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- ** Executing...
- ** Command: "c:\program files\steam\steamapps\manuelhp\sourcesdk\bin\source2009\bin\vbsp.exe"
- ** Parameters: -game "c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\ep2" "c:\users\manuel\desktop\maps\rp_rapture"
- Valve Software - vbsp.exe (Sep 15 2011)
- 4 threads
- materialPath: c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\ep2\materials
- Loading c:\users\manuel\desktop\maps\rp_rapture.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Could not locate 'GameData' key in c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\ep2\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 30 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing c:\users\manuel\desktop\maps\rp_rapture.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) (95384 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 171 texinfos to 97
- Reduced 46 texdatas to 37 (1717 bytes to 1509)
- Writing c:\users\manuel\desktop\maps\rp_rapture.bsp
- 6 seconds elapsed
- ** Executing...
- ** Command: "c:\program files\steam\steamapps\manuelhp\sourcesdk\bin\source2009\bin\vvis.exe"
- ** Parameters: -game "c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\ep2" "c:\users\manuel\desktop\maps\rp_rapture"
- Valve Software - vvis.exe (Sep 15 2011)
- 4 threads
- reading c:\users\manuel\desktop\maps\rp_rapture.bsp
- reading c:\users\manuel\desktop\maps\rp_rapture.prt
- 361 portalclusters
- 1179 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 (16)
- Optimized: 186 visible clusters (0.00%)
- Total clusters visible: 81685
- Average clusters visible: 226
- Building PAS...
- Average clusters audible: 358
- visdatasize:36077 compressed from 34656
- writing c:\users\manuel\desktop\maps\rp_rapture.bsp
- 16 seconds elapsed
- ** Executing...
- ** Command: "c:\program files\steam\steamapps\manuelhp\sourcesdk\bin\source2009\bin\vrad.exe"
- ** Parameters: -staticproplighting -staticproppolys
- -both -game "c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\ep2" "c:\users\manuel\desktop\maps\rp_rapture"
- Valve Software - vrad.exe SSE (Sep 15 2011)
- Valve Radiosity Simulator
- Command line: "c:\program files\steam\steamapps\manuelhp\sourcesdk\bin\source2009\bin\vrad.exe" "-staticproplighting" "-staticproppolys
- -both" "-game" "c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\ep2" "c:\users\manuel\desktop\maps\rp_rapture"
- usage : vrad [options...] bspfile
- example: vrad c:\hl2\hl2\maps\test
- Common options:
- -v (or -verbose): Turn on verbose output (also shows more command
- -bounce # : Set max number of bounces (default: 100).
- -fast : Quick and dirty lighting.
- -fastambient : Per-leaf ambient sampling is lower quality to save compute time.
- -final : High quality processing. equivalent to -extrasky 16.
- -extrasky n : trace N times as many rays for indirect light and sky ambient.
- -low : Run as an idle-priority process.
- -mpi : Use VMPI to distribute computations.
- -rederror : Show errors in red.
- -vproject <directory> : Override the VPROJECT environment variable.
- -game <directory> : Same as -vproject.
- Other options:
- -novconfig : Don't bring up graphical UI on vproject errors.
- -dump : Write debugging .txt files.
- -dumpnormals : Write normals to debug files.
- -dumptrace : Write ray-tracing environment to debug files.
- -threads : Control the number of threads vbsp uses (defaults to the #
- or processors on your machine).
- -lights <file> : Load a lights file in addition to lights.rad and the
- level lights file.
- -noextra : Disable supersampling.
- -debugextra : Places debugging data in lightmaps to visualize
- supersampling.
- -smooth # : Set the threshold for smoothing groups, in degrees
- (default 45).
- -dlightmap : Force direct lighting into different lightmap than
- radiosity.
- -stoponexit : Wait for a keypress on exit.
- -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
- -nodetaillight : Don't light detail props.
- -centersamples : Move sample centers.
- -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
- The number specified must be less than 1.0 or it will be
- ignored.
- -loghash : Log the sample hash table to samplehash.txt.
- -onlydetail : Only light detail props and per-leaf lighting.
- -maxdispsamplesize #: Set max displacement sample size (default: 512).
- -softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
- Recommended values are between 0 and 5. Default is 0.
- -FullMinidumps : Write large minidumps on crash.
- -chop : Smallest number of luxel widths for a bounce patch, used on edges
- -maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors
- -LargeDispSampleRadius: This can be used if there are splotches of bounced light
- on terrain. The compile will take longer, but it will gather
- light across a wider area.
- -StaticPropLighting : generate backed static prop vertex lighting
- -StaticPropPolys : Perform shadow tests of static props at polygon precision
- -OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
- -StaticPropNormals : when lighting static props, just show their normal vector
- -textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
- -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
- -nossprops : Globally disable self-shadowing on static props
- ** Executing...
- ** Command: Copy File
- ** 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"
- ** Executing...
- ** Command: "c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\hl2.exe"
- ** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\manuelhp\half-life 2 episode two\ep2" +map "rp_rapture"
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