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  1.  
  2. ** Executing...
  3. ** Command: "E:\gameing2\steamapps\common\Team Fortress 2\bin\vbsp.exe"
  4. ** Parameters: -game "E:\gameing2\steamapps\common\Team Fortress 2\tf" "c:\users\whduer-pc\documents\mapping\zoo_ramptest4"
  5.  
  6. Valve Software - vbsp.exe (May 21 2020)
  7. 8 threads
  8. MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\whduer-pc\documents\mapping\zoo_ramptest4.log', but we don't own that location. Allowing.
  9. materialPath: E:\gameing2\steamapps\common\Team Fortress 2\tf\materials
  10. Loading c:\users\whduer-pc\documents\mapping\zoo_ramptest4.vmf
  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\whduer-pc\documents\mapping\zoo_ramptest4.prt...Building visibility clusters...
  21. done (0)
  22. Creating default LDR cubemaps for env_cubemap using skybox materials:
  23. skybox/sky_day01_01*.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_01*.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 (0) (2317 bytes)
  33. Unable to load vertex data "models/whimsy/ramp.vvd"
  34.  
  35.  
  36. ** Executing...
  37. ** Command: "E:\gameing2\steamapps\common\Team Fortress 2\bin\vvis.exe"
  38. ** Parameters: -game "E:\gameing2\steamapps\common\Team Fortress 2\tf" "c:\users\whduer-pc\documents\mapping\zoo_ramptest4"
  39.  
  40. Valve Software - vvis.exe (May 21 2020)
  41. MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\whduer-pc\documents\mapping\zoo_ramptest4.log', but we don't own that location. Allowing.
  42. 8 threads
  43. reading c:\users\whduer-pc\documents\mapping\zoo_ramptest4.bsp
  44. reading c:\users\whduer-pc\documents\mapping\zoo_ramptest4.prt
  45. 24 portalclusters
  46. 38 numportals
  47. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  48. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  49. Optimized: 0 visible clusters (0.00%)
  50. Total clusters visible: 576
  51. Average clusters visible: 24
  52. Building PAS...
  53. Average clusters audible: 24
  54. visdatasize:340 compressed from 384
  55. writing c:\users\whduer-pc\documents\mapping\zoo_ramptest4.bsp
  56. MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\whduer-pc\documents\mapping\zoo_ramptest4.bsp', but we don't own that location. Allowing.
  57. 0 seconds elapsed
  58.  
  59. ** Executing...
  60. ** Command: "E:\gameing2\steamapps\common\Team Fortress 2\bin\vrad.exe"
  61. ** Parameters: -both -game "E:\gameing2\steamapps\common\Team Fortress 2\tf" "c:\users\whduer-pc\documents\mapping\zoo_ramptest4"
  62.  
  63. Valve Software - vrad.exe SSE (May 21 2020)
  64.  
  65. Valve Radiosity Simulator
  66. 8 threads
  67. MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\whduer-pc\documents\mapping\zoo_ramptest4.log', but we don't own that location. Allowing.
  68. [Reading texlights from 'lights.rad']
  69. unknown light specifier type - lights
  70.  
  71. [56 texlights parsed from 'lights.rad']
  72.  
  73. Loading c:\users\whduer-pc\documents\mapping\zoo_ramptest4.bsp
  74. Setting up ray-trace acceleration structure... Done (0.00 seconds)
  75. 500 faces
  76. 612750 square feet [88236032.00 square inches]
  77. 0 Displacements
  78. 0 Square Feet [0.00 Square Inches]
  79. 500 patches before subdivision
  80. 37412 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 (1)
  84. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
  85. transfers 8448148, max 647
  86. transfer lists: 64.5 megs
  87. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  88. Bounce #1 added RGB(5059, 8785, 12687)
  89. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  90. Bounce #2 added RGB(272, 820, 1711)
  91. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  92. Bounce #3 added RGB(15, 77, 232)
  93. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  94. Bounce #4 added RGB(1, 7, 32)
  95. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  96. Bounce #5 added RGB(0, 1, 4)
  97. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  98. Bounce #6 added RGB(0, 0, 1)
  99. Build Patch/Sample Hash Table(s).....Done<0.0118 sec>
  100. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
  101. FinalLightFace Done
  102. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  103. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Writing leaf ambient...done
  105. Ready to Finish
  106.  
  107. Object names Objects/Maxobjs Memory / Maxmem Fullness
  108. ------------ --------------- --------------- --------
  109. models 1/1024 48/49152 ( 0.1%)
  110. brushes 6/8192 72/98304 ( 0.1%)
  111. brushsides 36/65536 288/524288 ( 0.1%)
  112. planes 50/65536 1000/1310720 ( 0.1%)
  113. vertexes 549/65536 6588/786432 ( 0.8%)
  114. nodes 113/65536 3616/2097152 ( 0.2%)
  115. texinfos 5/12288 360/884736 ( 0.0%)
  116. texdata 3/2048 96/65536 ( 0.1%)
  117. dispinfos 0/0 0/0 ( 0.0%)
  118. disp_verts 0/0 0/0 ( 0.0%)
  119. disp_tris 0/0 0/0 ( 0.0%)
  120. disp_lmsamples 0/0 0/0 ( 0.0%)
  121. faces 500/65536 28000/3670016 ( 0.8%)
  122. hdr faces 500/65536 28000/3670016 ( 0.8%)
  123. origfaces 6/65536 336/3670016 ( 0.0%)
  124. leaves 115/65536 3680/2097152 ( 0.2%)
  125. leaffaces 500/65536 1000/131072 ( 0.8%)
  126. leafbrushes 68/65536 136/131072 ( 0.1%)
  127. areas 2/256 16/2048 ( 0.8%)
  128. surfedges 2084/512000 8336/2048000 ( 0.4%)
  129. edges 1055/256000 4220/1024000 ( 0.4%)
  130. LDR worldlights 2/8192 176/720896 ( 0.0%)
  131. HDR worldlights 2/8192 176/720896 ( 0.0%)
  132. leafwaterdata 0/32768 0/393216 ( 0.0%)
  133. waterstrips 0/32768 0/327680 ( 0.0%)
  134. waterverts 0/65536 0/786432 ( 0.0%)
  135. waterindices 0/65536 0/131072 ( 0.0%)
  136. cubemapsamples 0/1024 0/16384 ( 0.0%)
  137. overlays 0/512 0/180224 ( 0.0%)
  138. LDR lightdata [variable] 1220152/0 ( 0.0%)
  139. HDR lightdata [variable] 1220152/0 ( 0.0%)
  140. visdata [variable] 340/16777216 ( 0.0%)
  141. entdata [variable] 780/393216 ( 0.2%)
  142. LDR ambient table 115/65536 460/262144 ( 0.2%)
  143. HDR ambient table 115/65536 460/262144 ( 0.2%)
  144. LDR leaf ambient 373/65536 10444/1835008 ( 0.6%)
  145. HDR leaf ambient 373/65536 10444/1835008 ( 0.6%)
  146. occluders 0/0 0/0 ( 0.0%)
  147. occluder polygons 0/0 0/0 ( 0.0%)
  148. occluder vert ind 0/0 0/0 ( 0.0%)
  149. detail props [variable] 1/12 ( 8.3%)
  150. static props [variable] 1/12 ( 8.3%)
  151. pakfile [variable] 105683/0 ( 0.0%)
  152. physics [variable] 2317/4194304 ( 0.1%)
  153. physics terrain [variable] 2/1048576 ( 0.0%)
  154.  
  155. Level flags = 0
  156.  
  157. Total triangle count: 1060
  158. Writing c:\users\whduer-pc\documents\mapping\zoo_ramptest4.bsp
  159. 2 seconds elapsed
  160. Valve Software - vrad.exe SSE (May 21 2020)
  161.  
  162. Valve Radiosity Simulator
  163. 8 threads
  164. MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\whduer-pc\documents\mapping\zoo_ramptest4.log', but we don't own that location. Allowing.
  165. [Reading texlights from 'lights.rad']
  166. unknown light specifier type - lights
  167.  
  168. [56 texlights parsed from 'lights.rad']
  169.  
  170. Loading c:\users\whduer-pc\documents\mapping\zoo_ramptest4.bsp
  171. Setting up ray-trace acceleration structure... Done (0.00 seconds)
  172. 500 faces
  173. 612750 square feet [88236032.00 square inches]
  174. 0 Displacements
  175. 0 Square Feet [0.00 Square Inches]
  176. 500 patches before subdivision
  177. 37412 patches after subdivision
  178. sun extent from map=0.000000
  179. 2 direct lights
  180. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
  181. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
  182. transfers 8448148, max 647
  183. transfer lists: 64.5 megs
  184. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  185. Bounce #1 added RGB(5059, 8785, 12687)
  186. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  187. Bounce #2 added RGB(272, 820, 1711)
  188. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  189. Bounce #3 added RGB(15, 77, 232)
  190. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  191. Bounce #4 added RGB(1, 7, 32)
  192. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  193. Bounce #5 added RGB(0, 1, 4)
  194. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  195. Bounce #6 added RGB(0, 0, 1)
  196. Build Patch/Sample Hash Table(s).....Done<0.0120 sec>
  197. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
  198. FinalLightFace Done
  199. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  200. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  201. Writing leaf ambient...done
  202. Ready to Finish
  203.  
  204. Object names Objects/Maxobjs Memory / Maxmem Fullness
  205. ------------ --------------- --------------- --------
  206. models 1/1024 48/49152 ( 0.1%)
  207. brushes 6/8192 72/98304 ( 0.1%)
  208. brushsides 36/65536 288/524288 ( 0.1%)
  209. planes 50/65536 1000/1310720 ( 0.1%)
  210. vertexes 549/65536 6588/786432 ( 0.8%)
  211. nodes 113/65536 3616/2097152 ( 0.2%)
  212. texinfos 5/12288 360/884736 ( 0.0%)
  213. texdata 3/2048 96/65536 ( 0.1%)
  214. dispinfos 0/0 0/0 ( 0.0%)
  215. disp_verts 0/0 0/0 ( 0.0%)
  216. disp_tris 0/0 0/0 ( 0.0%)
  217. disp_lmsamples 0/0 0/0 ( 0.0%)
  218. faces 500/65536 28000/3670016 ( 0.8%)
  219. hdr faces 500/65536 28000/3670016 ( 0.8%)
  220. origfaces 6/65536 336/3670016 ( 0.0%)
  221. leaves 115/65536 3680/2097152 ( 0.2%)
  222. leaffaces 500/65536 1000/131072 ( 0.8%)
  223. leafbrushes 68/65536 136/131072 ( 0.1%)
  224. areas 2/256 16/2048 ( 0.8%)
  225. surfedges 2084/512000 8336/2048000 ( 0.4%)
  226. edges 1055/256000 4220/1024000 ( 0.4%)
  227. LDR worldlights 2/8192 176/720896 ( 0.0%)
  228. HDR worldlights 2/8192 176/720896 ( 0.0%)
  229. leafwaterdata 0/32768 0/393216 ( 0.0%)
  230. waterstrips 0/32768 0/327680 ( 0.0%)
  231. waterverts 0/65536 0/786432 ( 0.0%)
  232. waterindices 0/65536 0/131072 ( 0.0%)
  233. cubemapsamples 0/1024 0/16384 ( 0.0%)
  234. overlays 0/512 0/180224 ( 0.0%)
  235. LDR lightdata [variable] 1220152/0 ( 0.0%)
  236. HDR lightdata [variable] 1220152/0 ( 0.0%)
  237. visdata [variable] 340/16777216 ( 0.0%)
  238. entdata [variable] 780/393216 ( 0.2%)
  239. LDR ambient table 115/65536 460/262144 ( 0.2%)
  240. HDR ambient table 115/65536 460/262144 ( 0.2%)
  241. LDR leaf ambient 373/65536 10444/1835008 ( 0.6%)
  242. HDR leaf ambient 373/65536 10444/1835008 ( 0.6%)
  243. occluders 0/0 0/0 ( 0.0%)
  244. occluder polygons 0/0 0/0 ( 0.0%)
  245. occluder vert ind 0/0 0/0 ( 0.0%)
  246. detail props [variable] 1/12 ( 8.3%)
  247. static props [variable] 1/12 ( 8.3%)
  248. pakfile [variable] 105683/0 ( 0.0%)
  249. physics [variable] 2317/4194304 ( 0.1%)
  250. physics terrain [variable] 2/1048576 ( 0.0%)
  251.  
  252. Level flags = 0
  253.  
  254. Total triangle count: 1060
  255. Writing c:\users\whduer-pc\documents\mapping\zoo_ramptest4.bsp
  256. 1 second elapsed
  257.  
  258. ** Executing...
  259. ** Command: Copy File
  260. ** Parameters: "c:\users\whduer-pc\documents\mapping\zoo_ramptest4.bsp" "E:\gameing2\steamapps\common\Team Fortress 2\tf\maps\zoo_ramptest4.bsp"
  261.  
  262.  
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