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- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vbsp.exe"
- ** 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"
- Valve Software - vbsp.exe (Jun 14 2017)
- 4 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\materials
- Loading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Patching WVT material: maps/dm_basebunker_v1/nature/blenddirtmud01_wvt_patch
- Patching WVT material: maps/dm_basebunker_v1/nature/blenddirtmud02a_wvt_patch
- Patching WVT material: maps/dm_basebunker_v1/bunker_blend/blend_grass_01_wvt_patch
- Patching WVT material: maps/dm_basebunker_v1/bunker_blend/blend_grass_02_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (2)
- Find Visible Detail Sides...
- Merged 4354 detail faces...done (6)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (2)
- writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/cruel_night_ovl_hq*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/cruel_night_ovl_hq*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
- done (1) (7469859 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 17378 texinfos to 10532
- Reduced 1305 texdatas to 1153 (81256 bytes to 72884)
- Writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
- Wrote ZIP buffer, estimated size 21161398, actual size 20984304
- 42 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vvis.exe"
- ** 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"
- Valve Software - vvis.exe (Jun 14 2017)
- 4 threads
- reading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
- reading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.prt
- 1154 portalclusters
- 2502 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (8)
- Optimized: 367 visible clusters (0.16%)
- Total clusters visible: 232245
- Average clusters visible: 201
- Building PAS...
- Average clusters audible: 362
- visdatasize:149482 compressed from 350816
- writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
- 8 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vrad.exe"
- ** 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"
- Valve Software - vrad.exe SSE (Jun 14 2017)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
- Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf
- Loaded alpha texture materials\models\Cliffs\ferns01.vtf
- Loaded alpha texture materials\models\props_foliage\rocks_vegetation.vtf
- Loaded alpha texture materials\models\props_forest\fern01.vtf
- Loaded alpha texture materials\models\props_foliage\arbre01.vtf
- Loaded alpha texture materials\models\props_foliage\arbre01.vtf
- Loaded alpha texture materials\Models\props_forest\fence_chicken_alpha.vtf
- Setting up ray-trace acceleration structure... Done (49.47 seconds)
- 21779 faces
- 17 degenerate faces
- 1281321 square feet [184510240.00 square inches]
- 344 Displacements
- 222773 Square Feet [32079428.00 Square Inches]
- 21762 patches before subdivision
- 435396 patches after subdivision
- 428 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (192)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (178)
- transfers 71816269, max 1808
- transfer lists: 547.9 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
- Bounce #1 added RGB(932073, 360521, 105786)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #2 added RGB(183975, 72605, 18365)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #3 added RGB(29216, 11604, 2611)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #4 added RGB(6033, 2558, 516)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #5 added RGB(1252, 543, 100)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(296, 138, 23)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(76, 36, 5)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(20, 10, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #9 added RGB(6, 3, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #10 added RGB(2, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #11 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<2.6596 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (43)
- FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 2 of 2 (100% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
- Writing leaf ambient...done
- Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (151)
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 40/1024 1920/49152 ( 3.9%)
- brushes 6728/8192 80736/98304 (82.1%) VERY FULL!
- brushsides 58231/65536 465848/524288 (88.9%) VERY FULL!
- planes 38098/65536 761960/1310720 (58.1%)
- vertexes 37118/65536 445416/786432 (56.6%)
- nodes 3293/65536 105376/2097152 ( 5.0%)
- texinfos 10532/12288 758304/884736 (85.7%) VERY FULL!
- texdata 1153/2048 36896/65536 (56.3%)
- dispinfos 344/0 60544/0 ( 0.0%)
- disp_verts 27840/0 556800/0 ( 0.0%)
- disp_tris 44320/0 88640/0 ( 0.0%)
- disp_lmsamples 68457/0 68457/0 ( 0.0%)
- faces 21779/65536 1219624/3670016 (33.2%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 16873/65536 944888/3670016 (25.7%)
- leaves 3334/65536 106688/2097152 ( 5.1%)
- leaffaces 28265/65536 56530/131072 (43.1%)
- leafbrushes 13027/65536 26054/131072 (19.9%)
- areas 35/256 280/2048 (13.7%)
- surfedges 175364/512000 701456/2048000 (34.3%)
- edges 109622/256000 438488/1024000 (42.8%)
- LDR worldlights 428/8192 37664/720896 ( 5.2%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 6/32768 72/393216 ( 0.0%)
- waterstrips 2372/32768 23720/327680 ( 7.2%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 52134/65536 104268/131072 (79.6%)
- cubemapsamples 195/1024 3120/16384 (19.0%)
- overlays 478/512 168256/180224 (93.4%) VERY FULL!
- LDR lightdata [variable] 39350772/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 149482/16777216 ( 0.9%)
- entdata [variable] 477958/393216 (121.6%) VERY FULL!
- LDR ambient table 3334/65536 13336/262144 ( 5.1%)
- HDR ambient table 3334/65536 13336/262144 ( 5.1%)
- LDR leaf ambient 15513/65536 434364/1835008 (23.7%)
- HDR leaf ambient 3334/65536 93352/1835008 ( 5.1%)
- occluders 9/0 360/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/962384 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/300080 ( 0.0%)
- pakfile [variable] 36545340/0 ( 0.0%)
- physics [variable] 7469859/4194304 (178.1%) VERY FULL!
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 1
- Total triangle count: 63378
- Writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
- 11 minutes, 6 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** 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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