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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\isak\Desktop\map\jump_velocity_a1.vmf"
  5.  
  6. Valve Software - vbsp.exe (Dec 15 2016)
  7. 4 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
  9. Loading C:\Users\isak\Desktop\map\jump_velocity_a1.vmf
  10. Brush 2652: bounds out of range
  11. Patching WVT material: maps/jump_velocity_a1/dev/dev_blendmeasure2_wvt_patch
  12. fixing up env_cubemap materials on brush sides...
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  14. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  15. Processing areas...done (0)
  16. Building Faces...done (0)
  17. Chop Details...done (0)
  18. Find Visible Detail Sides...
  19. Merged 16 detail faces...done (0)
  20. Merging details...done (0)
  21. FixTjuncs...
  22. PruneNodes...
  23. WriteBSP...
  24. done (0)
  25. writing C:\Users\isak\Desktop\map\jump_velocity_a1.prt...Building visibility clusters...
  26. done (0)
  27.  
  28. ** Executing...
  29. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
  30. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\isak\Desktop\map\jump_velocity_a1"
  31.  
  32. Valve Software - vvis.exe (Dec 15 2016)
  33. fastvis = true
  34. 4 threads
  35. reading c:\users\isak\desktop\map\jump_velocity_a1.bsp
  36. reading c:\users\isak\desktop\map\jump_velocity_a1.prt
  37. 2361 portalclusters
  38. 6203 numportals
  39. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
  40. Optimized: 13404 visible clusters (0.45%)
  41. Total clusters visible: 2971557
  42. Average clusters visible: 1258
  43. Building PAS...
  44. Average clusters audible: 1290
  45. visdatasize:1137704 compressed from 1397712
  46. writing c:\users\isak\desktop\map\jump_velocity_a1.bsp
  47. 2 seconds elapsed
  48.  
  49. ** Executing...
  50. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
  51. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Users\isak\Desktop\map\jump_velocity_a1"
  52.  
  53. Valve Software - vrad.exe SSE (Dec 15 2016)
  54.  
  55. Valve Radiosity Simulator
  56. 4 threads
  57. [Reading texlights from 'lights.rad']
  58. unknown light specifier type - lights
  59.  
  60. [56 texlights parsed from 'lights.rad']
  61.  
  62. Loading c:\users\isak\desktop\map\jump_velocity_a1.bsp
  63. Setting up ray-trace acceleration structure... Done (0.17 seconds)
  64. 6015 faces
  65. 25053874 square feet [3607757824.00 square inches]
  66. 6 Displacements
  67. 629650 Square Feet [90669672.00 Square Inches]
  68. 6015 patches before subdivision
  69. 448485 patches after subdivision
  70. sun extent from map=0.000000
  71. 21 direct lights
  72. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (32)
  73. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (51)
  74. transfers 53780453, max 788
  75. transfer lists: 410.3 megs
  76. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  77. Bounce #1 added RGB(206051, 143016, 202673)
  78. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  79. Bounce #2 added RGB(21443, 13491, 19003)
  80. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  81. Bounce #3 added RGB(3678, 2118, 2959)
  82. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  83. Bounce #4 added RGB(688, 336, 458)
  84. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  85. Bounce #5 added RGB(158, 71, 96)
  86. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  87. Bounce #6 added RGB(36, 14, 18)
  88. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  89. Bounce #7 added RGB(9, 3, 4)
  90. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  91. Bounce #8 added RGB(2, 1, 1)
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  93. Bounce #9 added RGB(1, 0, 0)
  94. Build Patch/Sample Hash Table(s).....Done<0.3076 sec>
  95. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
  96. FinalLightFace Done
  97. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  98. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
  99. Writing leaf ambient...done
  100. Ready to Finish
  101.  
  102. Object names Objects/Maxobjs Memory / Maxmem Fullness
  103. ------------ --------------- --------------- --------
  104. models 32/1024 1536/49152 ( 3.1%)
  105. brushes 333/8192 3996/98304 ( 4.1%)
  106. brushsides 2158/65536 17264/524288 ( 3.3%)
  107. planes 1354/65536 27080/1310720 ( 2.1%)
  108. vertexes 7904/65536 94848/786432 (12.1%)
  109. nodes 2014/65536 64448/2097152 ( 3.1%)
  110. texinfos 339/12288 24408/884736 ( 2.8%)
  111. texdata 32/2048 1024/65536 ( 1.6%)
  112. dispinfos 6/0 1056/0 ( 0.0%)
  113. disp_verts 486/0 9720/0 ( 0.0%)
  114. disp_tris 768/0 1536/0 ( 0.0%)
  115. disp_lmsamples 225188/0 225188/0 ( 0.0%)
  116. faces 6015/65536 336840/3670016 ( 9.2%)
  117. hdr faces 0/65536 0/3670016 ( 0.0%)
  118. origfaces 837/65536 46872/3670016 ( 1.3%)
  119. leaves 2047/65536 65504/2097152 ( 3.1%)
  120. leaffaces 7433/65536 14866/131072 (11.3%)
  121. leafbrushes 1432/65536 2864/131072 ( 2.2%)
  122. areas 4/256 32/2048 ( 1.6%)
  123. surfedges 29705/512000 118820/2048000 ( 5.8%)
  124. edges 15904/256000 63616/1024000 ( 6.2%)
  125. LDR worldlights 21/8192 1848/720896 ( 0.3%)
  126. HDR worldlights 0/8192 0/720896 ( 0.0%)
  127. leafwaterdata 5/32768 60/393216 ( 0.0%)
  128. waterstrips 214/32768 2140/327680 ( 0.7%)
  129. waterverts 0/65536 0/786432 ( 0.0%)
  130. waterindices 2910/65536 5820/131072 ( 4.4%)
  131. cubemapsamples 0/1024 0/16384 ( 0.0%)
  132. overlays 0/512 0/180224 ( 0.0%)
  133. LDR lightdata [variable] 19122384/0 ( 0.0%)
  134. HDR lightdata [variable] 0/0 ( 0.0%)
  135. visdata [variable] 1137704/16777216 ( 6.8%)
  136. entdata [variable] 12824/393216 ( 3.3%)
  137. LDR ambient table 2047/65536 8188/262144 ( 3.1%)
  138. HDR ambient table 2047/65536 8188/262144 ( 3.1%)
  139. LDR leaf ambient 7442/65536 208376/1835008 (11.4%)
  140. HDR leaf ambient 2047/65536 57316/1835008 ( 3.1%)
  141. occluders 0/0 0/0 ( 0.0%)
  142. occluder polygons 0/0 0/0 ( 0.0%)
  143. occluder vert ind 0/0 0/0 ( 0.0%)
  144. detail props [variable] 1/12 ( 8.3%)
  145. static props [variable] 1/12 ( 8.3%)
  146. pakfile [variable] 2318/0 ( 0.0%)
  147. physics [variable] 128222/4194304 ( 3.1%)
  148. physics terrain [variable] 2056/1048576 ( 0.2%)
  149.  
  150. Level flags = 0
  151.  
  152. Total triangle count: 14327
  153. Writing c:\users\pootis\desktop\map\jump_velocity_a1.bsp
  154. 1 minute, 43 seconds elapsed
  155.  
  156. ** Executing...
  157. ** Command: Copy File
  158. ** Parameters: "C:\Users\pootis\Desktop\map\jump_velocity_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\jump_velocity_a1.bsp"
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