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  1.  
  2. ** Executing...
  3. ** Command: "f:\steam\steamapps\orkal3\sourcesdk\bin\orangebox\bin\vbsp.exe"
  4. ** Parameters: -game "f:\steam\steamapps\orkal3\half-life 2 episode two\ep2" "F:\HL2 Maps\necropolisrp\necro_dev_5d"
  5.  
  6. Valve Software - vbsp.exe (May 19 2009)
  7. 2 threads
  8. materialPath: f:\steam\steamapps\orkal3\half-life 2 episode two\ep2\materials
  9. Loading F:\HL2 Maps\necropolisrp\necro_dev_5d.vmf
  10. Can't find surfaceprop asphalt for material CONCRETE/ROAD01, using default
  11. Can't find surfaceprop wet for material CONCRETE/URBAN_SIDEWALK_01A, using default
  12. Can't find surfaceprop asphalt for material CONCRETE/MAINSTREET_ROAD01C, using default
  13. Can't find surfaceprop wet for material CONCRETE/URBAN_SIDEWALK_02A, using default
  14. Patching WVT material: maps/necro_dev_5d/nature/blendgrassdirt03_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 (1)
  17. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  18. Processing areas...done (0)
  19. Building Faces...done (0)
  20. Chop Details...done (0)
  21. Find Visible Detail Sides...
  22. Merged 226 detail faces...done (0)
  23. Merging details...done (0)
  24. FixTjuncs...
  25. PruneNodes...
  26. WriteBSP...
  27. done (1)
  28. writing F:\HL2 Maps\necropolisrp\necro_dev_5d.prt...Building visibility clusters...
  29. done (0)
  30. Creating default LDR cubemaps for env_cubemap using skybox materials:
  31. skybox/sky_day03_06*.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/sky_day03_06*.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. Can't find surfaceprop asphalt for material concrete/roadcrosswalk_overlay, using default
  40. Can't find surfaceprop asphalt for material concrete/roadcrosswalk, using default
  41. Building Physics collision data...
  42. done (0) (428750 bytes)
  43. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  44. Compacting texture/material tables...
  45. Reduced 917 texinfos to 541
  46. Reduced 292 texdatas to 228 (12015 bytes to 9621)
  47. Writing F:\HL2 Maps\necropolisrp\necro_dev_5d.bsp
  48. 7 seconds elapsed
  49.  
  50. ** Executing...
  51. ** Command: "f:\steam\steamapps\orkal3\sourcesdk\bin\orangebox\bin\vvis.exe"
  52. ** Parameters: -game "f:\steam\steamapps\orkal3\half-life 2 episode two\ep2" "F:\HL2 Maps\necropolisrp\necro_dev_5d"
  53.  
  54. Valve Software - vvis.exe (May 19 2009)
  55. 2 threads
  56. reading f:\hl2 maps\necropolisrp\necro_dev_5d.bsp
  57. reading f:\hl2 maps\necropolisrp\necro_dev_5d.prt
  58. 647 portalclusters
  59. 1737 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 (89)
  62. Optimized: 460 visible clusters (0.00%)
  63. Total clusters visible: 182185
  64. Average clusters visible: 281
  65. Building PAS...
  66. Average clusters audible: 622
  67. visdatasize:103637 compressed from 113872
  68. writing f:\hl2 maps\necropolisrp\necro_dev_5d.bsp
  69. 1 minute, 29 seconds elapsed
  70.  
  71. ** Executing...
  72. ** Command: "f:\steam\steamapps\orkal3\sourcesdk\bin\orangebox\bin\vrad.exe"
  73. ** Parameters: -game "f:\steam\steamapps\orkal3\half-life 2 episode two\ep2" "F:\HL2 Maps\necropolisrp\necro_dev_5d"
  74.  
  75. Valve Software - vrad.exe SSE (May 19 2009)
  76.  
  77. Valve Radiosity Simulator
  78. 2 threads
  79. [Reading texlights from 'lights.rad']
  80. [48 texlights parsed from 'lights.rad']
  81.  
  82. Loading f:\hl2 maps\necropolisrp\necro_dev_5d.bsp
  83. Error! Invalid VTX file checksum: 1482295646, expected -53978803 "models/props_trainstation/trashcan_indoor001b.dx80.vtx"
  84. Error! Invalid VTX file checksum: 349266396, expected -1368734259 "models/props_c17/light_domelight02_off.dx80.vtx"
  85. Setting up ray-trace acceleration structure... Done (2.24 seconds)
  86. 3841 faces
  87. 1466420 square feet [211164480.00 square inches]
  88. 7 Displacements
  89. 4855 Square Feet [699217.19 Square Inches]
  90. 3841 patches before subdivision
  91. 44359 patches after subdivision
  92. 49 direct lights
  93. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (16)
  94. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25)
  95. transfers 4581101, max 1077
  96. transfer lists: 35.0 megs
  97. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  98. Bounce #1 added RGB(81531, 46580, 7686)
  99. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  100. Bounce #2 added RGB(15117, 9829, 954)
  101. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  102. Bounce #3 added RGB(3456, 2497, 164)
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Bounce #4 added RGB(946, 703, 31)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  106. Bounce #5 added RGB(289, 211, 7)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  108. Bounce #6 added RGB(95, 67, 1)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  110. Bounce #7 added RGB(33, 22, 0)
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  112. Bounce #8 added RGB(12, 7, 0)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  114. Bounce #9 added RGB(4, 3, 0)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  116. Bounce #10 added RGB(2, 1, 0)
  117. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  118. Bounce #11 added RGB(1, 0, 0)
  119. Build Patch/Sample Hash Table(s).....Done<0.0270 sec>
  120. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
  121. FinalLightFace Done
  122. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  123. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  124. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (13)
  125. Writing leaf ambient...done
  126. Ready to Finish
  127.  
  128. Object names Objects/Maxobjs Memory / Maxmem Fullness
  129. ------------ --------------- --------------- --------
  130. models 2/1024 96/49152 ( 0.2%)
  131. brushes 1227/8192 14724/98304 (15.0%)
  132. brushsides 8833/65536 70664/524288 (13.5%)
  133. planes 3284/65536 65680/1310720 ( 5.0%)
  134. vertexes 7035/65536 84420/786432 (10.7%)
  135. nodes 1366/65536 43712/2097152 ( 2.1%)
  136. texinfos 541/12288 38952/884736 ( 4.4%)
  137. texdata 228/2048 7296/65536 (11.1%)
  138. dispinfos 7/0 1232/0 ( 0.0%)
  139. disp_verts 567/0 11340/0 ( 0.0%)
  140. disp_tris 896/0 1792/0 ( 0.0%)
  141. disp_lmsamples 14012/0 14012/0 ( 0.0%)
  142. faces 3841/65536 215096/3670016 ( 5.9%)
  143. hdr faces 0/65536 0/3670016 ( 0.0%)
  144. origfaces 2632/65536 147392/3670016 ( 4.0%)
  145. leaves 1369/65536 43808/2097152 ( 2.1%)
  146. leaffaces 4372/65536 8744/131072 ( 6.7%)
  147. leafbrushes 2153/65536 4306/131072 ( 3.3%)
  148. areas 16/256 128/2048 ( 6.3%)
  149. surfedges 29451/512000 117804/2048000 ( 5.8%)
  150. edges 19274/256000 77096/1024000 ( 7.5%)
  151. LDR worldlights 49/8192 4312/720896 ( 0.6%)
  152. HDR worldlights 0/8192 0/720896 ( 0.0%)
  153. leafwaterdata 0/32768 0/393216 ( 0.0%)
  154. waterstrips 586/32768 5860/327680 ( 1.8%)
  155. waterverts 0/65536 0/786432 ( 0.0%)
  156. waterindices 11895/65536 23790/131072 (18.2%)
  157. cubemapsamples 27/1024 432/16384 ( 2.6%)
  158. overlays 33/512 11616/180224 ( 6.4%)
  159. LDR lightdata [variable] 1598216/0 ( 0.0%)
  160. HDR lightdata [variable] 0/0 ( 0.0%)
  161. visdata [variable] 103637/16777216 ( 0.6%)
  162. entdata [variable] 67735/393216 (17.2%)
  163. LDR ambient table 1369/65536 5476/262144 ( 2.1%)
  164. HDR ambient table 1369/65536 5476/262144 ( 2.1%)
  165. LDR leaf ambient 5765/65536 161420/1835008 ( 8.8%)
  166. HDR leaf ambient 1369/65536 38332/1835008 ( 2.1%)
  167. occluders 0/0 0/0 ( 0.0%)
  168. occluder polygons 0/0 0/0 ( 0.0%)
  169. occluder vert ind 0/0 0/0 ( 0.0%)
  170. detail props [variable] 1/4064 ( 0.0%)
  171. dtl prp lght [variable] 1/4 (25.0%)
  172. HDR dtl prp lght [variable] 1/4 (25.0%)
  173. static props [variable] 1/15688 ( 0.0%)
  174. pakfile [variable] 2479414/0 ( 0.0%)
  175. physics [variable] 428750/4194304 (10.2%)
  176. physics terrain [variable] 2067/1048576 ( 0.2%)
  177.  
  178. Level flags = 0
  179.  
  180. Total triangle count: 11258
  181. Writing f:\hl2 maps\necropolisrp\necro_dev_5d.bsp
  182. 1 minute, 11 seconds elapsed
  183.  
  184. ** Executing...
  185. ** Command: Copy File
  186. ** Parameters: "F:\HL2 Maps\necropolisrp\necro_dev_5d.bsp" "f:\steam\steamapps\orkal3\half-life 2 episode two\ep2\maps\necro_dev_5d.bsp"
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