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  1.  
  2. ** Executing...
  3. ** Command: "D:\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
  4. ** Parameters: -game "D:\Steam\steamapps\common\Half-Life 2\hl2" "D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.vmf"
  5.  
  6. Valve Software - vbsp.exe (May 15 2014)
  7. 4 threads
  8. materialPath: D:\Steam\steamapps\common\Half-Life 2\hl2\materials
  9. Loading D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.vmf
  10. Could not locate 'GameData' key in d:\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
  11. fixing up env_cubemap materials on brush sides...
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. Processing areas...done (0)
  15. Building Faces...done (0)
  16. FixTjuncs...
  17. PruneNodes...
  18. WriteBSP...
  19. done (0)
  20. writing D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.prt...Building visibility clusters...
  21. done (0)
  22. Creating default LDR cubemaps for env_cubemap using skybox materials:
  23.    skybox/sky_borealis01*.vmt
  24.  ! Run buildcubemaps in the engine to get the correct cube maps.
  25. Creating default HDR cubemaps for env_cubemap using skybox materials:
  26.    skybox/sky_borealis01*.vmt
  27.  ! Run buildcubemaps in the engine to get the correct cube maps.
  28. Finding displacement neighbors...
  29. Finding lightmap sample positions...
  30. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  31. Building Physics collision data...
  32. done (0) (93974 bytes)
  33. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  34. Compacting texture/material tables...
  35. Reduced 481 texinfos to 96
  36. Reduced 19 texdatas to 14 (588 bytes to 392)
  37. Writing D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.bsp
  38. 0 seconds elapsed
  39.  
  40. ** Executing...
  41. ** Command: "D:\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
  42. ** Parameters: -game "D:\Steam\steamapps\common\Half-Life 2\hl2" "D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus"
  43.  
  44. Valve Software - vvis.exe (May 15 2014)
  45. 4 threads
  46. reading d:\steam\steamapps\common\half-life 2\hl2\maps\SpadinaBus.bsp
  47. reading d:\steam\steamapps\common\half-life 2\hl2\maps\SpadinaBus.prt
  48.   64 portalclusters
  49.  122 numportals
  50. BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
  51. PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
  52. Optimized: 0 visible clusters (0.00%)
  53. Total clusters visible: 3062
  54. Average clusters visible: 47
  55. Building PAS...
  56. Average clusters audible: 63
  57. visdatasize:1576  compressed from 1024
  58. writing d:\steam\steamapps\common\half-life 2\hl2\maps\SpadinaBus.bsp
  59. 0 seconds elapsed
  60.  
  61. ** Executing...
  62. ** Command: "D:\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
  63. ** Parameters:  -game "D:\Steam\steamapps\common\Half-Life 2\hl2" "D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus"
  64.  
  65. Valve Software - vrad.exe SSE (May 15 2014)
  66.  
  67.       Valve Radiosity Simulator    
  68. 4 threads
  69. [Reading texlights from 'lights.rad']
  70. [45 texlights parsed from 'lights.rad']
  71.  
  72. Loading d:\steam\steamapps\common\half-life 2\hl2\maps\SpadinaBus.bsp
  73. Setting up ray-trace acceleration structure... Done (0.04 seconds)
  74. 502 faces
  75. 52450 square feet [7552832.00 square inches]
  76. 0 Displacements
  77. 0 Square Feet [0.00 Square Inches]
  78. 502 patches before subdivision
  79. 4858 patches after subdivision
  80. sun extent from map=0.000000
  81. 2 direct lights
  82. BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
  83. BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
  84. transfers 511692, max 377
  85. transfer lists:   3.9 megs
  86. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  87.     Bounce #1 added RGB(514, 1238, 1252)
  88. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  89.     Bounce #2 added RGB(80, 205, 200)
  90. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  91.     Bounce #3 added RGB(14, 34, 30)
  92. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  93.     Bounce #4 added RGB(3, 6, 5)
  94. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  95.     Bounce #5 added RGB(1, 1, 1)
  96. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  97.     Bounce #6 added RGB(0, 0, 0)
  98. Build Patch/Sample Hash Table(s).....Done<0.0010 sec>
  99. FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
  100. FinalLightFace Done
  101. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  102. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  103. Writing leaf ambient...done
  104. Ready to Finish
  105.  
  106. Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
  107. ------------       ---------------  ---------------  --------
  108. models                   1/1024           48/49152    ( 0.1%)
  109. brushes                280/8192         3360/98304    ( 3.4%)
  110. brushsides            1827/65536       14616/524288   ( 2.8%)
  111. planes                 248/65536        4960/1310720  ( 0.4%)
  112. vertexes               708/65536        8496/786432   ( 1.1%)
  113. nodes                  217/65536        6944/2097152  ( 0.3%)
  114. texinfos                96/12288        6912/884736   ( 0.8%)
  115. texdata                 14/2048          448/65536    ( 0.7%)
  116. dispinfos                0/0               0/0        ( 0.0%)
  117. disp_verts               0/0               0/0        ( 0.0%)
  118. disp_tris                0/0               0/0        ( 0.0%)
  119. disp_lmsamples           0/0               0/0        ( 0.0%)
  120. faces                  502/65536       28112/3670016  ( 0.8%)
  121. hdr faces                0/65536           0/3670016  ( 0.0%)
  122. origfaces              351/65536       19656/3670016  ( 0.5%)
  123. leaves                 219/65536        7008/2097152  ( 0.3%)
  124. leaffaces              502/65536        1004/131072   ( 0.8%)
  125. leafbrushes            358/65536         716/131072   ( 0.5%)
  126. areas                    2/256            16/2048     ( 0.8%)
  127. surfedges             3666/512000      14664/2048000  ( 0.7%)
  128. edges                 2075/256000       8300/1024000  ( 0.8%)
  129. LDR worldlights          2/8192          176/720896   ( 0.0%)
  130. HDR worldlights          0/8192            0/720896   ( 0.0%)
  131. leafwaterdata            0/32768           0/393216   ( 0.0%)
  132. waterstrips             19/32768         190/327680   ( 0.1%)
  133. waterverts               0/65536           0/786432   ( 0.0%)
  134. waterindices           279/65536         558/131072   ( 0.4%)
  135. cubemapsamples           0/1024            0/16384    ( 0.0%)
  136. overlays                 0/512             0/180224   ( 0.0%)
  137. LDR lightdata         [variable]      158900/0        ( 0.0%)
  138. HDR lightdata         [variable]           0/0        ( 0.0%)
  139. visdata               [variable]        1576/16777216 ( 0.0%)
  140. entdata               [variable]        1429/393216   ( 0.4%)
  141. LDR ambient table      219/65536         876/262144   ( 0.3%)
  142. HDR ambient table      219/65536         876/262144   ( 0.3%)
  143. LDR leaf ambient       887/65536       24836/1835008  ( 1.4%)
  144. HDR leaf ambient       219/65536        6132/1835008  ( 0.3%)
  145. occluders                0/0               0/0        ( 0.0%)
  146. occluder polygons        0/0               0/0        ( 0.0%)
  147. occluder vert ind        0/0               0/0        ( 0.0%)
  148. detail props          [variable]           1/12       ( 8.3%)
  149. static props          [variable]           1/12       ( 8.3%)
  150. pakfile               [variable]      174395/0        ( 0.0%)
  151. physics               [variable]       93974/4194304  ( 2.2%)
  152. physics terrain       [variable]           2/1048576  ( 0.0%)
  153.  
  154. Level flags = 0
  155.  
  156. Total triangle count: 1258
  157. Writing d:\steam\steamapps\common\half-life 2\hl2\maps\SpadinaBus.bsp
  158. 1 second elapsed
  159.  
  160. ** Executing...
  161. ** Command: Copy File
  162. ** Parameters: "D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.bsp" "D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.bsp"
  163.  
  164.  
  165. ** Executing...
  166. ** Command: "D:\Steam\steamapps\common\Half-Life 2\hl2.exe"
  167. ** Parameters: -game "D:\Steam\steamapps\common\Half-Life 2\hl2"  +map "SpadinaBus" -steam
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