Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ** Executing...
- ** Command: "D:\Program Files\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe"
- ** Parameters: -game "D:\Program Files\Steam\SteamApps\common\Counter-Strike Source\cstrike" "D:\Program Files\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_carcon_ci_v9_cordonedIsolation.vmf"
- Valve Software - vbsp.exe (Jun 14 2017)
- 8 threads
- materialPath: D:\Program Files\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
- Loading D:\Program Files\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_carcon_ci_v9_cordonedIsolation.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Could not locate 'GameData' key in d:\program files\steam\steamapps\common\counter-strike source\cstrike\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 80 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing D:\Program Files\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_carcon_ci_v9_cordonedIsolation.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_05*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_05*.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) (355274 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 895 texinfos to 460
- Reduced 93 texdatas to 80 (5299 bytes to 4745)
- Writing D:\Program Files\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_carcon_ci_v9_cordonedIsolation.bsp
- Wrote ZIP buffer, estimated size 1597911, actual size 1585771
- 3 seconds elapsed
- ** Executing...
- ** Command: "D:\Program Files\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe"
- ** Parameters: -game "D:\Program Files\Steam\SteamApps\common\Counter-Strike Source\cstrike" "D:\Program Files\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_carcon_ci_v9_cordonedIsolation"
- Valve Software - vvis.exe (Jun 14 2017)
- 8 threads
- reading d:\program files\steam\steamapps\common\garrysmod\garrysmod\maps\gm_carcon_ci_v9_cordonedIsolation.bsp
- reading d:\program files\steam\steamapps\common\garrysmod\garrysmod\maps\gm_carcon_ci_v9_cordonedIsolation.prt
- 3 portalclusters
- 4 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: 6
- Average clusters visible: 2
- Building PAS...
- Average clusters audible: 1
- visdatasize:34 compressed from 48
- writing d:\program files\steam\steamapps\common\garrysmod\garrysmod\maps\gm_carcon_ci_v9_cordonedIsolation.bsp
- 0 seconds elapsed
- ** Executing...
- ** Command: "D:\Program Files\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe"
- ** Parameters: -game "D:\Program Files\Steam\SteamApps\common\Counter-Strike Source\cstrike" "D:\Program Files\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_carcon_ci_v9_cordonedIsolation"
- Valve Software - vrad.exe SSE (Jun 14 2017)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading d:\program files\steam\steamapps\common\garrysmod\garrysmod\maps\gm_carcon_ci_v9_cordonedIsolation.bsp
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Setting up ray-trace acceleration structure... Done (0.65 seconds)
- 10003 faces
- 4 degenerate faces
- 28122758 square feet [4049677056.00 square inches]
- 96 Displacements
- 7281169 Square Feet [1048488384.00 Square Inches]
- 9999 patches before subdivision
- 135887 patches after subdivision
- 48 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (73)
- transfers 16016445, max 3700
- transfer lists: 122.2 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(104840, 93995, 75295)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(26132, 20272, 12937)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(7221, 4896, 2481)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(2058, 1221, 488)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(598, 311, 98)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(175, 80, 20)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(52, 21, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(15, 5, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(5, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #10 added RGB(1, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0372 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
- FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (17)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 18/1024 864/49152 ( 1.8%)
- brushes 942/8192 11304/98304 (11.5%)
- brushsides 11175/65536 89400/524288 (17.1%)
- planes 17126/65536 342520/1310720 (26.1%)
- vertexes 13810/65536 165720/786432 (21.1%)
- nodes 7032/65536 225024/2097152 (10.7%)
- texinfos 460/12288 33120/884736 ( 3.7%)
- texdata 80/2048 2560/65536 ( 3.9%)
- dispinfos 96/0 16896/0 ( 0.0%)
- disp_verts 7776/0 155520/0 ( 0.0%)
- disp_tris 12288/0 24576/0 ( 0.0%)
- disp_lmsamples 26972/0 26972/0 ( 0.0%)
- faces 10003/65536 560168/3670016 (15.3%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 2849/65536 159544/3670016 ( 4.3%)
- leaves 7051/65536 225632/2097152 (10.8%)
- leaffaces 12091/65536 24182/131072 (18.4%)
- leafbrushes 9101/65536 18202/131072 (13.9%)
- areas 7/256 56/2048 ( 2.7%)
- surfedges 56659/512000 226636/2048000 (11.1%)
- edges 31133/256000 124532/1024000 (12.2%)
- LDR worldlights 48/8192 4224/720896 ( 0.6%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 1/32768 12/393216 ( 0.0%)
- waterstrips 1191/32768 11910/327680 ( 3.6%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 16305/65536 32610/131072 (24.9%)
- cubemapsamples 17/1024 272/16384 ( 1.7%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 8414952/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 34/16777216 ( 0.0%)
- entdata [variable] 37400/393216 ( 9.5%)
- LDR ambient table 7051/65536 28204/262144 (10.8%)
- HDR ambient table 7051/65536 28204/262144 (10.8%)
- LDR leaf ambient 4353/65536 121884/1835008 ( 6.6%)
- HDR leaf ambient 7051/65536 197428/1835008 (10.8%)
- 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] 1/5394 ( 0.0%)
- pakfile [variable] 1585771/0 ( 0.0%)
- physics [variable] 355274/4194304 ( 8.5%)
- physics terrain [variable] 28764/1048576 ( 2.7%)
- Level flags = 0
- Total triangle count: 25245
- Writing d:\program files\steam\steamapps\common\garrysmod\garrysmod\maps\gm_carcon_ci_v9_cordonedIsolation.bsp
- 1 minute, 39 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "D:\Program Files\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_carcon_ci_v9_cordonedIsolation.bsp" "D:\Program Files\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\gm_carcon_ci_v9_cordonedIsolation.bsp"
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement