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Apr 7th, 2019
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  1.  
  2. ** Executing...
  3. ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\bin\vbsp.exe"
  4. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" "d:\steamlibrary\steamapps\common\counter-strike global offensive\sdk_content\maps\my maps\hl2ep2\ml03_cityescape"
  5.  
  6. Valve Software - vbsp.exe (May 15 2014)
  7. 4 threads
  8. materialPath: D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\materials
  9. Loading d:\steamlibrary\steamapps\common\counter-strike global offensive\sdk_content\maps\my maps\hl2ep2\ml03_cityescape.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Could not locate 'GameData' key in d:\steamlibrary\steamapps\common\half-life 2\ep2\gameinfo.txt
  12. Patching WVT material: maps/ml03_cityescape/concrete/blendconcretedebris001a_wvt_patch
  13. Patching WVT material: maps/ml03_cityescape/nature/blendconcretedirt001a_wvt_patch
  14. Patching WVT material: maps/ml03_cityescape/concrete/blenddebris001a_wvt_patch
  15. fixing up env_cubemap materials on brush sides...
  16. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  17. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  18. Processing areas...done (0)
  19. Building Faces...done (0)
  20. Chop Details...done (0)
  21. Find Visible Detail Sides...
  22. Merged 832 detail faces...done (0)
  23. Merging details...done (0)
  24. FixTjuncs...
  25. PruneNodes...
  26. WriteBSP...
  27. done (1)
  28. writing d:\steamlibrary\steamapps\common\counter-strike global offensive\sdk_content\maps\my maps\hl2ep2\ml03_cityescape.prt...Building visibility clusters...
  29. done (0)
  30. Creating default LDR cubemaps for env_cubemap using skybox materials:
  31. skybox/sky_day03_05*.vmt
  32. ! Run buildcubemaps in the engine to get the correct cube maps.
  33. Creating default HDR cubemaps for env_cubemap using skybox materials:
  34. skybox/sky_day03_05*.vmt
  35. ! Run buildcubemaps in the engine to get the correct cube maps.
  36. Finding displacement neighbors...
  37. Finding lightmap sample positions...
  38. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  39. Building Physics collision data...
  40. done (0) (389632 bytes)
  41. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  42. Water found with no water_lod_control entity, creating a default one.
  43. Compacting texture/material tables...
  44. Reduced 3686 texinfos to 1455
  45. Reduced 586 texdatas to 412 (33241 bytes to 24542)
  46. Writing d:\steamlibrary\steamapps\common\counter-strike global offensive\sdk_content\maps\my maps\hl2ep2\ml03_cityescape.bsp
  47. 7 seconds elapsed
  48.  
  49. ** Executing...
  50. ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\bin\vvis.exe"
  51. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" "d:\steamlibrary\steamapps\common\counter-strike global offensive\sdk_content\maps\my maps\hl2ep2\ml03_cityescape"
  52.  
  53. Valve Software - vvis.exe (May 15 2014)
  54. 4 threads
  55. reading d:\steamlibrary\steamapps\common\counter-strike global offensive\sdk_content\maps\my maps\hl2ep2\ml03_cityescape.bsp
  56. reading d:\steamlibrary\steamapps\common\counter-strike global offensive\sdk_content\maps\my maps\hl2ep2\ml03_cityescape.prt
  57. 455 portalclusters
  58. 1242 numportals
  59. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  60. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (20)
  61. Optimized: 428 visible clusters (0.47%)
  62. Total clusters visible: 91685
  63. Average clusters visible: 201
  64. Building PAS...
  65. Average clusters audible: 414
  66. visdatasize:51263 compressed from 58240
  67. writing d:\steamlibrary\steamapps\common\counter-strike global offensive\sdk_content\maps\my maps\hl2ep2\ml03_cityescape.bsp
  68. 20 seconds elapsed
  69.  
  70. ** Executing...
  71. ** Command: "D:\SteamLibrary\steamapps\common\Half-Life 2\bin\vrad.exe"
  72. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2" "d:\steamlibrary\steamapps\common\counter-strike global offensive\sdk_content\maps\my maps\hl2ep2\ml03_cityescape"
  73.  
  74. Valve Software - vrad.exe SSE (May 15 2014)
  75.  
  76. Valve Radiosity Simulator
  77. 4 threads
  78. [Reading texlights from 'lights.rad']
  79. [48 texlights parsed from 'lights.rad']
  80.  
  81. Loading d:\steamlibrary\steamapps\common\counter-strike global offensive\sdk_content\maps\my maps\hl2ep2\ml03_cityescape.bsp
  82. Setting up ray-trace acceleration structure... Done (0.82 seconds)
  83. 7183 faces
  84. 2 degenerate faces
  85. 6638132 square feet [955891008.00 square inches]
  86. 3 Displacements
  87. 4146 Square Feet [597039.38 Square Inches]
  88. 7181 patches before subdivision
  89. 368821 patches after subdivision
  90. 46 direct lights
  91. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (40)
  92. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (60)
  93. transfers 50300862, max 1625
  94. transfer lists: 383.8 megs
  95. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  96. Bounce #1 added RGB(495717, 366416, 182379)
  97. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  98. Bounce #2 added RGB(62170, 43457, 18608)
  99. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  100. Bounce #3 added RGB(10886, 7098, 2475)
  101. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  102. Bounce #4 added RGB(2205, 1305, 369)
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Bounce #5 added RGB(541, 290, 65)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  106. Bounce #6 added RGB(159, 72, 12)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  108. Bounce #7 added RGB(51, 20, 3)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  110. Bounce #8 added RGB(19, 6, 1)
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  112. Bounce #9 added RGB(7, 2, 0)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  114. Bounce #10 added RGB(3, 1, 0)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  116. Bounce #11 added RGB(1, 0, 0)
  117. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  118. Bounce #12 added RGB(0, 0, 0)
  119. Build Patch/Sample Hash Table(s).....Done<0.1445 sec>
  120. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
  121. FinalLightFace Done
  122. 4 of 19 (21% of) surface lights went in leaf ambient cubes.
  123. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
  124. Writing leaf ambient...done
  125. Ready to Finish
  126.  
  127. Object names Objects/Maxobjs Memory / Maxmem Fullness
  128. ------------ --------------- --------------- --------
  129. models 57/1024 2736/49152 ( 5.6%)
  130. brushes 1087/8192 13044/98304 (13.3%)
  131. brushsides 6905/65536 55240/524288 (10.5%)
  132. planes 2806/65536 56120/1310720 ( 4.3%)
  133. vertexes 11479/65536 137748/786432 (17.5%)
  134. nodes 1912/65536 61184/2097152 ( 2.9%)
  135. texinfos 1455/12288 104760/884736 (11.8%)
  136. texdata 412/2048 13184/65536 (20.1%)
  137. dispinfos 3/0 528/0 ( 0.0%)
  138. disp_verts 243/0 4860/0 ( 0.0%)
  139. disp_tris 384/0 768/0 ( 0.0%)
  140. disp_lmsamples 13500/0 13500/0 ( 0.0%)
  141. faces 7183/65536 402248/3670016 (11.0%)
  142. hdr faces 0/65536 0/3670016 ( 0.0%)
  143. origfaces 2503/65536 140168/3670016 ( 3.8%)
  144. leaves 1970/65536 63040/2097152 ( 3.0%)
  145. leaffaces 8739/65536 17478/131072 (13.3%)
  146. leafbrushes 2810/65536 5620/131072 ( 4.3%)
  147. areas 3/256 24/2048 ( 1.2%)
  148. surfedges 45555/512000 182220/2048000 ( 8.9%)
  149. edges 26659/256000 106636/1024000 (10.4%)
  150. LDR worldlights 46/8192 4048/720896 ( 0.6%)
  151. HDR worldlights 0/8192 0/720896 ( 0.0%)
  152. leafwaterdata 2/32768 24/393216 ( 0.0%)
  153. waterstrips 823/32768 8230/327680 ( 2.5%)
  154. waterverts 0/65536 0/786432 ( 0.0%)
  155. waterindices 14481/65536 28962/131072 (22.1%)
  156. cubemapsamples 35/1024 560/16384 ( 3.4%)
  157. overlays 2/512 704/180224 ( 0.4%)
  158. LDR lightdata [variable] 26021972/0 ( 0.0%)
  159. HDR lightdata [variable] 0/0 ( 0.0%)
  160. visdata [variable] 51263/16777216 ( 0.3%)
  161. entdata [variable] 150932/393216 (38.4%)
  162. LDR ambient table 1970/65536 7880/262144 ( 3.0%)
  163. HDR ambient table 1970/65536 7880/262144 ( 3.0%)
  164. LDR leaf ambient 5154/65536 144312/1835008 ( 7.9%)
  165. HDR leaf ambient 1970/65536 55160/1835008 ( 3.0%)
  166. occluders 0/0 0/0 ( 0.0%)
  167. occluder polygons 0/0 0/0 ( 0.0%)
  168. occluder vert ind 0/0 0/0 ( 0.0%)
  169. detail props [variable] 1/12 ( 8.3%)
  170. static props [variable] 1/26322 ( 0.0%)
  171. pakfile [variable] 3292961/0 ( 0.0%)
  172. physics [variable] 389632/4194304 ( 9.3%)
  173. physics terrain [variable] 791/1048576 ( 0.1%)
  174.  
  175. Level flags = 0
  176.  
  177. Total triangle count: 21192
  178. Writing d:\steamlibrary\steamapps\common\counter-strike global offensive\sdk_content\maps\my maps\hl2ep2\ml03_cityescape.bsp
  179. 2 minutes, 0 seconds elapsed
  180.  
  181. ** Executing...
  182. ** Command: Copy File
  183. ** Parameters: "d:\steamlibrary\steamapps\common\counter-strike global offensive\sdk_content\maps\my maps\hl2ep2\ml03_cityescape.bsp" "D:\SteamLibrary\steamapps\common\Half-Life 2\ep2\maps\ml03_cityescape.bsp"
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