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  1.  
  2. ** Executing...
  3. ** Command: "c:\program files\steam\steamapps\manuelhp\sourcesdk\bin\source2009\bin\vbsp.exe"
  4. ** Parameters: -game "c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\ep2" "c:\users\manuel\desktop\maps\rp_rapture"
  5.  
  6. Valve Software - vbsp.exe (Sep 15 2011)
  7. 4 threads
  8. materialPath: c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\ep2\materials
  9. Loading c:\users\manuel\desktop\maps\rp_rapture.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Could not locate 'GameData' key in c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\ep2\gameinfo.txt
  12. fixing up env_cubemap materials on brush sides...
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  15. Processing areas...done (0)
  16. Building Faces...done (0)
  17. Chop Details...done (0)
  18. Find Visible Detail Sides...
  19. Merged 30 detail faces...done (0)
  20. Merging details...done (0)
  21. FixTjuncs...
  22. PruneNodes...
  23. WriteBSP...
  24. done (0)
  25. writing c:\users\manuel\desktop\maps\rp_rapture.prt...Building visibility clusters...
  26. done (0)
  27. Creating default LDR cubemaps for env_cubemap using skybox materials:
  28. skybox/sky_day01_01*.vmt
  29. ! Run buildcubemaps in the engine to get the correct cube maps.
  30. Creating default HDR cubemaps for env_cubemap using skybox materials:
  31. skybox/sky_day01_01*.vmt
  32. ! Run buildcubemaps in the engine to get the correct cube maps.
  33. Finding displacement neighbors...
  34. Finding lightmap sample positions...
  35. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  36. Building Physics collision data...
  37. done (0) (95384 bytes)
  38. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  39. Compacting texture/material tables...
  40. Reduced 171 texinfos to 97
  41. Reduced 46 texdatas to 37 (1717 bytes to 1509)
  42. Writing c:\users\manuel\desktop\maps\rp_rapture.bsp
  43. 6 seconds elapsed
  44.  
  45. ** Executing...
  46. ** Command: "c:\program files\steam\steamapps\manuelhp\sourcesdk\bin\source2009\bin\vvis.exe"
  47. ** Parameters: -game "c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\ep2" "c:\users\manuel\desktop\maps\rp_rapture"
  48.  
  49. Valve Software - vvis.exe (Sep 15 2011)
  50. 4 threads
  51. reading c:\users\manuel\desktop\maps\rp_rapture.bsp
  52. reading c:\users\manuel\desktop\maps\rp_rapture.prt
  53. 361 portalclusters
  54. 1179 numportals
  55. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  56. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (16)
  57. Optimized: 186 visible clusters (0.00%)
  58. Total clusters visible: 81685
  59. Average clusters visible: 226
  60. Building PAS...
  61. Average clusters audible: 358
  62. visdatasize:36077 compressed from 34656
  63. writing c:\users\manuel\desktop\maps\rp_rapture.bsp
  64. 16 seconds elapsed
  65.  
  66. ** Executing...
  67. ** Command: "c:\program files\steam\steamapps\manuelhp\sourcesdk\bin\source2009\bin\vrad.exe"
  68. ** Parameters: -staticproplighting -staticproppolys
  69. -both -game "c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\ep2" "c:\users\manuel\desktop\maps\rp_rapture"
  70.  
  71. Valve Software - vrad.exe SSE (Sep 15 2011)
  72.  
  73. Valve Radiosity Simulator
  74. Command line: "c:\program files\steam\steamapps\manuelhp\sourcesdk\bin\source2009\bin\vrad.exe" "-staticproplighting" "-staticproppolys
  75.  
  76. -both" "-game" "c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\ep2" "c:\users\manuel\desktop\maps\rp_rapture"
  77.  
  78. usage : vrad [options...] bspfile
  79. example: vrad c:\hl2\hl2\maps\test
  80.  
  81. Common options:
  82.  
  83. -v (or -verbose): Turn on verbose output (also shows more command
  84. -bounce # : Set max number of bounces (default: 100).
  85. -fast : Quick and dirty lighting.
  86. -fastambient : Per-leaf ambient sampling is lower quality to save compute time.
  87. -final : High quality processing. equivalent to -extrasky 16.
  88. -extrasky n : trace N times as many rays for indirect light and sky ambient.
  89. -low : Run as an idle-priority process.
  90. -mpi : Use VMPI to distribute computations.
  91. -rederror : Show errors in red.
  92.  
  93. -vproject <directory> : Override the VPROJECT environment variable.
  94. -game <directory> : Same as -vproject.
  95.  
  96. Other options:
  97. -novconfig : Don't bring up graphical UI on vproject errors.
  98. -dump : Write debugging .txt files.
  99. -dumpnormals : Write normals to debug files.
  100. -dumptrace : Write ray-tracing environment to debug files.
  101. -threads : Control the number of threads vbsp uses (defaults to the #
  102. or processors on your machine).
  103. -lights <file> : Load a lights file in addition to lights.rad and the
  104. level lights file.
  105. -noextra : Disable supersampling.
  106. -debugextra : Places debugging data in lightmaps to visualize
  107. supersampling.
  108. -smooth # : Set the threshold for smoothing groups, in degrees
  109. (default 45).
  110. -dlightmap : Force direct lighting into different lightmap than
  111. radiosity.
  112. -stoponexit : Wait for a keypress on exit.
  113. -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
  114. -nodetaillight : Don't light detail props.
  115. -centersamples : Move sample centers.
  116. -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
  117. The number specified must be less than 1.0 or it will be
  118. ignored.
  119. -loghash : Log the sample hash table to samplehash.txt.
  120. -onlydetail : Only light detail props and per-leaf lighting.
  121. -maxdispsamplesize #: Set max displacement sample size (default: 512).
  122. -softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
  123. Recommended values are between 0 and 5. Default is 0.
  124. -FullMinidumps : Write large minidumps on crash.
  125. -chop : Smallest number of luxel widths for a bounce patch, used on edges
  126. -maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors
  127.  
  128. -LargeDispSampleRadius: This can be used if there are splotches of bounced light
  129. on terrain. The compile will take longer, but it will gather
  130. light across a wider area.
  131. -StaticPropLighting : generate backed static prop vertex lighting
  132. -StaticPropPolys : Perform shadow tests of static props at polygon precision
  133. -OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
  134. -StaticPropNormals : when lighting static props, just show their normal vector
  135. -textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
  136. -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
  137. -nossprops : Globally disable self-shadowing on static props
  138.  
  139.  
  140. ** Executing...
  141. ** Command: Copy File
  142. ** Parameters: "c:\users\manuel\desktop\maps\rp_rapture.bsp" "c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\ep2\maps\rp_rapture.bsp"
  143.  
  144.  
  145. ** Executing...
  146. ** Command: "c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\hl2.exe"
  147. ** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\ep2" +map "rp_rapture"
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