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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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