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- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "C:\Users\Thomas\Documents\Horrormap_lighttest.vmf"
- Valve Software - vbsp.exe (May 15 2014)
- 4 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
- Loading C:\Users\Thomas\Documents\Horrormap_lighttest.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
- 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 (0)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 254 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\Thomas\Documents\Horrormap_lighttest.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_01*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_01*.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...
- done (0) (227338 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 231 texinfos to 174
- Reduced 48 texdatas to 38 (1510 bytes to 1243)
- Writing C:\Users\Thomas\Documents\Horrormap_lighttest.bsp
- 0 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "C:\Users\Thomas\Documents\Horrormap_lighttest"
- Valve Software - vvis.exe (May 15 2014)
- 4 threads
- reading c:\users\thomas\documents\Horrormap_lighttest.bsp
- reading c:\users\thomas\documents\Horrormap_lighttest.prt
- 210 portalclusters
- 438 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 (0)
- Optimized: 2 visible clusters (0.03%)
- Total clusters visible: 7246
- Average clusters visible: 34
- Building PAS...
- Average clusters audible: 59
- visdatasize:7928 compressed from 13440
- writing c:\users\thomas\documents\Horrormap_lighttest.bsp
- 0 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "C:\Users\Thomas\Documents\Horrormap_lighttest"
- Valve Software - vrad.exe SSE (May 15 2014)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [45 texlights parsed from 'lights.rad']
- Loading c:\users\thomas\documents\Horrormap_lighttest.bsp
- Setting up ray-trace acceleration structure... Done (0.21 seconds)
- 1965 faces
- 252569 square feet [36370072.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 1965 patches before subdivision
- 34107 patches after subdivision
- 49 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
- transfers 3738499, max 388
- transfer lists: 28.5 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(9268, 16022, 14128)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(3729, 6677, 5819)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(1372, 2511, 2064)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(555, 1023, 809)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(222, 406, 303)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(94, 167, 118)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(42, 69, 46)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(20, 30, 18)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(10, 13, 7)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(5, 6, 3)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(3, 3, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(2, 2, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(1, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #14 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0110 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
- FinalLightFace Done
- 3 of 3 (100% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 29/1024 1392/49152 ( 2.8%)
- brushes 625/8192 7500/98304 ( 7.6%)
- brushsides 3755/65536 30040/524288 ( 5.7%)
- planes 1470/65536 29400/1310720 ( 2.2%)
- vertexes 4011/65536 48132/786432 ( 6.1%)
- nodes 815/65536 26080/2097152 ( 1.2%)
- texinfos 174/12288 12528/884736 ( 1.4%)
- texdata 38/2048 1216/65536 ( 1.9%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 1965/65536 110040/3670016 ( 3.0%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 1432/65536 80192/3670016 ( 2.2%)
- leaves 845/65536 27040/2097152 ( 1.3%)
- leaffaces 2188/65536 4376/131072 ( 3.3%)
- leafbrushes 1018/65536 2036/131072 ( 1.6%)
- areas 4/256 32/2048 ( 1.6%)
- surfedges 15204/512000 60816/2048000 ( 3.0%)
- edges 9652/256000 38608/1024000 ( 3.8%)
- LDR worldlights 49/8192 4312/720896 ( 0.6%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 216/32768 2160/327680 ( 0.7%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 3462/65536 6924/131072 ( 5.3%)
- cubemapsamples 2/1024 32/16384 ( 0.2%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 1814780/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 7928/16777216 ( 0.0%)
- entdata [variable] 204850/393216 (52.1%)
- LDR ambient table 845/65536 3380/262144 ( 1.3%)
- HDR ambient table 845/65536 3380/262144 ( 1.3%)
- LDR leaf ambient 1357/65536 37996/1835008 ( 2.1%)
- HDR leaf ambient 845/65536 23660/1835008 ( 1.3%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/402 ( 0.2%)
- pakfile [variable] 321660/0 ( 0.0%)
- physics [variable] 227338/4194304 ( 5.4%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 5547
- Writing c:\users\thomas\documents\Horrormap_lighttest.bsp
- 7 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "C:\Users\Thomas\Documents\Horrormap_lighttest.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\Horrormap_lighttest.bsp"
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" +map "Horrormap_lighttest" -steam
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