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  1.  
  2. Map File Selected: C:\Program Files\Steam\SteamApps\common\Half-Life 2\Point_v7.vmf
  3. HDR will be enabled for compiles.
  4. NOTE: You should typically always have LDR enabled with HDR.
  5. HDR will not be enabled for compiles.
  6.  
  7. Fast Compile Selected!
  8. Compile Start Time: lundi 7 août 2017, 23:57:52
  9.  
  10. -------------- Start Compile BSP ----------------
  11. VBSP Started, Please Wait!
  12.  
  13. VBSP: c:\program files\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe -game "C:\program files\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Program Files\Steam\SteamApps\common\Half-Life 2\Point_v7"
  14.  
  15. Valve Software - vbsp.exe (Jun 14 2017)
  16. 2 threads
  17. materialPath: C:\program files\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig\materials
  18. Loading C:\Program Files\Steam\SteamApps\common\Half-Life 2\Point_v7.vmf
  19. Could not locate 'GameData' key in c:\program files\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt
  20. Patching WVT material: maps/point_v7/nature/ah_blend_grass1_dirt1_wvt_patch
  21. Patching WVT material: maps/point_v7/nature/blendcliffdirt001a_wvt_patch
  22. Patching WVT material: maps/point_v7/nature/ah_blend_grass1_dirt2_details_wvt_patch
  23. Patching WVT material: maps/point_v7/nature/blendcliffgrass001a_wvt_patch
  24. fixing up env_cubemap materials on brush sides...
  25. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  26. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  27. Processing areas...done (0)
  28. Building Faces...done (0)
  29. Chop Details...done (0)
  30. Find Visible Detail Sides...done (0)
  31. Merging details...done (0)
  32. FixTjuncs...
  33. PruneNodes...
  34. WriteBSP...
  35. done (0)
  36. writing C:\Program Files\Steam\SteamApps\common\Half-Life 2\Point_v7.prt...Building visibility clusters...
  37. done (0)
  38. Creating default LDR cubemaps for env_cubemap using skybox materials:
  39. skybox/stcomedumont02_hdr*.vmt
  40. ! Run buildcubemaps in the engine to get the correct cube maps.
  41. Creating default HDR cubemaps for env_cubemap using skybox materials:
  42. skybox/stcomedumont02_hdr*.vmt
  43. ! Run buildcubemaps in the engine to get the correct cube maps.
  44. Finding displacement neighbors...
  45. Finding lightmap sample positions...
  46. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  47. Building Physics collision data...
  48. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  49. done (0) (1041491 bytes)
  50. Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material NATURE/AH_BLEND_GRASS1_DIRT2_DETAILS uses unknown detail object type ah_tall_thick_grass1!
  51. Material NATURE/AH_BLEND_GRASS1_DIRT2_DETAILS uses unknown detail object type ah_tall_thick_grass1!
  52. Material NATURE/AH_BLEND_GRASS1_DIRT2_DETAILS uses unknown detail object type ah_tall_thick_grass1!
  53. Material NATURE/AH_BLEND_GRASS1_DIRT2_DETAILS uses unknown detail object type ah_tall_thick_grass1!
  54. Material NATURE/AH_BLEND_GRASS1_DIRT2_DETAILS uses unknown detail object type ah_tall_thick_grass1!
  55. Material NATURE/AH_BLEND_GRASS1_DIRT2_DETAILS uses unknown detail object type ah_tall_thick_grass1!
  56. Material NATURE/AH_BLEND_GRASS1_DIRT2_DETAILS uses unknown detail object type ah_tall_thick_grass1!
  57. .10
  58. Compacting texture/material tables...
  59. Reduced 2354 texinfos to 1556
  60. Reduced 125 texdatas to 105 (3794 bytes to 3271)
  61. Writing C:\Program Files\Steam\SteamApps\common\Half-Life 2\Point_v7.bsp
  62. Wrote ZIP buffer, estimated size 627540, actual size 620626
  63. 6 seconds elapsed
  64.  
  65. Compile Complete for this module.
  66. VBSP Completed: lundi 7 août 2017, 23:58:00
  67. VBSP: WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  68. VBSP: Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material NATURE/AH_BLEND_GRASS1_DIRT2_DETAILS uses unknown detail object type ah_tall_thick_grass1!
  69. VBSP: Material NATURE/AH_BLEND_GRASS1_DIRT2_DETAILS uses unknown detail object type ah_tall_thick_grass1!
  70. VBSP: Material NATURE/AH_BLEND_GRASS1_DIRT2_DETAILS uses unknown detail object type ah_tall_thick_grass1!
  71. VBSP: Material NATURE/AH_BLEND_GRASS1_DIRT2_DETAILS uses unknown detail object type ah_tall_thick_grass1!
  72. VBSP: Material NATURE/AH_BLEND_GRASS1_DIRT2_DETAILS uses unknown detail object type ah_tall_thick_grass1!
  73. VBSP: Material NATURE/AH_BLEND_GRASS1_DIRT2_DETAILS uses unknown detail object type ah_tall_thick_grass1!
  74. VBSP: Material NATURE/AH_BLEND_GRASS1_DIRT2_DETAILS uses unknown detail object type ah_tall_thick_grass1!
  75. VBSP: Compile time: 6 seconds elapsed
  76.  
  77. -------------- Start Compile VVIS ----------------
  78. VVIS Started, Please Wait!
  79.  
  80. VVIS: c:\program files\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe -fast -game "C:\program files\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Program Files\Steam\SteamApps\common\Half-Life 2\Point_v7"
  81.  
  82. Valve Software - vvis.exe (Jun 14 2017)
  83. fastvis = true
  84. 2 threads
  85. reading c:\program files\steam\steamapps\common\half-life 2\Point_v7.bsp
  86. reading c:\program files\steam\steamapps\common\half-life 2\Point_v7.prt
  87. 2802 portalclusters
  88. 10541 numportals
  89. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (25)
  90. Optimized: 227860 visible clusters (3.17%)
  91. Total clusters visible: 7198701
  92. Average clusters visible: 2569
  93. Building PAS...
  94. Average clusters audible: 2801
  95. visdatasize:1968076 compressed from 1972608
  96. writing c:\program files\steam\steamapps\common\half-life 2\Point_v7.bsp
  97. 26 seconds elapsed
  98.  
  99. Compile Complete for this module.
  100. VVIS Completed: lundi 7 août 2017, 23:58:28
  101. VVIS: Compile time: 26 seconds elapsed
  102.  
  103. -------------- Start Compile VRAD ----------------
  104. VRAD Started, Please Wait!
  105.  
  106. VRAD: c:\program files\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe -game "C:\program files\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Program Files\Steam\SteamApps\common\Half-Life 2\Point_v7"
  107.  
  108. Valve Software - vrad.exe SSE (Jun 14 2017)
  109.  
  110. Valve Radiosity Simulator
  111. 2 threads
  112. [Reading texlights from 'lights.rad']
  113. [48 texlights parsed from 'lights.rad']
  114.  
  115. Loading c:\program files\steam\steamapps\common\half-life 2\Point_v7.bsp
  116. Setting up ray-trace acceleration structure... Done (1.23 seconds)
  117. 8459 faces
  118. 12 degenerate faces
  119. 3548100 square feet [510926464.00 square inches]
  120. 34 Displacements
  121. 479010 Square Feet [68977544.00 Square Inches]
  122. 8447 patches before subdivision
  123. zero area child patch
  124. zero area child patch
  125. zero area child patch
  126. 195247 patches after subdivision
  127. sun extent from map=0.017452
  128. 31 direct lights
  129. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (103)
  130. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (356)
  131. transfers 89469165, max 2167
  132. transfer lists: 682.6 megs
  133. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  134. Bounce #1 added RGB(222007, 253765, 199995)
  135. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  136. Bounce #2 added RGB(29952, 30745, 19424)
  137. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  138. Bounce #3 added RGB(4923, 4554, 2285)
  139. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  140. Bounce #4 added RGB(908, 770, 305)
  141. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  142. Bounce #5 added RGB(193, 157, 50)
  143. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  144. Bounce #6 added RGB(46, 37, 10)
  145. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  146. Bounce #7 added RGB(12, 10, 2)
  147. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  148. Bounce #8 added RGB(3, 3, 1)
  149. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  150. Bounce #9 added RGB(1, 1, 0)
  151. Build Patch/Sample Hash Table(s).....Done<0.0000 sec>
  152. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (33)
  153. FinalLightFace Done
  154. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  155. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (43)
  156. Writing leaf ambient...done
  157. Ready to Finish
  158.  
  159. Object names Objects/Maxobjs Memory / Maxmem Fullness
  160. ------------ --------------- --------------- --------
  161. models 28/1024 1344/49152 ( 2.7%)
  162. brushes 957/8192 11484/98304 (11.7%)
  163. brushsides 7664/65536 61312/524288 (11.7%)
  164. planes 8804/65536 176080/1310720 (13.4%)
  165. vertexes 13278/65536 159336/786432 (20.3%)
  166. nodes 5112/65536 163584/2097152 ( 7.8%)
  167. texinfos 1556/12288 112032/884736 (12.7%)
  168. texdata 105/2048 3360/65536 ( 5.1%)
  169. dispinfos 34/0 5984/0 ( 0.0%)
  170. disp_verts 3586/0 71720/0 ( 0.0%)
  171. disp_tris 5888/0 11776/0 ( 0.0%)
  172. disp_lmsamples 388925/0 388925/0 ( 0.0%)
  173. faces 8459/65536 473704/3670016 (12.9%)
  174. hdr faces 0/65536 0/3670016 ( 0.0%)
  175. origfaces 3549/65536 198744/3670016 ( 5.4%)
  176. leaves 5141/65536 164512/2097152 ( 7.8%)
  177. leaffaces 10226/65536 20452/131072 (15.6%)
  178. leafbrushes 2887/65536 5774/131072 ( 4.4%)
  179. areas 2/256 16/2048 ( 0.8%)
  180. surfedges 54480/512000 217920/2048000 (10.6%)
  181. edges 30631/256000 122524/1024000 (12.0%)
  182. LDR worldlights 31/8192 2728/720896 ( 0.4%)
  183. HDR worldlights 0/8192 0/720896 ( 0.0%)
  184. leafwaterdata 0/32768 0/393216 ( 0.0%)
  185. waterstrips 612/32768 6120/327680 ( 1.9%)
  186. waterverts 0/65536 0/786432 ( 0.0%)
  187. waterindices 9996/65536 19992/131072 (15.3%)
  188. cubemapsamples 6/1024 96/16384 ( 0.6%)
  189. overlays 8/512 2816/180224 ( 1.6%)
  190. LDR lightdata [variable] 7656820/0 ( 0.0%)
  191. HDR lightdata [variable] 0/0 ( 0.0%)
  192. visdata [variable] 1968076/16777216 (11.7%)
  193. entdata [variable] 326248/393216 (83.0%) VERY FULL!
  194. LDR ambient table 5141/65536 20564/262144 ( 7.8%)
  195. HDR ambient table 5141/65536 20564/262144 ( 7.8%)
  196. LDR leaf ambient 20600/65536 576800/1835008 (31.4%)
  197. HDR leaf ambient 5141/65536 143948/1835008 ( 7.8%)
  198. occluders 0/0 0/0 ( 0.0%)
  199. occluder polygons 0/0 0/0 ( 0.0%)
  200. occluder vert ind 0/0 0/0 ( 0.0%)
  201. detail props [variable] 1/12 ( 8.3%)
  202. static props [variable] 1/12 ( 8.3%)
  203. pakfile [variable] 620626/0 ( 0.0%)
  204. physics [variable] 1041491/4194304 (24.8%)
  205. physics terrain [variable] 0/1048576 ( 0.0%)
  206.  
  207. Level flags = 0
  208.  
  209. Total triangle count: 23185
  210. Writing c:\program files\steam\steamapps\common\half-life 2\Point_v7.bsp
  211. 9 minutes, 3 seconds elapsed
  212.  
  213. Compile Complete for this module.
  214. VRAD Completed: mardi 8 août 2017, 00:07:33
  215. VRAD: entdata [variable] 326248/393216 (83.0%) VERY FULL!
  216. VRAD --> WARNING - Max Limit Approach!
  217. VRAD: Compile time: 9 minutes, 3 seconds elapsed
  218.  
  219. One Line Summary: 08/08/2017 00:07:33, Point_v7.vmf, customconfig, normal , fast, normal, 00:00:07, 00:00:27, 00:09:04, 00:09:40
  220. History.csv was updated.
  221.  
  222. Compile Summary - job mode: FAST
  223. Map Name: Point_v7.vmf
  224. VBSP - mode:normal , 6 seconds, 00:00:07 elapsed
  225. VVIS - mode:fast, 26 seconds, 00:00:27 elapsed
  226. VRAD - mode:normal, 9 minutes, 3 seconds(LDR), n/a(HDR), 00:09:04 elapsed
  227. Total Compile time: 00:09:40
  228.  
  229.  
  230. File copied: C:\Program Files\Steam\SteamApps\common\Half-Life 2\Point_v7.bsp to C:\program files\steam\SteamApps\sourcemods\RnLBeta\maps\Point_v7.bsp
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