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Bkamahl

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May 25th, 2016
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  1. ** Executing...
  2. ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\bin\vbsp.exe"
  3. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" "D:\Downloads\AutoSave\forest.vmf"
  4.  
  5. Valve Software - vbsp.exe (May 15 2014)
  6. 4 threads
  7. materialPath: D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\materials
  8. Loading D:\Downloads\AutoSave\forest.vmf
  9. Could not locate 'GameData' key in d:\steamlibrary\steamapps\common\half-life 2\ep2\gameinfo.txt
  10. fixing up env_cubemap materials on brush sides...
  11. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  13. Processing areas...done (0)
  14. Building Faces...done (0)
  15. FixTjuncs...
  16. PruneNodes...
  17. WriteBSP...
  18. done (0)
  19. writing D:\Downloads\AutoSave\forest.prt...Building visibility clusters...
  20. done (0)
  21. Creating default LDR cubemaps for env_cubemap using skybox materials:
  22. skybox/sky_day02_09*.vmt
  23. ! Run buildcubemaps in the engine to get the correct cube maps.
  24. Creating default HDR cubemaps for env_cubemap using skybox materials:
  25. skybox/sky_day02_09*.vmt
  26. ! Run buildcubemaps in the engine to get the correct cube maps.
  27. Finding displacement neighbors...
  28. Finding lightmap sample positions...
  29. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  30. Building Physics collision data...
  31. done (0) (6481 bytes)
  32. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  33. Compacting texture/material tables...
  34. Reduced 39 texinfos to 20
  35. Reduced 7 texdatas to 7 (157 bytes to 157)
  36. Writing D:\Downloads\AutoSave\forest.bsp
  37. 0 seconds elapsed
  38.  
  39. ** Executing...
  40. ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\bin\vvis.exe"
  41. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" "D:\Downloads\AutoSave\forest"
  42.  
  43. Valve Software - vvis.exe (May 15 2014)
  44. 4 threads
  45. reading d:\downloads\autosave\forest.bsp
  46. reading d:\downloads\autosave\forest.prt
  47. 39 portalclusters
  48. 92 numportals
  49. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  50. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  51. Optimized: 2 visible clusters (0.16%)
  52. Total clusters visible: 1229
  53. Average clusters visible: 31
  54. Building PAS...
  55. Average clusters audible: 39
  56. visdatasize:706 compressed from 624
  57. writing d:\downloads\autosave\forest.bsp
  58. 0 seconds elapsed
  59.  
  60. ** Executing...
  61. ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\bin\vrad.exe"
  62. ** Parameters: -both -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" "D:\Downloads\AutoSave\forest"
  63.  
  64. Valve Software - vrad.exe SSE (May 15 2014)
  65.  
  66. Valve Radiosity Simulator
  67. 4 threads
  68. [Reading texlights from 'lights.rad']
  69. [48 texlights parsed from 'lights.rad']
  70.  
  71. Loading d:\downloads\autosave\forest.bsp
  72. Setting up ray-trace acceleration structure... Done (0.39 seconds)
  73. 159 faces
  74. 103548 square feet [14910980.00 square inches]
  75. 0 Displacements
  76. 0 Square Feet [0.00 Square Inches]
  77. 159 patches before subdivision
  78. 4147 patches after subdivision
  79. 0 direct lights
  80. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  81. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
  82. transfers 83052, max 187
  83. transfer lists: 0.6 megs
  84. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  85. Bounce #1 added RGB(0, 0, 0)
  86. Build Patch/Sample Hash Table(s).....Done<0.0026 sec>
  87. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
  88. FinalLightFace Done
  89. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  90. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  91. Writing leaf ambient...done
  92. Ready to Finish
  93.  
  94. Object names Objects/Maxobjs Memory / Maxmem Fullness
  95. ------------ --------------- --------------- --------
  96. models 1/1024 48/49152 ( 0.1%)
  97. brushes 19/8192 228/98304 ( 0.2%)
  98. brushsides 128/65536 1024/524288 ( 0.2%)
  99. planes 126/65536 2520/1310720 ( 0.2%)
  100. vertexes 256/65536 3072/786432 ( 0.4%)
  101. nodes 123/65536 3936/2097152 ( 0.2%)
  102. texinfos 20/12288 1440/884736 ( 0.2%)
  103. texdata 7/2048 224/65536 ( 0.3%)
  104. dispinfos 0/0 0/0 ( 0.0%)
  105. disp_verts 0/0 0/0 ( 0.0%)
  106. disp_tris 0/0 0/0 ( 0.0%)
  107. disp_lmsamples 0/0 0/0 ( 0.0%)
  108. faces 159/65536 8904/3670016 ( 0.2%)
  109. hdr faces 0/65536 0/3670016 ( 0.0%)
  110. origfaces 40/65536 2240/3670016 ( 0.1%)
  111. leaves 125/65536 4000/2097152 ( 0.2%)
  112. leaffaces 163/65536 326/131072 ( 0.2%)
  113. leafbrushes 85/65536 170/131072 ( 0.1%)
  114. areas 3/256 24/2048 ( 1.2%)
  115. surfedges 891/512000 3564/2048000 ( 0.2%)
  116. edges 509/256000 2036/1024000 ( 0.2%)
  117. LDR worldlights 0/8192 0/720896 ( 0.0%)
  118. HDR worldlights 0/8192 0/720896 ( 0.0%)
  119. leafwaterdata 0/32768 0/393216 ( 0.0%)
  120. waterstrips 14/32768 140/327680 ( 0.0%)
  121. waterverts 0/65536 0/786432 ( 0.0%)
  122. waterindices 291/65536 582/131072 ( 0.4%)
  123. cubemapsamples 0/1024 0/16384 ( 0.0%)
  124. overlays 0/512 0/180224 ( 0.0%)
  125. LDR lightdata [variable] 357092/0 ( 0.0%)
  126. HDR lightdata [variable] 0/0 ( 0.0%)
  127. visdata [variable] 706/16777216 ( 0.0%)
  128. entdata [variable] 1026/393216 ( 0.3%)
  129. LDR ambient table 125/65536 500/262144 ( 0.2%)
  130. HDR ambient table 125/65536 500/262144 ( 0.2%)
  131. LDR leaf ambient 39/65536 1092/1835008 ( 0.1%)
  132. HDR leaf ambient 125/65536 3500/1835008 ( 0.2%)
  133. occluders 0/0 0/0 ( 0.0%)
  134. occluder polygons 0/0 0/0 ( 0.0%)
  135. occluder vert ind 0/0 0/0 ( 0.0%)
  136. detail props [variable] 1/12 ( 8.3%)
  137. static props [variable] 1/8246 ( 0.0%)
  138. pakfile [variable] 86734/0 ( 0.0%)
  139. physics [variable] 6481/4194304 ( 0.2%)
  140. physics terrain [variable] 2/1048576 ( 0.0%)
  141.  
  142. Level flags = 0
  143.  
  144. Total triangle count: 417
  145. Writing d:\downloads\autosave\forest.bsp
  146. 1 second elapsed
  147. Valve Software - vrad.exe SSE (May 15 2014)
  148.  
  149. Valve Radiosity Simulator
  150. 4 threads
  151. [Reading texlights from 'lights.rad']
  152. [48 texlights parsed from 'lights.rad']
  153.  
  154. Loading d:\downloads\autosave\forest.bsp
  155. Setting up ray-trace acceleration structure... Done (0.39 seconds)
  156. 159 faces
  157. 103548 square feet [14910980.00 square inches]
  158. 0 Displacements
  159. 0 Square Feet [0.00 Square Inches]
  160. 159 patches before subdivision
  161. 4147 patches after subdivision
  162. 0 direct lights
  163. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  164. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
  165. transfers 83052, max 187
  166. transfer lists: 0.6 megs
  167. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  168. Bounce #1 added RGB(0, 0, 0)
  169. Build Patch/Sample Hash Table(s).....Done<0.0027 sec>
  170. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
  171. FinalLightFace Done
  172. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  173. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  174. Writing leaf ambient...done
  175. Ready to Finish
  176.  
  177. Object names Objects/Maxobjs Memory / Maxmem Fullness
  178. ------------ --------------- --------------- --------
  179. models 1/1024 48/49152 ( 0.1%)
  180. brushes 19/8192 228/98304 ( 0.2%)
  181. brushsides 128/65536 1024/524288 ( 0.2%)
  182. planes 126/65536 2520/1310720 ( 0.2%)
  183. vertexes 256/65536 3072/786432 ( 0.4%)
  184. nodes 123/65536 3936/2097152 ( 0.2%)
  185. texinfos 20/12288 1440/884736 ( 0.2%)
  186. texdata 7/2048 224/65536 ( 0.3%)
  187. dispinfos 0/0 0/0 ( 0.0%)
  188. disp_verts 0/0 0/0 ( 0.0%)
  189. disp_tris 0/0 0/0 ( 0.0%)
  190. disp_lmsamples 0/0 0/0 ( 0.0%)
  191. faces 159/65536 8904/3670016 ( 0.2%)
  192. hdr faces 159/65536 8904/3670016 ( 0.2%)
  193. origfaces 40/65536 2240/3670016 ( 0.1%)
  194. leaves 125/65536 4000/2097152 ( 0.2%)
  195. leaffaces 163/65536 326/131072 ( 0.2%)
  196. leafbrushes 85/65536 170/131072 ( 0.1%)
  197. areas 3/256 24/2048 ( 1.2%)
  198. surfedges 891/512000 3564/2048000 ( 0.2%)
  199. edges 509/256000 2036/1024000 ( 0.2%)
  200. LDR worldlights 0/8192 0/720896 ( 0.0%)
  201. HDR worldlights 0/8192 0/720896 ( 0.0%)
  202. leafwaterdata 0/32768 0/393216 ( 0.0%)
  203. waterstrips 14/32768 140/327680 ( 0.0%)
  204. waterverts 0/65536 0/786432 ( 0.0%)
  205. waterindices 291/65536 582/131072 ( 0.4%)
  206. cubemapsamples 0/1024 0/16384 ( 0.0%)
  207. overlays 0/512 0/180224 ( 0.0%)
  208. LDR lightdata [variable] 357092/0 ( 0.0%)
  209. HDR lightdata [variable] 357092/0 ( 0.0%)
  210. visdata [variable] 706/16777216 ( 0.0%)
  211. entdata [variable] 1026/393216 ( 0.3%)
  212. LDR ambient table 125/65536 500/262144 ( 0.2%)
  213. HDR ambient table 125/65536 500/262144 ( 0.2%)
  214. LDR leaf ambient 39/65536 1092/1835008 ( 0.1%)
  215. HDR leaf ambient 39/65536 1092/1835008 ( 0.1%)
  216. occluders 0/0 0/0 ( 0.0%)
  217. occluder polygons 0/0 0/0 ( 0.0%)
  218. occluder vert ind 0/0 0/0 ( 0.0%)
  219. detail props [variable] 1/12 ( 8.3%)
  220. static props [variable] 1/8246 ( 0.0%)
  221. pakfile [variable] 86734/0 ( 0.0%)
  222. physics [variable] 6481/4194304 ( 0.2%)
  223. physics terrain [variable] 2/1048576 ( 0.0%)
  224.  
  225. Level flags = 0
  226.  
  227. Total triangle count: 417
  228. Writing d:\downloads\autosave\forest.bsp
  229. 1 second elapsed
  230.  
  231. ** Executing...
  232. ** Command: Copy File
  233. ** Parameters: "D:\Downloads\AutoSave\forest.bsp" "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps\forest.bsp"
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