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- ** Executing...
- ** Command: "d:\program files\steam\steamapps\lanick3\sourcesdk\bin\orangebox\bin\vbsp.exe"
- ** 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"
- Valve Software - vbsp.exe (Jul 7 2010)
- 4 threads
- materialPath: d:\program files\steam\steamapps\lanick3\half-life 2 episode two\ep2\materials
- Loading C:\Users\Nick Haslam\Desktop\Mapping Stuff\Test Maps\testmap_desert.vmf
- Could not locate 'GameData' key in d:\program files\steam\steamapps\lanick3\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)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\Nick Haslam\Desktop\Mapping Stuff\Test Maps\testmap_desert.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_07*.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_07*.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 (1) (6940 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Water found with no water_lod_control entity, creating a default one.
- Compacting texture/material tables...
- Reduced 24 texinfos to 14
- Reduced 9 texdatas to 8 (209 bytes to 165)
- Writing C:\Users\Nick Haslam\Desktop\Mapping Stuff\Test Maps\testmap_desert.bsp
- 1 second elapsed
- ** Executing...
- ** Command: "d:\program files\steam\steamapps\lanick3\sourcesdk\bin\orangebox\bin\vvis.exe"
- ** 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"
- Valve Software - vvis.exe (Jul 7 2010)
- 4 threads
- reading c:\users\nick haslam\desktop\mapping stuff\test maps\testmap_desert.bsp
- reading c:\users\nick haslam\desktop\mapping stuff\test maps\testmap_desert.prt
- 36 portalclusters
- 94 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: 0 visible clusters (0.00%)
- Total clusters visible: 808
- Average clusters visible: 22
- Building PAS...
- Average clusters audible: 22
- visdatasize:688 compressed from 576
- writing c:\users\nick haslam\desktop\mapping stuff\test maps\testmap_desert.bsp
- 0 seconds elapsed
- ** Executing...
- ** Command: "d:\program files\steam\steamapps\lanick3\sourcesdk\bin\orangebox\bin\vrad.exe"
- ** 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"
- Valve Software - vrad.exe SSE (Jul 7 2010)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\nick haslam\desktop\mapping stuff\test maps\testmap_desert.bsp
- Setting up ray-trace acceleration structure... Done (0.81 seconds)
- 101 faces
- 291026 square feet [41907744.00 square inches]
- 32 Displacements
- 59957 Square Feet [8633847.00 Square Inches]
- 101 patches before subdivision
- 3299 patches after subdivision
- sun extent from map=0.000000
- 2 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
- transfers 25337, max 75
- transfer lists: 0.2 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(143, 78, 29)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(3, 2, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0036 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
- FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 0 of 0 (0% 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 3/1024 144/49152 ( 0.3%)
- brushes 17/8192 204/98304 ( 0.2%)
- brushsides 102/65536 816/524288 ( 0.2%)
- planes 120/65536 2400/1310720 ( 0.2%)
- vertexes 178/65536 2136/786432 ( 0.3%)
- nodes 92/65536 2944/2097152 ( 0.1%)
- texinfos 14/12288 1008/884736 ( 0.1%)
- texdata 8/2048 256/65536 ( 0.4%)
- dispinfos 32/0 5632/0 ( 0.0%)
- disp_verts 9248/0 184960/0 ( 0.0%)
- disp_tris 16384/0 32768/0 ( 0.0%)
- disp_lmsamples 166496/0 166496/0 ( 0.0%)
- faces 101/65536 5656/3670016 ( 0.2%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 70/65536 3920/3670016 ( 0.1%)
- leaves 96/65536 3072/2097152 ( 0.1%)
- leaffaces 102/65536 204/131072 ( 0.2%)
- leafbrushes 86/65536 172/131072 ( 0.1%)
- areas 3/256 24/2048 ( 1.2%)
- surfedges 692/512000 2768/2048000 ( 0.1%)
- edges 415/256000 1660/1024000 ( 0.2%)
- LDR worldlights 2/8192 176/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 1/32768 12/393216 ( 0.0%)
- waterstrips 2/32768 20/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 33/65536 66/131072 ( 0.1%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 151024/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 688/16777216 ( 0.0%)
- entdata [variable] 3298/393216 ( 0.8%)
- LDR ambient table 96/65536 384/262144 ( 0.1%)
- HDR ambient table 96/65536 384/262144 ( 0.1%)
- LDR leaf ambient 399/65536 11172/1835008 ( 0.6%)
- HDR leaf ambient 96/65536 2688/1835008 ( 0.1%)
- 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] 1/80328 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/1396 ( 0.1%)
- pakfile [variable] 87057/0 ( 0.0%)
- physics [variable] 6940/4194304 ( 0.2%)
- physics terrain [variable] 28624/1048576 ( 2.7%)
- Level flags = 0
- Total triangle count: 210
- Writing c:\users\nick haslam\desktop\mapping stuff\test maps\testmap_desert.bsp
- 5 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** 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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