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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_desert.vmf"
  5.  
  6. Valve Software - vbsp.exe (Nov 10 2016)
  7. 3 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
  9. Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_desert.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  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. Chop Details...done (0)
  17. Find Visible Detail Sides...done (0)
  18. Merging details...done (0)
  19. FixTjuncs...
  20. PruneNodes...
  21. WriteBSP...
  22. done (1)
  23. writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_desert.prt...Building visibility clusters...
  24. done (0)
  25. *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
  26. Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
  27. *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
  28. Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
  29. Finding displacement neighbors...
  30. Found a displacement edge abutting multiple other edges.
  31. Warning: overflowed 10 displacement corner-neighbor lists.Finding lightmap sample positions...
  32. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  33. Building Physics collision data...
  34. done (0) (250250 bytes)
  35. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  36. Water found with no water_lod_control entity, creating a default one.
  37. Compacting texture/material tables...
  38. Reduced 339 texinfos to 169
  39. Reduced 44 texdatas to 38 (1262 bytes to 1032)
  40. Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_desert.bsp
  41. Wrote ZIP buffer, estimated size 2936, actual size 2186
  42. 5 seconds elapsed
  43.  
  44. ** Executing...
  45. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
  46. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_desert"
  47.  
  48. Valve Software - vvis.exe (Nov  2 2016)
  49. 3 threads
  50. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_desert.bsp
  51. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_desert.prt
  52.    1 portalclusters
  53.    0 numportals
  54. BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
  55. PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
  56. Optimized: 0 visible clusters (0.00%)
  57. Total clusters visible: 1
  58. Average clusters visible: 1
  59. Building PAS...
  60. Average clusters audible: 1
  61. visdatasize:14  compressed from 16
  62. writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_desert.bsp
  63. 0 seconds elapsed
  64.  
  65. ** Executing...
  66. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
  67. ** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_desert"
  68.  
  69. Valve Software - vrad.exe SSE (Nov  2 2016)
  70.  
  71.       Valve Radiosity Simulator    
  72. 3 threads
  73. [Reading texlights from 'lights.rad']
  74. unknown light specifier type - lights
  75.  
  76. [56 texlights parsed from 'lights.rad']
  77.  
  78. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_desert.bsp
  79. Setting up ray-trace acceleration structure... Done (2.54 seconds)
  80. 2577 faces
  81. 858458 square feet [123618000.00 square inches]
  82. 42 Displacements
  83. 4816 Square Feet [693593.69 Square Inches]
  84. 2577 patches before subdivision
  85. zero area child patch
  86. zero area child patch
  87. zero area child patch
  88. zero area child patch
  89. 42287 patches after subdivision
  90. sun extent from map=0.087156
  91. 27 direct lights
  92. BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (34)
  93. BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (39)
  94. transfers 2755695, max 548
  95. transfer lists:  21.0 megs
  96. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  97.     Bounce #1 added RGB(299876, 166453, 89418)
  98. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  99.     Bounce #2 added RGB(51908, 23808, 11493)
  100. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  101.     Bounce #3 added RGB(14962, 5090, 2091)
  102. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  103.     Bounce #4 added RGB(5171, 1401, 498)
  104. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  105.     Bounce #5 added RGB(1869, 395, 123)
  106. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  107.     Bounce #6 added RGB(718, 122, 33)
  108. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  109.     Bounce #7 added RGB(277, 38, 9)
  110. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  111.     Bounce #8 added RGB(110, 12, 3)
  112. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  113.     Bounce #9 added RGB(44, 4, 1)
  114. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  115.     Bounce #10 added RGB(18, 1, 0)
  116. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  117.     Bounce #11 added RGB(7, 0, 0)
  118. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  119.     Bounce #12 added RGB(3, 0, 0)
  120. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  121.     Bounce #13 added RGB(1, 0, 0)
  122. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  123.     Bounce #14 added RGB(1, 0, 0)
  124. Build Patch/Sample Hash Table(s).....Done<0.0461 sec>
  125. FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
  126. FinalLightFace Done
  127. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  128. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7)
  129. Writing leaf ambient...done
  130. Ready to Finish
  131.  
  132. Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
  133. ------------       ---------------  ---------------  --------
  134. models                  36/1024         1728/49152    ( 3.5%)
  135. brushes                674/8192         8088/98304    ( 8.2%)
  136. brushsides            7660/65536       61280/524288   (11.7%)
  137. planes                9144/65536      182880/1310720  (14.0%)
  138. vertexes              4118/65536       49416/786432   ( 6.3%)
  139. nodes                 1763/65536       56416/2097152  ( 2.7%)
  140. texinfos               169/12288       12168/884736   ( 1.4%)
  141. texdata                 38/2048         1216/65536    ( 1.9%)
  142. dispinfos               42/0            7392/0        ( 0.0%)
  143. disp_verts            3402/0           68040/0        ( 0.0%)
  144. disp_tris             5376/0           10752/0        ( 0.0%)
  145. disp_lmsamples       16624/0           16624/0        ( 0.0%)
  146. faces                 2577/65536      144312/3670016  ( 3.9%)
  147. hdr faces                0/65536           0/3670016  ( 0.0%)
  148. origfaces             1478/65536       82768/3670016  ( 2.3%)
  149. leaves                1800/65536       57600/2097152  ( 2.7%)
  150. leaffaces             2835/65536        5670/131072   ( 4.3%)
  151. leafbrushes           1576/65536        3152/131072   ( 2.4%)
  152. areas                    2/256            16/2048     ( 0.8%)
  153. surfedges            18254/512000      73016/2048000  ( 3.6%)
  154. edges                10520/256000      42080/1024000  ( 4.1%)
  155. LDR worldlights         27/8192         2376/720896   ( 0.3%)
  156. HDR worldlights          0/8192            0/720896   ( 0.0%)
  157. leafwaterdata            2/32768          24/393216   ( 0.0%)
  158. waterstrips            262/32768        2620/327680   ( 0.8%)
  159. waterverts               0/65536           0/786432   ( 0.0%)
  160. waterindices          4212/65536        8424/131072   ( 6.4%)
  161. cubemapsamples           2/1024           32/16384    ( 0.2%)
  162. overlays                 0/512             0/180224   ( 0.0%)
  163. LDR lightdata         [variable]     2000076/0        ( 0.0%)
  164. HDR lightdata         [variable]           0/0        ( 0.0%)
  165. visdata               [variable]          14/16777216 ( 0.0%)
  166. entdata               [variable]       37149/393216   ( 9.4%)
  167. LDR ambient table     1800/65536        7200/262144   ( 2.7%)
  168. HDR ambient table     1800/65536        7200/262144   ( 2.7%)
  169. LDR leaf ambient      8525/65536      238700/1835008  (13.0%)
  170. HDR leaf ambient      1800/65536       50400/1835008  ( 2.7%)
  171. occluders                0/0               0/0        ( 0.0%)
  172. occluder polygons        0/0               0/0        ( 0.0%)
  173. occluder vert ind        0/0               0/0        ( 0.0%)
  174. detail props          [variable]           1/12       ( 8.3%)
  175. static props          [variable]           1/34492    ( 0.0%)
  176. pakfile               [variable]        2186/0        ( 0.0%)
  177. physics               [variable]      250250/4194304  ( 6.0%)
  178. physics terrain       [variable]       15248/1048576  ( 1.5%)
  179.  
  180. Level flags = 0
  181.  
  182. Total triangle count: 7200
  183. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_desert.bsp
  184. 1 minute, 33 seconds elapsed
  185.  
  186. ** Executing...
  187. ** Command: Copy File
  188. ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_desert.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_desert.bsp"
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