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  1.  
  2. ** Executing...
  3. ** Command: "d:\program files\steam\steamapps\lanick3\sourcesdk\bin\orangebox\bin\vbsp.exe"
  4. ** Parameters: -game "d:\program files\steam\steamapps\lanick3\half-life 2 episode two\ep2" "C:\Users\Nick Haslam\Desktop\Mapping Stuff\Test Maps\testmap_desert.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jul 7 2010)
  7. 4 threads
  8. materialPath: d:\program files\steam\steamapps\lanick3\half-life 2 episode two\ep2\materials
  9. Loading C:\Users\Nick Haslam\Desktop\Mapping Stuff\Test Maps\testmap_desert.vmf
  10. Could not locate 'GameData' key in d:\program files\steam\steamapps\lanick3\half-life 2 episode two\ep2\gameinfo.txt
  11. fixing up env_cubemap materials on brush sides...
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. Processing areas...done (0)
  15. Building Faces...done (0)
  16. FixTjuncs...
  17. PruneNodes...
  18. WriteBSP...
  19. done (0)
  20. writing C:\Users\Nick Haslam\Desktop\Mapping Stuff\Test Maps\testmap_desert.prt...Building visibility clusters...
  21. done (0)
  22. Creating default LDR cubemaps for env_cubemap using skybox materials:
  23. skybox/sky_day01_07*.vmt
  24. ! Run buildcubemaps in the engine to get the correct cube maps.
  25. Creating default HDR cubemaps for env_cubemap using skybox materials:
  26. skybox/sky_day01_07*.vmt
  27. ! Run buildcubemaps in the engine to get the correct cube maps.
  28. Finding displacement neighbors...
  29. Finding lightmap sample positions...
  30. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  31. Building Physics collision data...
  32. done (1) (6940 bytes)
  33. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  34. Water found with no water_lod_control entity, creating a default one.
  35. Compacting texture/material tables...
  36. Reduced 24 texinfos to 14
  37. Reduced 9 texdatas to 8 (209 bytes to 165)
  38. Writing C:\Users\Nick Haslam\Desktop\Mapping Stuff\Test Maps\testmap_desert.bsp
  39. 1 second elapsed
  40.  
  41. ** Executing...
  42. ** Command: "d:\program files\steam\steamapps\lanick3\sourcesdk\bin\orangebox\bin\vvis.exe"
  43. ** Parameters: -game "d:\program files\steam\steamapps\lanick3\half-life 2 episode two\ep2" "C:\Users\Nick Haslam\Desktop\Mapping Stuff\Test Maps\testmap_desert"
  44.  
  45. Valve Software - vvis.exe (Jul 7 2010)
  46. 4 threads
  47. reading c:\users\nick haslam\desktop\mapping stuff\test maps\testmap_desert.bsp
  48. reading c:\users\nick haslam\desktop\mapping stuff\test maps\testmap_desert.prt
  49. 36 portalclusters
  50. 94 numportals
  51. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  52. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  53. Optimized: 0 visible clusters (0.00%)
  54. Total clusters visible: 808
  55. Average clusters visible: 22
  56. Building PAS...
  57. Average clusters audible: 22
  58. visdatasize:688 compressed from 576
  59. writing c:\users\nick haslam\desktop\mapping stuff\test maps\testmap_desert.bsp
  60. 0 seconds elapsed
  61.  
  62. ** Executing...
  63. ** Command: "d:\program files\steam\steamapps\lanick3\sourcesdk\bin\orangebox\bin\vrad.exe"
  64. ** Parameters: -game "d:\program files\steam\steamapps\lanick3\half-life 2 episode two\ep2" "C:\Users\Nick Haslam\Desktop\Mapping Stuff\Test Maps\testmap_desert"
  65.  
  66. Valve Software - vrad.exe SSE (Jul 7 2010)
  67.  
  68. Valve Radiosity Simulator
  69. 4 threads
  70. [Reading texlights from 'lights.rad']
  71. [48 texlights parsed from 'lights.rad']
  72.  
  73. Loading c:\users\nick haslam\desktop\mapping stuff\test maps\testmap_desert.bsp
  74. Setting up ray-trace acceleration structure... Done (0.81 seconds)
  75. 101 faces
  76. 291026 square feet [41907744.00 square inches]
  77. 32 Displacements
  78. 59957 Square Feet [8633847.00 Square Inches]
  79. 101 patches before subdivision
  80. 3299 patches after subdivision
  81. sun extent from map=0.000000
  82. 2 direct lights
  83. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
  84. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
  85. transfers 25337, max 75
  86. transfer lists: 0.2 megs
  87. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  88. Bounce #1 added RGB(143, 78, 29)
  89. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  90. Bounce #2 added RGB(3, 2, 1)
  91. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  92. Bounce #3 added RGB(0, 0, 0)
  93. Build Patch/Sample Hash Table(s).....Done<0.0036 sec>
  94. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
  95. FinalLightFace Done
  96. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  97. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  98. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  99. Writing leaf ambient...done
  100. Ready to Finish
  101.  
  102. Object names Objects/Maxobjs Memory / Maxmem Fullness
  103. ------------ --------------- --------------- --------
  104. models 3/1024 144/49152 ( 0.3%)
  105. brushes 17/8192 204/98304 ( 0.2%)
  106. brushsides 102/65536 816/524288 ( 0.2%)
  107. planes 120/65536 2400/1310720 ( 0.2%)
  108. vertexes 178/65536 2136/786432 ( 0.3%)
  109. nodes 92/65536 2944/2097152 ( 0.1%)
  110. texinfos 14/12288 1008/884736 ( 0.1%)
  111. texdata 8/2048 256/65536 ( 0.4%)
  112. dispinfos 32/0 5632/0 ( 0.0%)
  113. disp_verts 9248/0 184960/0 ( 0.0%)
  114. disp_tris 16384/0 32768/0 ( 0.0%)
  115. disp_lmsamples 166496/0 166496/0 ( 0.0%)
  116. faces 101/65536 5656/3670016 ( 0.2%)
  117. hdr faces 0/65536 0/3670016 ( 0.0%)
  118. origfaces 70/65536 3920/3670016 ( 0.1%)
  119. leaves 96/65536 3072/2097152 ( 0.1%)
  120. leaffaces 102/65536 204/131072 ( 0.2%)
  121. leafbrushes 86/65536 172/131072 ( 0.1%)
  122. areas 3/256 24/2048 ( 1.2%)
  123. surfedges 692/512000 2768/2048000 ( 0.1%)
  124. edges 415/256000 1660/1024000 ( 0.2%)
  125. LDR worldlights 2/8192 176/720896 ( 0.0%)
  126. HDR worldlights 0/8192 0/720896 ( 0.0%)
  127. leafwaterdata 1/32768 12/393216 ( 0.0%)
  128. waterstrips 2/32768 20/327680 ( 0.0%)
  129. waterverts 0/65536 0/786432 ( 0.0%)
  130. waterindices 33/65536 66/131072 ( 0.1%)
  131. cubemapsamples 0/1024 0/16384 ( 0.0%)
  132. overlays 0/512 0/180224 ( 0.0%)
  133. LDR lightdata [variable] 151024/0 ( 0.0%)
  134. HDR lightdata [variable] 0/0 ( 0.0%)
  135. visdata [variable] 688/16777216 ( 0.0%)
  136. entdata [variable] 3298/393216 ( 0.8%)
  137. LDR ambient table 96/65536 384/262144 ( 0.1%)
  138. HDR ambient table 96/65536 384/262144 ( 0.1%)
  139. LDR leaf ambient 399/65536 11172/1835008 ( 0.6%)
  140. HDR leaf ambient 96/65536 2688/1835008 ( 0.1%)
  141. occluders 0/0 0/0 ( 0.0%)
  142. occluder polygons 0/0 0/0 ( 0.0%)
  143. occluder vert ind 0/0 0/0 ( 0.0%)
  144. detail props [variable] 1/80328 ( 0.0%)
  145. dtl prp lght [variable] 1/4 (25.0%)
  146. HDR dtl prp lght [variable] 1/4 (25.0%)
  147. static props [variable] 1/1396 ( 0.1%)
  148. pakfile [variable] 87057/0 ( 0.0%)
  149. physics [variable] 6940/4194304 ( 0.2%)
  150. physics terrain [variable] 28624/1048576 ( 2.7%)
  151.  
  152. Level flags = 0
  153.  
  154. Total triangle count: 210
  155. Writing c:\users\nick haslam\desktop\mapping stuff\test maps\testmap_desert.bsp
  156. 5 seconds elapsed
  157.  
  158. ** Executing...
  159. ** Command: Copy File
  160. ** Parameters: "C:\Users\Nick Haslam\Desktop\Mapping Stuff\Test Maps\testmap_desert.bsp" "d:\program files\steam\steamapps\lanick3\half-life 2 episode two\ep2\maps\testmap_desert.bsp"
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