrain surface!
  52. NODRAW on terrain surface!
  53. NODRAW on terrain surface!
  54. done (2)
  55. writing E:\Maps\wasteland_d2.prt...Building visibility clusters...
  56. done (0)
  57. Creating default LDR cubemaps for env_cubemap using skybox materials:
  58. skybox/sky_c117_01*.vmt
  59. ! Run buildcubemaps in the engine to get the correct cube maps.
  60. Creating default HDR cubemaps for env_cubemap using skybox materials:
  61. skybox/sky_c117_01*.vmt
  62. ! Run buildcubemaps in the engine to get the correct cube maps.
  63. Finding displacement neighbors...
  64. Found a displacement edge abutting multiple other edges.
  65. Finding lightmap sample positions...
  66. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  67. Building Physics collision data...
  68. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  69. done (1) (9648778 bytes)
  70. Error! prop_static using model "models/props_vehicles/carparts_axel01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
  71. Error loading studio model "models/props_vehicles/carparts_axel01a.mdl"!
  72. Error! prop_static using model "models/props_vehicles/carparts_muffler01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
  73. Error loading studio model "models/props_vehicles/carparts_muffler01a.mdl"!
  74. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  75. Water found with no water_lod_control entity, creating a default one.
  76. Compacting texture/material tables...
  77. Reduced 18599 texinfos to 10305
  78. Reduced 992 texdatas to 735 (45150 bytes to 32884)
  79. Writing E:\Maps\wasteland_d2.bsp
  80. 15 seconds elapsed
  81. -3.543300 0.952500 0.000000
  82. -1.168400 0.444500 0.000000
  83. -1.168400 -0.952500 0.000000
  84. -1.168400 -0.241300 0.000000
  85. make_triangles:calc_triangle_representation: Cannot convert
  86.  
  87. ** Executing...
  88. ** Command: "G:\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
  89. ** Parameters: -game "G:\Steam\SteamApps\common\Half-Life 2\ep2" -fast "E:\Maps\wasteland_d2"
  90.  
  91. Valve Software - vvis.exe (May 15 2014)
  92. fastvis = true
  93. 4 threads
  94. reading e:\maps\wasteland_d2.bsp
  95. reading e:\maps\wasteland_d2.prt
  96. 4030 portalclusters
  97. 11512 numportals
  98. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
  99. Optimized: 453667 visible clusters (3.87%)
  100. Total clusters visible: 11710425
  101. Average clusters visible: 2905
  102. Building PAS...
  103. Average clusters audible: 3787
  104. visdatasize:3806804 compressed from 4062240
  105. writing e:\maps\wasteland_d2.bsp
  106. 6 seconds elapsed
  107.  
  108. ** Executing...
  109. ** Command: "G:\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
  110. ** Parameters: -game "G:\Steam\SteamApps\common\Half-Life 2\ep2" "E:\Maps\wasteland_d2"
  111.  
  112. Valve Software - vrad.exe SSE (May 15 2014)
  113.  
  114. Valve Radiosity Simulator
  115. 4 threads
  116. [Reading texlights from 'lights.rad']
  117. [48 texlights parsed from 'lights.rad']
  118.  
  119. Loading e:\maps\wasteland_d2.bsp
  120. Patch Sample Radius Clamped!
  121. Setting up ray-trace acceleration structure... Done (11.65 seconds)
  122. 31412 faces
  123. 9 degenerate faces
  124. 6244141 square feet [899156352.00 square inches]
  125. 417 Displacements
  126. 1644849 Square Feet [236858288.00 Square Inches]
  127. 31403 patches before subdivision
  128. zero area child patch
  129. 325497 patches after subdivision
  130. 129 direct lights
  131. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (54)
  132. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (225)
  133. transfers 33380061, max 3562
  134. transfer lists: 254.7 megs
  135. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  136. Bounce #1 added RGB(215641, 166919, 68260)
  137. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  138. Bounce #2 added RGB(29039, 21169, 7499)
  139. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  140. Bounce #3 added RGB(6100, 4037, 1195)
  141. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  142. Bounce #4 added RGB(1547, 909, 228)
  143. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  144. Bounce #5 added RGB(461, 246, 53)
  145. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  146. Bounce #6 added RGB(153, 75, 14)
  147. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  148. Bounce #7 added RGB(55, 25, 4)
  149. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  150. Bounce #8 added RGB(21, 9, 1)
  151. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  152. Bounce #9 added RGB(8, 3, 0)
  153. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  154. Bounce #10 added RGB(3, 1, 0)
  155. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  156. Bounce #11 added RGB(1, 0, 0)
  157. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  158. Bounce #12 added RGB(1, 0, 0)
  159. Build Patch/Sample Hash Table(s).....Done<0.1059 sec>
  160. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (20)
  161. FinalLightFace Done
  162. 0 of 1 (0% of) surface lights went in leaf ambient cubes.
  163. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (27)
  164. Writing leaf ambient...done
  165. Ready to Finish
  166.  
  167. Object names Objects/Maxobjs Memory / Maxmem Fullness
  168. ------------ --------------- --------------- --------
  169. models 282/1024 13536/49152 (27.5%)
  170. brushes 5604/8192 67248/98304 (68.4%)
  171. brushsides 54304/65536 434432/524288 (82.9%) VERY FULL!
  172. planes 59538/65536 1190760/1310720 (90.8%) VERY FULL!
  173. vertexes 50374/65536 604488/786432 (76.9%)
  174. nodes 13019/65536 416608/2097152 (19.9%)
  175. texinfos 10305/12288 741960/884736 (83.9%) VERY FULL!
  176. texdata 735/2048 23520/65536 (35.9%)
  177. dispinfos 417/0 73392/0 ( 0.0%)
  178. disp_verts 40153/0 803060/0 ( 0.0%)
  179. disp_tris 65760/0 131520/0 ( 0.0%)
  180. disp_lmsamples 1466174/0 1466174/0 ( 0.0%)
  181. faces 31412/65536 1759072/3670016 (47.9%)
  182. hdr faces 0/65536 0/3670016 ( 0.0%)
  183. origfaces 20515/65536 1148840/3670016 (31.3%)
  184. leaves 13302/65536 425664/2097152 (20.3%)
  185. leaffaces 37306/65536 74612/131072 (56.9%)
  186. leafbrushes 12233/65536 24466/131072 (18.7%)
  187. areas 6/256 48/2048 ( 2.3%)
  188. surfedges 239104/512000 956416/2048000 (46.7%)
  189. edges 140856/256000 563424/1024000 (55.0%)
  190. LDR worldlights 128/8192 11264/720896 ( 1.6%)
  191. HDR worldlights 0/8192 0/720896 ( 0.0%)
  192. leafwaterdata 1/32768 12/393216 ( 0.0%)
  193. waterstrips 3207/32768 32070/327680 ( 9.8%)
  194. waterverts 0/65536 0/786432 ( 0.0%)
  195. waterindices 59643/65536 119286/131072 (91.0%) VERY FULL!
  196. cubemapsamples 175/1024 2800/16384 (17.1%)
  197. overlays 34/512 11968/180224 ( 6.6%)
  198. LDR lightdata [variable] 16451044/0 ( 0.0%)
  199. HDR lightdata [variable] 0/0 ( 0.0%)
  200. visdata [variable] 3806804/16777216 (22.7%)
  201. entdata [variable] 546455/393216 (139.0%) VERY FULL!
  202. LDR ambient table 13302/65536 53208/262144 (20.3%)
  203. HDR ambient table 13302/65536 53208/262144 (20.3%)
  204. LDR leaf ambient 44041/65536 1233148/1835008 (67.2%)
  205. HDR leaf ambient 13302/65536 372456/1835008 (20.3%)
  206. occluders 11/0 440/0 ( 0.0%)
  207. occluder polygons 7/0 84/0 ( 0.0%)
  208. occluder vert ind 33/0 132/0 ( 0.0%)
  209. detail props [variable] 1/12 ( 8.3%)
  210. static props [variable] 1/98326 ( 0.0%)
  211. pakfile [variable] 15482309/0 ( 0.0%)
  212. physics [variable] 9648778/4194304 (230.0%) VERY FULL!
  213. physics terrain [variable] 0/1048576 ( 0.0%)
  214.  
  215. Level flags = 0
  216.  
  217. Total triangle count: 91934
  218. Writing e:\maps\wasteland_d2.bsp
  219. 5 minutes, 41 seconds elapsed
  220.  
  221. ** Executing...
  222. ** Command: Copy File
  223. ** Parameters: "E:\Maps\wasteland_d2.bsp" "G:\Steam\SteamApps\common\Half-Life 2\ep2\maps\wasteland_d2.bsp"
  224.  
  225.  
  226. ** Executing...
  227. ** Command: "G:\Steam\SteamApps\common\Half-Life 2\hl2.exe"
  228. ** Parameters: -game "G:\Steam\SteamApps\common\Half-Life 2\ep2" +map "wasteland_d2" -steam
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