Advertisement
Guest User

Untitled

a guest
Oct 6th, 2017
135
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.40 KB | None | 0 0
  1.  
  2. ** Executing...
  3. ** Command: "c:\program files (x86)\steam\steamapps\wutangchan@hotmail.com\sourcesdk\bin\orangebox\bin\vbsp.exe"
  4. ** Parameters: -game "c:\program files (x86)\steam\steamapps\wutangchan@hotmail.com\counter-strike source\cstrike" "C:\Users\Joe\Desktop\ttt_bbb.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jul 7 2010)
  7. 2 threads
  8. materialPath: c:\program files (x86)\steam\steamapps\wutangchan@hotmail.com\counter-strike source\cstrike\materials
  9. Loading C:\Users\Joe\Desktop\ttt_bbb.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\wutangchan@hotmail.com\counter-strike source\cstrike\gameinfo.txt
  12. fixing up env_cubemap materials on brush sides...
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  15. Processing areas...done (0)
  16. Building Faces...done (1)
  17. Chop Details...done (0)
  18. Find Visible Detail Sides...
  19. Merged 818 detail faces...done (0)
  20. Merging details...done (0)
  21. FixTjuncs...
  22. PruneNodes...
  23. WriteBSP...
  24. done (0)
  25. writing C:\Users\Joe\Desktop\ttt_bbb.prt...Building visibility clusters...
  26. done (0)
  27. Creating default LDR cubemaps for env_cubemap using skybox materials:
  28. skybox/sky_day01_01_hdr*.vmt
  29. ! Run buildcubemaps in the engine to get the correct cube maps.
  30. Creating default HDR cubemaps for env_cubemap using skybox materials:
  31. skybox/sky_day01_01_hdr*.vmt
  32. ! Run buildcubemaps in the engine to get the correct cube maps.
  33. Finding displacement neighbors...
  34. Finding lightmap sample positions...
  35. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  36. Building Physics collision data...
  37. done (1) (348502 bytes)
  38. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  39. Water found with no water_lod_control entity, creating a default one.
  40. Compacting texture/material tables...
  41. Reduced 2395 texinfos to 1193
  42. Reduced 158 texdatas to 142 (3847 bytes to 3424)
  43. Writing C:\Users\Joe\Desktop\ttt_bbb.bsp
  44. 12 seconds elapsed
  45.  
  46. ** Executing...
  47. ** Command: "c:\program files (x86)\steam\steamapps\wutangchan@hotmail.com\sourcesdk\bin\orangebox\bin\vvis.exe"
  48. ** Parameters: -game "c:\program files (x86)\steam\steamapps\wutangchan@hotmail.com\counter-strike source\cstrike" "C:\Users\Joe\Desktop\ttt_bbb"
  49.  
  50. Valve Software - vvis.exe (Jul 7 2010)
  51. 2 threads
  52. reading c:\users\joe\desktop\ttt_bbb.bsp
  53. reading c:\users\joe\desktop\ttt_bbb.prt
  54. 251 portalclusters
  55. 519 numportals
  56. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  57. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  58. Optimized: 35 visible clusters (0.00%)
  59. Total clusters visible: 8577
  60. Average clusters visible: 34
  61. Building PAS...
  62. Average clusters audible: 71
  63. visdatasize:12116 compressed from 16064
  64. writing c:\users\joe\desktop\ttt_bbb.bsp
  65. 0 seconds elapsed
  66.  
  67. ** Executing...
  68. ** Command: "c:\program files (x86)\steam\steamapps\wutangchan@hotmail.com\sourcesdk\bin\orangebox\bin\vrad.exe"
  69. ** Parameters: -game "c:\program files (x86)\steam\steamapps\wutangchan@hotmail.com\counter-strike source\cstrike" "C:\Users\Joe\Desktop\ttt_bbb"
  70.  
  71. Valve Software - vrad.exe SSE (Jul 7 2010)
  72.  
  73. Valve Radiosity Simulator
  74. 2 threads
  75. [Reading texlights from 'lights.rad']
  76. [1 texlights parsed from 'lights.rad']
  77.  
  78. Loading c:\users\joe\desktop\ttt_bbb.bsp
  79. Setting up ray-trace acceleration structure... Done (2.16 seconds)
  80. 3085 faces
  81. 3 degenerate faces
  82. 328050 square feet [47239200.00 square inches]
  83. 31 Displacements
  84. 35599 Square Feet [5126386.00 Square Inches]
  85. 3082 patches before subdivision
  86. 44374 patches after subdivision
  87. 49 direct lights
  88. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
  89. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
  90. transfers 3761752, max 397
  91. transfer lists: 28.7 megs
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  93. Bounce #1 added RGB(112995, 65050, 41006)
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  95. Bounce #2 added RGB(23966, 19596, 11188)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #3 added RGB(6773, 7924, 3780)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  99. Bounce #4 added RGB(2134, 3803, 1461)
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  101. Bounce #5 added RGB(709, 2030, 624)
  102. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  103. Bounce #6 added RGB(242, 1150, 284)
  104. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  105. Bounce #7 added RGB(84, 672, 134)
  106. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  107. Bounce #8 added RGB(30, 398, 65)
  108. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  109. Bounce #9 added RGB(11, 238, 32)
  110. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  111. Bounce #10 added RGB(4, 143, 16)
  112. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  113. Bounce #11 added RGB(1, 86, 8)
  114. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  115. Bounce #12 added RGB(0, 52, 4)
  116. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  117. Bounce #13 added RGB(0, 31, 2)
  118. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  119. Bounce #14 added RGB(0, 19, 1)
  120. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  121. Bounce #15 added RGB(0, 11, 0)
  122. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  123. Bounce #16 added RGB(0, 7, 0)
  124. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  125. Bounce #17 added RGB(0, 4, 0)
  126. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  127. Bounce #18 added RGB(0, 2, 0)
  128. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  129. Bounce #19 added RGB(0, 1, 0)
  130. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  131. Bounce #20 added RGB(0, 1, 0)
  132. Build Patch/Sample Hash Table(s).....Done<0.0208 sec>
  133. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
  134. FinalLightFace Done
  135. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  136. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
  137. Writing leaf ambient...done
  138. Ready to Finish
  139.  
  140. Object names Objects/Maxobjs Memory / Maxmem Fullness
  141. ------------ --------------- --------------- --------
  142. models 57/1024 2736/49152 ( 5.6%)
  143. brushes 860/8192 10320/98304 (10.5%)
  144. brushsides 6520/65536 52160/524288 ( 9.9%)
  145. planes 5710/65536 114200/1310720 ( 8.7%)
  146. vertexes 6482/65536 77784/786432 ( 9.9%)
  147. nodes 1067/65536 34144/2097152 ( 1.6%)
  148. texinfos 1193/12288 85896/884736 ( 9.7%)
  149. texdata 142/2048 4544/65536 ( 6.9%)
  150. dispinfos 31/0 5456/0 ( 0.0%)
  151. disp_verts 8959/0 179180/0 ( 0.0%)
  152. disp_tris 15872/0 31744/0 ( 0.0%)
  153. disp_lmsamples 102282/0 102282/0 ( 0.0%)
  154. faces 3085/65536 172760/3670016 ( 4.7%)
  155. hdr faces 0/65536 0/3670016 ( 0.0%)
  156. origfaces 2235/65536 125160/3670016 ( 3.4%)
  157. leaves 1125/65536 36000/2097152 ( 1.7%)
  158. leaffaces 3789/65536 7578/131072 ( 5.8%)
  159. leafbrushes 1512/65536 3024/131072 ( 2.3%)
  160. areas 3/256 24/2048 ( 1.2%)
  161. surfedges 24148/512000 96592/2048000 ( 4.7%)
  162. edges 15893/256000 63572/1024000 ( 6.2%)
  163. LDR worldlights 49/8192 4312/720896 ( 0.6%)
  164. HDR worldlights 0/8192 0/720896 ( 0.0%)
  165. leafwaterdata 2/32768 24/393216 ( 0.0%)
  166. waterstrips 292/32768 2920/327680 ( 0.9%)
  167. waterverts 0/65536 0/786432 ( 0.0%)
  168. waterindices 5379/65536 10758/131072 ( 8.2%)
  169. cubemapsamples 0/1024 0/16384 ( 0.0%)
  170. overlays 12/512 4224/180224 ( 2.3%)
  171. LDR lightdata [variable] 1216440/0 ( 0.0%)
  172. HDR lightdata [variable] 0/0 ( 0.0%)
  173. visdata [variable] 12116/16777216 ( 0.1%)
  174. entdata [variable] 125446/393216 (31.9%)
  175. LDR ambient table 1125/65536 4500/262144 ( 1.7%)
  176. HDR ambient table 1125/65536 4500/262144 ( 1.7%)
  177. LDR leaf ambient 3312/65536 92736/1835008 ( 5.1%)
  178. HDR leaf ambient 1125/65536 31500/1835008 ( 1.7%)
  179. occluders 0/0 0/0 ( 0.0%)
  180. occluder polygons 0/0 0/0 ( 0.0%)
  181. occluder vert ind 0/0 0/0 ( 0.0%)
  182. detail props [variable] 1/12 ( 8.3%)
  183. static props [variable] 1/12608 ( 0.0%)
  184. pakfile [variable] 212140/0 ( 0.0%)
  185. physics [variable] 348502/4194304 ( 8.3%)
  186. physics terrain [variable] 23822/1048576 ( 2.3%)
  187.  
  188. Level flags = 0
  189.  
  190. Total triangle count: 8827
  191. Writing c:\users\joe\desktop\ttt_bbb.bsp
  192. 23 seconds elapsed
  193.  
  194. ** Executing...
  195. ** Command: Copy File
  196. ** Parameters: "C:\Users\Joe\Desktop\ttt_bbb.bsp" "c:\program files (x86)\steam\steamapps\wutangchan@hotmail.com\garrysmod\garrysmod\maps\ttt_bbb.bsp"
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement