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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1"
  5.  
  6. Valve Software - vbsp.exe (Jun 14 2017)
  7. 4 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\materials
  9. Loading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Patching WVT material: maps/dm_basebunker_v1/nature/blenddirtmud01_wvt_patch
  12. Patching WVT material: maps/dm_basebunker_v1/nature/blenddirtmud02a_wvt_patch
  13. Patching WVT material: maps/dm_basebunker_v1/bunker_blend/blend_grass_01_wvt_patch
  14. Patching WVT material: maps/dm_basebunker_v1/bunker_blend/blend_grass_02_wvt_patch
  15. fixing up env_cubemap materials on brush sides...
  16. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  17. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  18. Processing areas...done (0)
  19. Building Faces...done (0)
  20. Chop Details...done (2)
  21. Find Visible Detail Sides...
  22. Merged 4354 detail faces...done (6)
  23. Merging details...done (0)
  24. FixTjuncs...
  25. PruneNodes...
  26. WriteBSP...
  27. done (2)
  28. writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.prt...Building visibility clusters...
  29. done (0)
  30. Creating default LDR cubemaps for env_cubemap using skybox materials:
  31. skybox/cruel_night_ovl_hq*.vmt
  32. ! Run buildcubemaps in the engine to get the correct cube maps.
  33. Creating default HDR cubemaps for env_cubemap using skybox materials:
  34. skybox/cruel_night_ovl_hq*.vmt
  35. ! Run buildcubemaps in the engine to get the correct cube maps.
  36. Finding displacement neighbors...
  37. Finding lightmap sample positions...
  38. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  39. Building Physics collision data...
  40. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  41. done (1) (7469859 bytes)
  42. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  43. Compacting texture/material tables...
  44. Reduced 17378 texinfos to 10532
  45. Reduced 1305 texdatas to 1153 (81256 bytes to 72884)
  46. Writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
  47. Wrote ZIP buffer, estimated size 21161398, actual size 20984304
  48. 42 seconds elapsed
  49.  
  50. ** Executing...
  51. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vvis.exe"
  52. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1"
  53.  
  54. Valve Software - vvis.exe (Jun 14 2017)
  55. 4 threads
  56. reading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
  57. reading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.prt
  58. 1154 portalclusters
  59. 2502 numportals
  60. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  61. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (8)
  62. Optimized: 367 visible clusters (0.16%)
  63. Total clusters visible: 232245
  64. Average clusters visible: 201
  65. Building PAS...
  66. Average clusters audible: 362
  67. visdatasize:149482 compressed from 350816
  68. writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
  69. 8 seconds elapsed
  70.  
  71. ** Executing...
  72. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vrad.exe"
  73. ** Parameters: -textureshadows -StaticPropLighting -StaticPropPolys -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1"
  74.  
  75. Valve Software - vrad.exe SSE (Jun 14 2017)
  76.  
  77. Valve Radiosity Simulator
  78. 4 threads
  79. [Reading texlights from 'lights.rad']
  80. [48 texlights parsed from 'lights.rad']
  81.  
  82. Loading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
  83. Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf
  84. Loaded alpha texture materials\models\Cliffs\ferns01.vtf
  85. Loaded alpha texture materials\models\props_foliage\rocks_vegetation.vtf
  86. Loaded alpha texture materials\models\props_forest\fern01.vtf
  87. Loaded alpha texture materials\models\props_foliage\arbre01.vtf
  88. Loaded alpha texture materials\models\props_foliage\arbre01.vtf
  89. Loaded alpha texture materials\Models\props_forest\fence_chicken_alpha.vtf
  90. Setting up ray-trace acceleration structure... Done (49.47 seconds)
  91. 21779 faces
  92. 17 degenerate faces
  93. 1281321 square feet [184510240.00 square inches]
  94. 344 Displacements
  95. 222773 Square Feet [32079428.00 Square Inches]
  96. 21762 patches before subdivision
  97. 435396 patches after subdivision
  98. 428 direct lights
  99. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (192)
  100. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (178)
  101. transfers 71816269, max 1808
  102. transfer lists: 547.9 megs
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
  104. Bounce #1 added RGB(932073, 360521, 105786)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  106. Bounce #2 added RGB(183975, 72605, 18365)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  108. Bounce #3 added RGB(29216, 11604, 2611)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  110. Bounce #4 added RGB(6033, 2558, 516)
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  112. Bounce #5 added RGB(1252, 543, 100)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  114. Bounce #6 added RGB(296, 138, 23)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  116. Bounce #7 added RGB(76, 36, 5)
  117. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  118. Bounce #8 added RGB(20, 10, 1)
  119. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  120. Bounce #9 added RGB(6, 3, 0)
  121. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  122. Bounce #10 added RGB(2, 1, 0)
  123. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  124. Bounce #11 added RGB(1, 0, 0)
  125. Build Patch/Sample Hash Table(s).....Done<2.6596 sec>
  126. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (43)
  127. FinalLightFace Done
  128. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  129. 2 of 2 (100% of) surface lights went in leaf ambient cubes.
  130. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
  131. Writing leaf ambient...done
  132. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (151)
  133.  
  134. Ready to Finish
  135.  
  136. Object names Objects/Maxobjs Memory / Maxmem Fullness
  137. ------------ --------------- --------------- --------
  138. models 40/1024 1920/49152 ( 3.9%)
  139. brushes 6728/8192 80736/98304 (82.1%) VERY FULL!
  140. brushsides 58231/65536 465848/524288 (88.9%) VERY FULL!
  141. planes 38098/65536 761960/1310720 (58.1%)
  142. vertexes 37118/65536 445416/786432 (56.6%)
  143. nodes 3293/65536 105376/2097152 ( 5.0%)
  144. texinfos 10532/12288 758304/884736 (85.7%) VERY FULL!
  145. texdata 1153/2048 36896/65536 (56.3%)
  146. dispinfos 344/0 60544/0 ( 0.0%)
  147. disp_verts 27840/0 556800/0 ( 0.0%)
  148. disp_tris 44320/0 88640/0 ( 0.0%)
  149. disp_lmsamples 68457/0 68457/0 ( 0.0%)
  150. faces 21779/65536 1219624/3670016 (33.2%)
  151. hdr faces 0/65536 0/3670016 ( 0.0%)
  152. origfaces 16873/65536 944888/3670016 (25.7%)
  153. leaves 3334/65536 106688/2097152 ( 5.1%)
  154. leaffaces 28265/65536 56530/131072 (43.1%)
  155. leafbrushes 13027/65536 26054/131072 (19.9%)
  156. areas 35/256 280/2048 (13.7%)
  157. surfedges 175364/512000 701456/2048000 (34.3%)
  158. edges 109622/256000 438488/1024000 (42.8%)
  159. LDR worldlights 428/8192 37664/720896 ( 5.2%)
  160. HDR worldlights 0/8192 0/720896 ( 0.0%)
  161. leafwaterdata 6/32768 72/393216 ( 0.0%)
  162. waterstrips 2372/32768 23720/327680 ( 7.2%)
  163. waterverts 0/65536 0/786432 ( 0.0%)
  164. waterindices 52134/65536 104268/131072 (79.6%)
  165. cubemapsamples 195/1024 3120/16384 (19.0%)
  166. overlays 478/512 168256/180224 (93.4%) VERY FULL!
  167. LDR lightdata [variable] 39350772/0 ( 0.0%)
  168. HDR lightdata [variable] 0/0 ( 0.0%)
  169. visdata [variable] 149482/16777216 ( 0.9%)
  170. entdata [variable] 477958/393216 (121.6%) VERY FULL!
  171. LDR ambient table 3334/65536 13336/262144 ( 5.1%)
  172. HDR ambient table 3334/65536 13336/262144 ( 5.1%)
  173. LDR leaf ambient 15513/65536 434364/1835008 (23.7%)
  174. HDR leaf ambient 3334/65536 93352/1835008 ( 5.1%)
  175. occluders 9/0 360/0 ( 0.0%)
  176. occluder polygons 0/0 0/0 ( 0.0%)
  177. occluder vert ind 0/0 0/0 ( 0.0%)
  178. detail props [variable] 1/962384 ( 0.0%)
  179. dtl prp lght [variable] 1/4 (25.0%)
  180. HDR dtl prp lght [variable] 1/4 (25.0%)
  181. static props [variable] 1/300080 ( 0.0%)
  182. pakfile [variable] 36545340/0 ( 0.0%)
  183. physics [variable] 7469859/4194304 (178.1%) VERY FULL!
  184. physics terrain [variable] 0/1048576 ( 0.0%)
  185.  
  186. Level flags = 1
  187.  
  188. Total triangle count: 63378
  189. Writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
  190. 11 minutes, 6 seconds elapsed
  191.  
  192. ** Executing...
  193. ** Command: Copy File
  194. ** Parameters: "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\dm_basebunker_v1.bsp"
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