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  1.  
  2. ** Executing...
  3. ** Command: "E:\STEAM\steamapps\common\KreedzClimbing\bin\vbsp.exe"
  4. ** Parameters: -game "E:\STEAM\steamapps\common\KreedzClimbing\kz" "D:\MAPPING_KZMOD\KZMOD\VMF + BSP\HL MAP\ag_bhop_dungeon\kz_bhop_dungeon.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jun 14 2017)
  7. 8 threads
  8. materialPath: E:\STEAM\steamapps\common\KreedzClimbing\kz\materials
  9. Loading D:\MAPPING_KZMOD\KZMOD\VMF + BSP\HL MAP\ag_bhop_dungeon\kz_bhop_dungeon.vmf
  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:\MAPPING_KZMOD\KZMOD\VMF + BSP\HL MAP\ag_bhop_dungeon\kz_bhop_dungeon.prt...Building visibility clusters...
  20. done (0)
  21. Creating default LDR cubemaps for env_cubemap using skybox materials:
  22. skybox/sky_day01_01*.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_day01_01*.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) (202796 bytes)
  32. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  33. Compacting texture/material tables...
  34. Reduced 1381 texinfos to 1006
  35. Reduced 19 texdatas to 17 (446 bytes to 364)
  36. Writing D:\MAPPING_KZMOD\KZMOD\VMF + BSP\HL MAP\ag_bhop_dungeon\kz_bhop_dungeon.bsp
  37. Wrote ZIP buffer, estimated size 106377, actual size 106029
  38. 0 seconds elapsed
  39.  
  40. ** Executing...
  41. ** Command: "E:\STEAM\steamapps\common\KreedzClimbing\bin\vvis.exe"
  42. ** Parameters: -game "E:\STEAM\steamapps\common\KreedzClimbing\kz" -fast "D:\MAPPING_KZMOD\KZMOD\VMF + BSP\HL MAP\ag_bhop_dungeon\kz_bhop_dungeon"
  43.  
  44. Valve Software - vvis.exe (Jun 14 2017)
  45. fastvis = true
  46. 8 threads
  47. reading d:\mapping_kzmod\kzmod\vmf + bsp\hl map\ag_bhop_dungeon\kz_bhop_dungeon.bsp
  48. reading d:\mapping_kzmod\kzmod\vmf + bsp\hl map\ag_bhop_dungeon\kz_bhop_dungeon.prt
  49. 1328 portalclusters
  50. 4654 numportals
  51. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  52. Optimized: 65305 visible clusters (9.03%)
  53. Total clusters visible: 723359
  54. Average clusters visible: 544
  55. Building PAS...
  56. Average clusters audible: 1134
  57. visdatasize:352852 compressed from 446208
  58. writing d:\mapping_kzmod\kzmod\vmf + bsp\hl map\ag_bhop_dungeon\kz_bhop_dungeon.bsp
  59. 0 seconds elapsed
  60.  
  61. ** Executing...
  62. ** Command: "E:\STEAM\steamapps\common\KreedzClimbing\bin\vrad.exe"
  63. ** Parameters: -both -game "E:\STEAM\steamapps\common\KreedzClimbing\kz" -noextra "D:\MAPPING_KZMOD\KZMOD\VMF + BSP\HL MAP\ag_bhop_dungeon\kz_bhop_dungeon"
  64.  
  65. Valve Software - vrad.exe SSE (Jun 14 2017)
  66.  
  67. Valve Radiosity Simulator
  68. 8 threads
  69. [Reading texlights from 'lights.rad']
  70. [45 texlights parsed from 'lights.rad']
  71.  
  72. Loading d:\mapping_kzmod\kzmod\vmf + bsp\hl map\ag_bhop_dungeon\kz_bhop_dungeon.bsp
  73. Setting up ray-trace acceleration structure... Done (0.16 seconds)
  74. 3870 faces
  75. 1 degenerate faces
  76. 909799 square feet [131011072.00 square inches]
  77. 0 Displacements
  78. 0 Square Feet [0.00 Square Inches]
  79. 3869 patches before subdivision
  80. 100687 patches after subdivision
  81. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  82. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  83. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  84. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  85. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  86. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  87. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  88. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  89. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  90. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  91. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  92. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  93. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  94. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  95. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  96. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  97. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  98. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  99. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  100. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  101. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  102. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  103. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  104. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  105. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  106. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  107. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  108. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  109. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  110. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  111. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  112. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  113. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  114. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  115. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  116. 35 direct lights
  117. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  118. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (8)
  119. transfers 16816229, max 867
  120. transfer lists: 128.3 megs
  121. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  122. Bounce #1 added RGB(121075, 26987, 0)
  123. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  124. Bounce #2 added RGB(22748, 5127, 0)
  125. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  126. Bounce #3 added RGB(4624, 1056, 0)
  127. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  128. Bounce #4 added RGB(964, 224, 0)
  129. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  130. Bounce #5 added RGB(203, 48, 0)
  131. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  132. Bounce #6 added RGB(43, 10, 0)
  133. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  134. Bounce #7 added RGB(9, 2, 0)
  135. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  136. Bounce #8 added RGB(2, 0, 0)
  137. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  138. Bounce #9 added RGB(0, 0, 0)
  139. Build Patch/Sample Hash Table(s).....Done<0.0429 sec>
  140. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
  141. FinalLightFace Done
  142. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  143. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  144. Writing leaf ambient...done
  145. Ready to Finish
  146.  
  147. Object names Objects/Maxobjs Memory / Maxmem Fullness
  148. ------------ --------------- --------------- --------
  149. models 29/1024 1392/49152 ( 2.8%)
  150. brushes 531/8192 6372/98304 ( 6.5%)
  151. brushsides 4660/65536 37280/524288 ( 7.1%)
  152. planes 4296/65536 85920/1310720 ( 6.6%)
  153. vertexes 5418/65536 65016/786432 ( 8.3%)
  154. nodes 2248/65536 71936/2097152 ( 3.4%)
  155. texinfos 1006/12288 72432/884736 ( 8.2%)
  156. texdata 17/2048 544/65536 ( 0.8%)
  157. dispinfos 0/0 0/0 ( 0.0%)
  158. disp_verts 0/0 0/0 ( 0.0%)
  159. disp_tris 0/0 0/0 ( 0.0%)
  160. disp_lmsamples 0/0 0/0 ( 0.0%)
  161. faces 3870/65536 216720/3670016 ( 5.9%)
  162. hdr faces 0/65536 0/3670016 ( 0.0%)
  163. origfaces 1616/65536 90496/3670016 ( 2.5%)
  164. leaves 2278/65536 72896/2097152 ( 3.5%)
  165. leaffaces 5698/65536 11396/131072 ( 8.7%)
  166. leafbrushes 1551/65536 3102/131072 ( 2.4%)
  167. areas 3/256 24/2048 ( 1.2%)
  168. surfedges 25121/512000 100484/2048000 ( 4.9%)
  169. edges 13618/256000 54472/1024000 ( 5.3%)
  170. LDR worldlights 35/8192 3080/720896 ( 0.4%)
  171. HDR worldlights 0/8192 0/720896 ( 0.0%)
  172. leafwaterdata 5/32768 60/393216 ( 0.0%)
  173. waterstrips 462/32768 4620/327680 ( 1.4%)
  174. waterverts 0/65536 0/786432 ( 0.0%)
  175. waterindices 7197/65536 14394/131072 (11.0%)
  176. cubemapsamples 0/1024 0/16384 ( 0.0%)
  177. overlays 0/512 0/180224 ( 0.0%)
  178. LDR lightdata [variable] 2244164/0 ( 0.0%)
  179. HDR lightdata [variable] 0/0 ( 0.0%)
  180. visdata [variable] 352852/16777216 ( 2.1%)
  181. entdata [variable] 23548/393216 ( 6.0%)
  182. LDR ambient table 2278/65536 9112/262144 ( 3.5%)
  183. HDR ambient table 2278/65536 9112/262144 ( 3.5%)
  184. LDR leaf ambient 12698/65536 355544/1835008 (19.4%)
  185. HDR leaf ambient 2278/65536 63784/1835008 ( 3.5%)
  186. occluders 0/0 0/0 ( 0.0%)
  187. occluder polygons 0/0 0/0 ( 0.0%)
  188. occluder vert ind 0/0 0/0 ( 0.0%)
  189. detail props [variable] 1/12 ( 8.3%)
  190. static props [variable] 1/12 ( 8.3%)
  191. pakfile [variable] 106029/0 ( 0.0%)
  192. physics [variable] 202796/4194304 ( 4.8%)
  193. physics terrain [variable] 2/1048576 ( 0.0%)
  194.  
  195. Level flags = 0
  196.  
  197. Total triangle count: 10907
  198. Writing d:\mapping_kzmod\kzmod\vmf + bsp\hl map\ag_bhop_dungeon\kz_bhop_dungeon.bsp
  199. 13 seconds elapsed
  200. Valve Software - vrad.exe SSE (Jun 14 2017)
  201.  
  202. Valve Radiosity Simulator
  203. 8 threads
  204. [Reading texlights from 'lights.rad']
  205. [45 texlights parsed from 'lights.rad']
  206.  
  207. Loading d:\mapping_kzmod\kzmod\vmf + bsp\hl map\ag_bhop_dungeon\kz_bhop_dungeon.bsp
  208. Setting up ray-trace acceleration structure... Done (0.17 seconds)
  209. 3870 faces
  210. 1 degenerate faces
  211. 909799 square feet [131011072.00 square inches]
  212. 0 Displacements
  213. 0 Square Feet [0.00 Square Inches]
  214. 3869 patches before subdivision
  215. 100687 patches after subdivision
  216. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  217. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  218. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  219. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  220. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  221. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  222. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  223. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  224. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  225. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  226. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  227. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  228. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  229. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  230. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  231. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  232. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  233. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  234. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  235. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  236. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  237. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  238. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  239. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  240. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  241. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  242. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  243. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  244. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  245. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  246. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  247. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  248. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  249. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  250. light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
  251. 35 direct lights
  252. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  253. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (8)
  254. transfers 16816229, max 867
  255. transfer lists: 128.3 megs
  256. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  257. Bounce #1 added RGB(624, 139, 26)
  258. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  259. Bounce #2 added RGB(98, 22, 4)
  260. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  261. Bounce #3 added RGB(20, 5, 1)
  262. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  263. Bounce #4 added RGB(4, 1, 0)
  264. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  265. Bounce #5 added RGB(1, 0, 0)
  266. Build Patch/Sample Hash Table(s).....Done<0.0269 sec>
  267. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
  268. FinalLightFace Done
  269. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  270. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  271. Writing leaf ambient...done
  272. Ready to Finish
  273.  
  274. Object names Objects/Maxobjs Memory / Maxmem Fullness
  275. ------------ --------------- --------------- --------
  276. models 29/1024 1392/49152 ( 2.8%)
  277. brushes 531/8192 6372/98304 ( 6.5%)
  278. brushsides 4660/65536 37280/524288 ( 7.1%)
  279. planes 4296/65536 85920/1310720 ( 6.6%)
  280. vertexes 5418/65536 65016/786432 ( 8.3%)
  281. nodes 2248/65536 71936/2097152 ( 3.4%)
  282. texinfos 1006/12288 72432/884736 ( 8.2%)
  283. texdata 17/2048 544/65536 ( 0.8%)
  284. dispinfos 0/0 0/0 ( 0.0%)
  285. disp_verts 0/0 0/0 ( 0.0%)
  286. disp_tris 0/0 0/0 ( 0.0%)
  287. disp_lmsamples 0/0 0/0 ( 0.0%)
  288. faces 3870/65536 216720/3670016 ( 5.9%)
  289. hdr faces 3870/65536 216720/3670016 ( 5.9%)
  290. origfaces 1616/65536 90496/3670016 ( 2.5%)
  291. leaves 2278/65536 72896/2097152 ( 3.5%)
  292. leaffaces 5698/65536 11396/131072 ( 8.7%)
  293. leafbrushes 1551/65536 3102/131072 ( 2.4%)
  294. areas 3/256 24/2048 ( 1.2%)
  295. surfedges 25121/512000 100484/2048000 ( 4.9%)
  296. edges 13618/256000 54472/1024000 ( 5.3%)
  297. LDR worldlights 35/8192 3080/720896 ( 0.4%)
  298. HDR worldlights 35/8192 3080/720896 ( 0.4%)
  299. leafwaterdata 5/32768 60/393216 ( 0.0%)
  300. waterstrips 462/32768 4620/327680 ( 1.4%)
  301. waterverts 0/65536 0/786432 ( 0.0%)
  302. waterindices 7197/65536 14394/131072 (11.0%)
  303. cubemapsamples 0/1024 0/16384 ( 0.0%)
  304. overlays 0/512 0/180224 ( 0.0%)
  305. LDR lightdata [variable] 2244164/0 ( 0.0%)
  306. HDR lightdata [variable] 2244164/0 ( 0.0%)
  307. visdata [variable] 352852/16777216 ( 2.1%)
  308. entdata [variable] 23548/393216 ( 6.0%)
  309. LDR ambient table 2278/65536 9112/262144 ( 3.5%)
  310. HDR ambient table 2278/65536 9112/262144 ( 3.5%)
  311. LDR leaf ambient 12698/65536 355544/1835008 (19.4%)
  312. HDR leaf ambient 1995/65536 55860/1835008 ( 3.0%)
  313. occluders 0/0 0/0 ( 0.0%)
  314. occluder polygons 0/0 0/0 ( 0.0%)
  315. occluder vert ind 0/0 0/0 ( 0.0%)
  316. detail props [variable] 1/12 ( 8.3%)
  317. static props [variable] 1/12 ( 8.3%)
  318. pakfile [variable] 106029/0 ( 0.0%)
  319. physics [variable] 202796/4194304 ( 4.8%)
  320. physics terrain [variable] 2/1048576 ( 0.0%)
  321.  
  322. Level flags = 0
  323.  
  324. Total triangle count: 10907
  325. Writing d:\mapping_kzmod\kzmod\vmf + bsp\hl map\ag_bhop_dungeon\kz_bhop_dungeon.bsp
  326. 12 seconds elapsed
  327.  
  328. ** Executing...
  329. ** Command: Copy File
  330. ** Parameters: "D:\MAPPING_KZMOD\KZMOD\VMF + BSP\HL MAP\ag_bhop_dungeon\kz_bhop_dungeon.bsp" "E:\STEAM\steamapps\common\KreedzClimbing\kz\maps\kz_bhop_dungeon.bsp"
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