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- *****
- Begin compiling file:
- D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps\gm_desolation_final.vmf
- *****
- ===== Begin BSP =====
- Valve Software - vbsp.exe (May 15 2014)
- leaktest = true
- notjunc = true
- 8 threads
- materialPath: D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\materials
- Loading D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps\gm_desolation_final.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Could not locate 'GameData' key in d:\steamlibrary\steamapps\common\half-life 2\ep2\gameinfo.txt
- Patching WVT material: maps/gm_desolation_final/concrete/blend_sidewalk_01_wvt_patch
- Patching WVT material: maps/gm_desolation_final/concrete/blend_blacktop_brick_01b_wvt_patch
- Patching WVT material: maps/gm_desolation_final/concrete/blend_blacktop_brick_01_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
- 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 1026 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (4)
- writing D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps\gm_desolation_final.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_01*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_01*.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...
- done (1) (2739834 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 15075 texinfos to 9923
- Reduced 466 texdatas to 409 (12730 bytes to 11115)
- Writing D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps\gm_desolation_final.bsp
- 12 seconds elapsed
- ===== Begin VIS =====
- Valve Software - vvis.exe (May 15 2014)
- 8 threads
- reading d:\steamlibrary\steamapps\common\half-life 2\ep2\maps\gm_desolation_final.bsp
- reading d:\steamlibrary\steamapps\common\half-life 2\ep2\maps\gm_desolation_final.prt
- 6407 portalclusters
- 14869 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (27)
- Optimized: 5089 visible clusters (0.86%)
- Total clusters visible: 594660
- Average clusters visible: 92
- Building PAS...
- Average clusters audible: 398
- visdatasize:1054399 compressed from 10353712
- writing d:\steamlibrary\steamapps\common\half-life 2\ep2\maps\gm_desolation_final.bsp
- 31 seconds elapsed
- ===== Begin RAD =====
- Valve Software - vrad.exe SSE (May 15 2014)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading d:\steamlibrary\steamapps\common\half-life 2\ep2\maps\gm_desolation_final.bsp
- Setting up ray-trace acceleration structure... Done (2.82 seconds)
- 36923 faces
- 82 degenerate faces
- 2865695 square feet [412660064.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 36841 patches before subdivision
- 429617 patches after subdivision
- 865 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (32)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
- transfers 55464128, max 902
- transfer lists: 423.2 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(611659, 406597, 216878)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #2 added RGB(114405, 72197, 33036)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(22965, 13908, 5565)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(4822, 2813, 992)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(1071, 606, 191)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(249, 137, 39)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(61, 33, 8)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(16, 8, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(4, 2, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(1, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.1819 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (27)
- 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 (38)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 170/1024 8160/49152 (16.6%)
- brushes 7234/8192 86808/98304 (88.3%) VERY FULL!
- brushsides 52000/65536 416000/524288 (79.3%)
- planes 32408/65536 648160/1310720 (49.5%)
- vertexes 65387/65536 784644/786432 (99.8%) VERY FULL!
- nodes 17015/65536 544480/2097152 (26.0%)
- texinfos 9923/12288 714456/884736 (80.8%) VERY FULL!
- texdata 409/2048 13088/65536 (20.0%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 36923/65536 2067688/3670016 (56.3%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 18419/65536 1031464/3670016 (28.1%)
- leaves 17186/65536 549952/2097152 (26.2%)
- leaffaces 46423/65536 92846/131072 (70.8%)
- leafbrushes 21165/65536 42330/131072 (32.3%)
- areas 3/256 24/2048 ( 1.2%)
- surfedges 221526/512000 886104/2048000 (43.3%)
- edges 160328/256000 641312/1024000 (62.6%)
- LDR worldlights 865/8192 76120/720896 (10.6%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 4/32768 48/393216 ( 0.0%)
- waterstrips 0/32768 0/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 0/65536 0/131072 ( 0.0%)
- cubemapsamples 1/1024 16/16384 ( 0.1%)
- overlays 511/512 179872/180224 (99.8%) VERY FULL!
- LDR lightdata [variable] 14678012/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 1054399/16777216 ( 6.3%)
- entdata [variable] 521664/393216 (132.7%) VERY FULL!
- LDR ambient table 17186/65536 68744/262144 (26.2%)
- HDR ambient table 17186/65536 68744/262144 (26.2%)
- LDR leaf ambient 53686/65536 1503208/1835008 (81.9%) VERY FULL!
- HDR leaf ambient 17186/65536 481208/1835008 (26.2%)
- 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] 1/12 ( 8.3%)
- pakfile [variable] 227247/0 ( 0.0%)
- physics [variable] 2739834/4194304 (65.3%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 73817
- Writing d:\steamlibrary\steamapps\common\half-life 2\ep2\maps\gm_desolation_final.bsp
- 2 minutes, 9 seconds elapsed
- *****
- Finished compiling file:
- D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps\gm_desolation_final.vmf
- *****
- *****
- File gm_desolation_final.bsp is already in directory:
- D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps
- Copying is unnecessary.
- *****
- ==================
- ///////////////////////////////
- // All Compilation Finished! //
- ///////////////////////////////
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