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  1. *****
  2.  
  3. Begin compiling file:
  4. D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps\gm_desolation_final.vmf
  5.  
  6. *****
  7.  
  8. ===== Begin BSP =====
  9.  
  10. Valve Software - vbsp.exe (May 15 2014)
  11. leaktest = true
  12. notjunc = true
  13. 8 threads
  14. materialPath: D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\materials
  15. Loading D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps\gm_desolation_final.vmf
  16. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  17. Could not locate 'GameData' key in d:\steamlibrary\steamapps\common\half-life 2\ep2\gameinfo.txt
  18. Patching WVT material: maps/gm_desolation_final/concrete/blend_sidewalk_01_wvt_patch
  19. Patching WVT material: maps/gm_desolation_final/concrete/blend_blacktop_brick_01b_wvt_patch
  20. Patching WVT material: maps/gm_desolation_final/concrete/blend_blacktop_brick_01_wvt_patch
  21. fixing up env_cubemap materials on brush sides...
  22. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
  23. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  24. Processing areas...done (0)
  25. Building Faces...done (0)
  26. Chop Details...done (0)
  27. Find Visible Detail Sides...
  28. Merged 1026 detail faces...done (0)
  29. Merging details...done (0)
  30. FixTjuncs...
  31. PruneNodes...
  32. WriteBSP...
  33. done (4)
  34. writing D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps\gm_desolation_final.prt...Building visibility clusters...
  35. done (0)
  36. Creating default LDR cubemaps for env_cubemap using skybox materials:
  37. skybox/sky_day01_01*.vmt
  38. ! Run buildcubemaps in the engine to get the correct cube maps.
  39. Creating default HDR cubemaps for env_cubemap using skybox materials:
  40. skybox/sky_day01_01*.vmt
  41. ! Run buildcubemaps in the engine to get the correct cube maps.
  42. Finding displacement neighbors...
  43. Finding lightmap sample positions...
  44. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  45. Building Physics collision data...
  46. done (1) (2739834 bytes)
  47. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  48. Water found with no water_lod_control entity, creating a default one.
  49. Compacting texture/material tables...
  50. Reduced 15075 texinfos to 9923
  51. Reduced 466 texdatas to 409 (12730 bytes to 11115)
  52. Writing D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps\gm_desolation_final.bsp
  53. 12 seconds elapsed
  54.  
  55.  
  56. ===== Begin VIS =====
  57.  
  58. Valve Software - vvis.exe (May 15 2014)
  59. 8 threads
  60. reading d:\steamlibrary\steamapps\common\half-life 2\ep2\maps\gm_desolation_final.bsp
  61. reading d:\steamlibrary\steamapps\common\half-life 2\ep2\maps\gm_desolation_final.prt
  62. 6407 portalclusters
  63. 14869 numportals
  64. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
  65. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (27)
  66. Optimized: 5089 visible clusters (0.86%)
  67. Total clusters visible: 594660
  68. Average clusters visible: 92
  69. Building PAS...
  70. Average clusters audible: 398
  71. visdatasize:1054399 compressed from 10353712
  72. writing d:\steamlibrary\steamapps\common\half-life 2\ep2\maps\gm_desolation_final.bsp
  73. 31 seconds elapsed
  74.  
  75.  
  76. ===== Begin RAD =====
  77.  
  78. Valve Software - vrad.exe SSE (May 15 2014)
  79.  
  80. Valve Radiosity Simulator
  81. 8 threads
  82. [Reading texlights from 'lights.rad']
  83. [48 texlights parsed from 'lights.rad']
  84.  
  85. Loading d:\steamlibrary\steamapps\common\half-life 2\ep2\maps\gm_desolation_final.bsp
  86. Setting up ray-trace acceleration structure... Done (2.82 seconds)
  87. 36923 faces
  88. 82 degenerate faces
  89. 2865695 square feet [412660064.00 square inches]
  90. 0 Displacements
  91. 0 Square Feet [0.00 Square Inches]
  92. 36841 patches before subdivision
  93. 429617 patches after subdivision
  94. 865 direct lights
  95. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (32)
  96. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
  97. transfers 55464128, max 902
  98. transfer lists: 423.2 megs
  99. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  100. Bounce #1 added RGB(611659, 406597, 216878)
  101. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  102. Bounce #2 added RGB(114405, 72197, 33036)
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Bounce #3 added RGB(22965, 13908, 5565)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  106. Bounce #4 added RGB(4822, 2813, 992)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  108. Bounce #5 added RGB(1071, 606, 191)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  110. Bounce #6 added RGB(249, 137, 39)
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  112. Bounce #7 added RGB(61, 33, 8)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  114. Bounce #8 added RGB(16, 8, 2)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  116. Bounce #9 added RGB(4, 2, 0)
  117. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  118. Bounce #10 added RGB(1, 1, 0)
  119. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  120. Bounce #11 added RGB(0, 0, 0)
  121. Build Patch/Sample Hash Table(s).....Done<0.1819 sec>
  122. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (27)
  123. FinalLightFace Done
  124. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  125. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (38)
  126. Writing leaf ambient...done
  127. Ready to Finish
  128.  
  129. Object names Objects/Maxobjs Memory / Maxmem Fullness
  130. ------------ --------------- --------------- --------
  131. models 170/1024 8160/49152 (16.6%)
  132. brushes 7234/8192 86808/98304 (88.3%) VERY FULL!
  133. brushsides 52000/65536 416000/524288 (79.3%)
  134. planes 32408/65536 648160/1310720 (49.5%)
  135. vertexes 65387/65536 784644/786432 (99.8%) VERY FULL!
  136. nodes 17015/65536 544480/2097152 (26.0%)
  137. texinfos 9923/12288 714456/884736 (80.8%) VERY FULL!
  138. texdata 409/2048 13088/65536 (20.0%)
  139. dispinfos 0/0 0/0 ( 0.0%)
  140. disp_verts 0/0 0/0 ( 0.0%)
  141. disp_tris 0/0 0/0 ( 0.0%)
  142. disp_lmsamples 0/0 0/0 ( 0.0%)
  143. faces 36923/65536 2067688/3670016 (56.3%)
  144. hdr faces 0/65536 0/3670016 ( 0.0%)
  145. origfaces 18419/65536 1031464/3670016 (28.1%)
  146. leaves 17186/65536 549952/2097152 (26.2%)
  147. leaffaces 46423/65536 92846/131072 (70.8%)
  148. leafbrushes 21165/65536 42330/131072 (32.3%)
  149. areas 3/256 24/2048 ( 1.2%)
  150. surfedges 221526/512000 886104/2048000 (43.3%)
  151. edges 160328/256000 641312/1024000 (62.6%)
  152. LDR worldlights 865/8192 76120/720896 (10.6%)
  153. HDR worldlights 0/8192 0/720896 ( 0.0%)
  154. leafwaterdata 4/32768 48/393216 ( 0.0%)
  155. waterstrips 0/32768 0/327680 ( 0.0%)
  156. waterverts 0/65536 0/786432 ( 0.0%)
  157. waterindices 0/65536 0/131072 ( 0.0%)
  158. cubemapsamples 1/1024 16/16384 ( 0.1%)
  159. overlays 511/512 179872/180224 (99.8%) VERY FULL!
  160. LDR lightdata [variable] 14678012/0 ( 0.0%)
  161. HDR lightdata [variable] 0/0 ( 0.0%)
  162. visdata [variable] 1054399/16777216 ( 6.3%)
  163. entdata [variable] 521664/393216 (132.7%) VERY FULL!
  164. LDR ambient table 17186/65536 68744/262144 (26.2%)
  165. HDR ambient table 17186/65536 68744/262144 (26.2%)
  166. LDR leaf ambient 53686/65536 1503208/1835008 (81.9%) VERY FULL!
  167. HDR leaf ambient 17186/65536 481208/1835008 (26.2%)
  168. occluders 0/0 0/0 ( 0.0%)
  169. occluder polygons 0/0 0/0 ( 0.0%)
  170. occluder vert ind 0/0 0/0 ( 0.0%)
  171. detail props [variable] 1/12 ( 8.3%)
  172. static props [variable] 1/12 ( 8.3%)
  173. pakfile [variable] 227247/0 ( 0.0%)
  174. physics [variable] 2739834/4194304 (65.3%)
  175. physics terrain [variable] 2/1048576 ( 0.0%)
  176.  
  177. Level flags = 0
  178.  
  179. Total triangle count: 73817
  180. Writing d:\steamlibrary\steamapps\common\half-life 2\ep2\maps\gm_desolation_final.bsp
  181. 2 minutes, 9 seconds elapsed
  182.  
  183.  
  184. *****
  185.  
  186. Finished compiling file:
  187. D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps\gm_desolation_final.vmf
  188.  
  189. *****
  190.  
  191. *****
  192.  
  193. File gm_desolation_final.bsp is already in directory:
  194. D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps
  195.  
  196. Copying is unnecessary.
  197.  
  198. *****
  199.  
  200. ==================
  201.  
  202. ///////////////////////////////
  203. // All Compilation Finished! //
  204. ///////////////////////////////
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