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- ** Executing...
- ** Command: "d:\games\steam\steamapps\matuka628\sourcesdk\bin\orangebox\bin\vbsp.exe"
- ** Parameters: -game "d:\games\steam\steamapps\matuka628\team fortress 2\tf" "D:\Games\Steam\steamapps\matuka628\sourcesdk_content\tf\mapsrc\tr_tf2amphi.vmf"
- Valve Software - vbsp.exe (Jul 7 2010)
- 4 threads
- materialPath: d:\games\steam\steamapps\matuka628\team fortress 2\tf\materials
- Loading D:\Games\Steam\steamapps\matuka628\sourcesdk_content\tf\mapsrc\tr_tf2amphi.vmf
- Patching WVT material: maps/tr_tf2amphi/brick/blendcobbletocobblesnow001_wvt_patch
- Patching WVT material: maps/tr_tf2amphi/custom/lavablend_wvt_patch
- 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...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing D:\Games\Steam\steamapps\matuka628\sourcesdk_content\tf\mapsrc\tr_tf2amphi.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_hydro_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_hydro_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) (21878 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 62 texinfos to 40
- Reduced 17 texdatas to 14 (482 bytes to 410)
- Writing D:\Games\Steam\steamapps\matuka628\sourcesdk_content\tf\mapsrc\tr_tf2amphi.bsp
- 0 seconds elapsed
- ** Executing...
- ** Command: "d:\games\steam\steamapps\matuka628\sourcesdk\bin\orangebox\bin\vvis.exe"
- ** Parameters: -game "d:\games\steam\steamapps\matuka628\team fortress 2\tf" "D:\Games\Steam\steamapps\matuka628\sourcesdk_content\tf\mapsrc\tr_tf2amphi"
- Valve Software - vvis.exe (Jul 7 2010)
- 4 threads
- reading d:\games\steam\steamapps\matuka628\sourcesdk_content\tf\mapsrc\tr_tf2amphi.bsp
- reading d:\games\steam\steamapps\matuka628\sourcesdk_content\tf\mapsrc\tr_tf2amphi.prt
- 132 portalclusters
- 352 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 (1)
- Optimized: 15 visible clusters (0.00%)
- Total clusters visible: 13117
- Average clusters visible: 99
- Building PAS...
- Average clusters audible: 131
- visdatasize:5575 compressed from 6336
- writing d:\games\steam\steamapps\matuka628\sourcesdk_content\tf\mapsrc\tr_tf2amphi.bsp
- 1 second elapsed
- ** Executing...
- ** Command: "d:\games\steam\steamapps\matuka628\sourcesdk\bin\orangebox\bin\vrad.exe"
- ** Parameters: -both -game "d:\games\steam\steamapps\matuka628\team fortress 2\tf" "D:\Games\Steam\steamapps\matuka628\sourcesdk_content\tf\mapsrc\tr_tf2amphi"
- Valve Software - vrad.exe SSE (Jul 7 2010)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [34 texlights parsed from 'lights.rad']
- Loading d:\games\steam\steamapps\matuka628\sourcesdk_content\tf\mapsrc\tr_tf2amphi.bsp
- Setting up ray-trace acceleration structure... Done (0.04 seconds)
- 543 faces
- 577299 square feet [83131176.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 543 patches before subdivision
- 22167 patches after subdivision
- sun extent from map=0.087156
- 5 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
- transfers 3058712, max 431
- transfer lists: 23.3 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(65906, 48210, 56839)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(9367, 5380, 6853)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(1357, 598, 827)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #4 added RGB(197, 66, 99)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(29, 7, 12)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(4, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0129 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
- 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 (1)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 3/1024 144/49152 ( 0.3%)
- brushes 58/8192 696/98304 ( 0.7%)
- brushsides 396/65536 3168/524288 ( 0.6%)
- planes 232/65536 4640/1310720 ( 0.4%)
- vertexes 838/65536 10056/786432 ( 1.3%)
- nodes 312/65536 9984/2097152 ( 0.5%)
- texinfos 40/12288 2880/884736 ( 0.3%)
- texdata 14/2048 448/65536 ( 0.7%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 543/65536 30408/3670016 ( 0.8%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 139/65536 7784/3670016 ( 0.2%)
- leaves 316/65536 10112/2097152 ( 0.5%)
- leaffaces 756/65536 1512/131072 ( 1.2%)
- leafbrushes 251/65536 502/131072 ( 0.4%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 3032/512000 12128/2048000 ( 0.6%)
- edges 1658/256000 6632/1024000 ( 0.6%)
- LDR worldlights 5/8192 440/720896 ( 0.1%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 39/32768 390/327680 ( 0.1%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 546/65536 1092/131072 ( 0.8%)
- cubemapsamples 1/1024 16/16384 ( 0.1%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 598216/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 5575/16777216 ( 0.0%)
- entdata [variable] 3894/393216 ( 1.0%)
- LDR ambient table 316/65536 1264/262144 ( 0.5%)
- HDR ambient table 316/65536 1264/262144 ( 0.5%)
- LDR leaf ambient 1732/65536 48496/1835008 ( 2.6%)
- HDR leaf ambient 316/65536 8848/1835008 ( 0.5%)
- 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] 1/12 ( 8.3%)
- pakfile [variable] 212261/0 ( 0.0%)
- physics [variable] 21878/4194304 ( 0.5%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 1382
- Writing d:\games\steam\steamapps\matuka628\sourcesdk_content\tf\mapsrc\tr_tf2amphi.bsp
- 10 seconds elapsed
- Valve Software - vrad.exe SSE (Jul 7 2010)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [34 texlights parsed from 'lights.rad']
- Loading d:\games\steam\steamapps\matuka628\sourcesdk_content\tf\mapsrc\tr_tf2amphi.bsp
- Setting up ray-trace acceleration structure... Done (0.05 seconds)
- 543 faces
- 577299 square feet [83131176.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 543 patches before subdivision
- 22167 patches after subdivision
- sun extent from map=0.087156
- 5 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 (1)
- transfers 3058712, max 431
- transfer lists: 23.3 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(65906, 48210, 56839)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(9367, 5380, 6853)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(1357, 598, 827)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #4 added RGB(197, 66, 99)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(29, 7, 12)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(4, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0197 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
- 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 (1)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 3/1024 144/49152 ( 0.3%)
- brushes 58/8192 696/98304 ( 0.7%)
- brushsides 396/65536 3168/524288 ( 0.6%)
- planes 232/65536 4640/1310720 ( 0.4%)
- vertexes 838/65536 10056/786432 ( 1.3%)
- nodes 312/65536 9984/2097152 ( 0.5%)
- texinfos 40/12288 2880/884736 ( 0.3%)
- texdata 14/2048 448/65536 ( 0.7%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 543/65536 30408/3670016 ( 0.8%)
- hdr faces 543/65536 30408/3670016 ( 0.8%)
- origfaces 139/65536 7784/3670016 ( 0.2%)
- leaves 316/65536 10112/2097152 ( 0.5%)
- leaffaces 756/65536 1512/131072 ( 1.2%)
- leafbrushes 251/65536 502/131072 ( 0.4%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 3032/512000 12128/2048000 ( 0.6%)
- edges 1658/256000 6632/1024000 ( 0.6%)
- LDR worldlights 5/8192 440/720896 ( 0.1%)
- HDR worldlights 5/8192 440/720896 ( 0.1%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 39/32768 390/327680 ( 0.1%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 546/65536 1092/131072 ( 0.8%)
- cubemapsamples 1/1024 16/16384 ( 0.1%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 598216/0 ( 0.0%)
- HDR lightdata [variable] 598216/0 ( 0.0%)
- visdata [variable] 5575/16777216 ( 0.0%)
- entdata [variable] 3894/393216 ( 1.0%)
- LDR ambient table 316/65536 1264/262144 ( 0.5%)
- HDR ambient table 316/65536 1264/262144 ( 0.5%)
- LDR leaf ambient 1732/65536 48496/1835008 ( 2.6%)
- HDR leaf ambient 1730/65536 48440/1835008 ( 2.6%)
- 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] 1/12 ( 8.3%)
- pakfile [variable] 212261/0 ( 0.0%)
- physics [variable] 21878/4194304 ( 0.5%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 1382
- Writing d:\games\steam\steamapps\matuka628\sourcesdk_content\tf\mapsrc\tr_tf2amphi.bsp
- 10 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "D:\Games\Steam\steamapps\matuka628\sourcesdk_content\tf\mapsrc\tr_tf2amphi.bsp" "d:\games\steam\steamapps\matuka628\team fortress 2\tf\maps\tr_tf2amphi.bsp"
- ** Executing...
- ** Command: d:\games\steam\steam.exe
- ** Parameters: -applaunch 440 -game "d:\games\steam\steamapps\matuka628\team fortress 2\tf" +map "tr_tf2amphi"
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