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Oct 22nd, 2019
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  1.  
  2. ** Executing...
  3. ** Command: "D:\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
  4. ** Parameters: -game "D:\Steam\steamapps\common\GarrysMod\garrysmod" "D:\temp\lbdf.vmf"
  5.  
  6. Valve Software - vbsp.exe (Sep 13 2019)
  7. 4 threads
  8. materialPath: D:\Steam\steamapps\common\GarrysMod\garrysmod\materials
  9. Loading D:\temp\lbdf.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. material "materials/maps/rnl_falaise_d/nature/ah_blend_grass1_field1_wvt_patch" not found.
  12. Material not found!: MATERIALS/MAPS/RNL_FALAISE_D/NATURE/AH_BLEND_GRASS1_FIELD1_WVT_PATCH
  13. Patching WVT material: maps/lbdf/nature/ah_blend_gravel_grass1_wvt_patch
  14. Patching WVT material: maps/lbdf/nature/ah_blend_grass1_dirt2_details_wvt_patch
  15. Patching WVT material: maps/lbdf/nature/ah_blend_grass1_dirt1_details_wvt_patch
  16. Patching WVT material: maps/lbdf/nature/ah_blend_gravel_dirt1_wvt_patch
  17. Patching WVT material: maps/lbdf/nature/ah_blend_grass1_field1_details_wvt_patch
  18. Patching WVT material: maps/lbdf/nature/ah_blend_grass1_dirt3_details_wvt_patch
  19. Patching WVT material: maps/lbdf/nature/ah_blend_grass1_dirt2_wvt_patch
  20. Patching WVT material: maps/lbdf/nature/ah_blend_grass1_pavement1_wvt_patch
  21. Patching WVT material: maps/lbdf/nature/ah_l_road_dirt_tall_blend_wvt_patch
  22. Patching WVT material: maps/lbdf/nature/ah_blend_road1_dirt1_wvt_patch
  23. Patching WVT material: maps/lbdf/nature/ah_blend_grass1_field1_wvt_patch
  24. Patching WVT material: maps/lbdf/nature/ah_l_path_grass_tall_blend_wvt_patch
  25. Patching WVT material: maps/lbdf/nature/ah_l_road_road_blend_wvt_patch
  26. fixing up env_cubemap materials on brush sides...
  27. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  28. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  29. Processing areas...done (0)
  30. Building Faces...done (0)
  31. Chop Details...done (0)
  32. Find Visible Detail Sides...
  33. Merged 988 detail faces...done (0)
  34. Merging details...done (0)
  35. FixTjuncs...
  36. PruneNodes...
  37. WriteBSP...
  38. done (1)
  39. writing D:\temp\lbdf.prt...Building visibility clusters...
  40. done (0)
  41. Creating default LDR cubemaps for env_cubemap using skybox materials:
  42. skybox/sky_day02_10*.vmt
  43. ! Run buildcubemaps in the engine to get the correct cube maps.
  44. Creating default HDR cubemaps for env_cubemap using skybox materials:
  45. skybox/sky_day02_10*.vmt
  46. ! Run buildcubemaps in the engine to get the correct cube maps.
  47. Bad surface extents point: -3607.000000 -1522.000000 -416.000000
  48. Bad surface extents point: -2967.003906 -850.000000 -416.000000
  49. Bad surface extents point: -2583.000488 -2034.001953 -416.000000
  50. Bad surface extents point: -3607.000000 -3362.000244 -416.000000
  51. Bad surface extents - surface is too big to have a lightmap
  52. material NATURE/AH_BLEND_GRASS1_FIELD1_DETAILS around point (-3191.0 -1942.0 -416.0)
  53. (dimension: 0, 127>126)
  54.  
  55.  
  56. ** Executing...
  57. ** Command: "D:\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
  58. ** Parameters: -game "D:\Steam\steamapps\common\GarrysMod\garrysmod" "D:\temp\lbdf"
  59.  
  60. Valve Software - vvis.exe (Sep 13 2019)
  61. 4 threads
  62. reading d:\temp\lbdf.bsp
  63. reading d:\temp\lbdf.prt
  64. 4103 portalclusters
  65. 12314 numportals
  66. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
  67. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (116)
  68. Optimized: 49658 visible clusters (7.66%)
  69. Total clusters visible: 648516
  70. Average clusters visible: 158
  71. Building PAS...
  72. Average clusters audible: 402
  73. visdatasize:520203 compressed from 4267120
  74. writing d:\temp\lbdf.bsp
  75. 2 minutes, 0 seconds elapsed
  76.  
  77. ** Executing...
  78. ** Command: "D:\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
  79. ** Parameters: -game "D:\Steam\steamapps\common\GarrysMod\garrysmod" "D:\temp\lbdf"
  80.  
  81. Valve Software - vrad.exe SSE (Sep 13 2019)
  82.  
  83. Valve Radiosity Simulator
  84. 4 threads
  85. [Reading texlights from 'lights.rad']
  86. [45 texlights parsed from 'lights.rad']
  87.  
  88. Loading d:\temp\lbdf.bsp
  89. PREP OK
  90. Setting up ray-trace acceleration structure... Done (10.74 seconds)
  91. 15760 faces
  92. 3 degenerate faces
  93. 7024258 square feet [1011493248.00 square inches]
  94. 912 Displacements
  95. 2984151 Square Feet [429717792.00 Square Inches]
  96. 15757 patches before subdivision
  97. zero area child patch
  98. zero area child patch
  99. 156273 patches after subdivision
  100. light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
  101. light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
  102. light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
  103. light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
  104. 277 direct lights
  105. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (23)
  106. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14)
  107. transfers 3993106, max 345
  108. transfer lists: 30.5 megs
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  110. Bounce #1 added RGB(75621, 48963, 18813)
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  112. Bounce #2 added RGB(3870, 2088, 603)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  114. Bounce #3 added RGB(339, 172, 39)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  116. Bounce #4 added RGB(47, 24, 4)
  117. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  118. Bounce #5 added RGB(8, 4, 1)
  119. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  120. Bounce #6 added RGB(2, 1, 0)
  121. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  122. Bounce #7 added RGB(0, 0, 0)
  123. Build Patch/Sample Hash Table(s).....Done<0.0741 sec>
  124. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
  125. FinalLightFace Done
  126. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  127. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
  128. Writing leaf ambient...done
  129. Ready to Finish
  130.  
  131. Object names Objects/Maxobjs Memory / Maxmem Fullness
  132. ------------ --------------- --------------- --------
  133. models 137/1024 6576/49152 (13.4%)
  134. brushes 3138/16384 37656/196608 (19.2%)
  135. brushsides 25793/65536 206344/524288 (39.4%)
  136. planes 25708/65536 514160/1310720 (39.2%)
  137. vertexes 28387/65536 340644/786432 (43.3%)
  138. nodes 9402/65536 300864/2097152 (14.3%)
  139. texinfos 4151/12288 298872/884736 (33.8%)
  140. texdata 235/2048 7520/65536 (11.5%)
  141. dispinfos 912/0 160512/0 ( 0.0%)
  142. disp_verts 31088/0 621760/0 ( 0.0%)
  143. disp_tris 43392/0 86784/0 ( 0.0%)
  144. disp_lmsamples 3514984/0 3514984/0 ( 0.0%)
  145. faces 15760/65536 882560/3670016 (24.0%)
  146. hdr faces 15760/65536 882560/3670016 (24.0%)
  147. origfaces 10005/65536 560280/3670016 (15.3%)
  148. leaves 9540/65536 305280/2097152 (14.6%)
  149. leaffaces 18151/65536 36302/131072 (27.7%)
  150. leafbrushes 9196/65536 18392/131072 (14.0%)
  151. areas 4/1024 32/8192 ( 0.4%)
  152. surfedges 116697/512000 466788/2048000 (22.8%)
  153. edges 73608/256000 294432/1024000 (28.8%)
  154. LDR worldlights 276/8192 24288/720896 ( 3.4%)
  155. HDR worldlights 276/8192 24288/720896 ( 3.4%)
  156. leafwaterdata 2/32768 24/393216 ( 0.0%)
  157. waterstrips 1480/32768 14800/327680 ( 4.5%)
  158. waterverts 0/65536 0/786432 ( 0.0%)
  159. waterindices 28383/65536 56766/131072 (43.3%)
  160. cubemapsamples 103/1024 1648/16384 (10.1%)
  161. overlays 355/512 124960/180224 (69.3%)
  162. LDR lightdata [variable] 9850764/0 ( 0.0%)
  163. HDR lightdata [variable] 9850764/0 ( 0.0%)
  164. visdata [variable] 520203/16777216 ( 3.1%)
  165. entdata [variable] 570720/393216 (145.1%) VERY FULL!
  166. LDR ambient table 9540/65536 38160/262144 (14.6%)
  167. HDR ambient table 9540/65536 38160/262144 (14.6%)
  168. LDR leaf ambient 34243/65536 958804/1835008 (52.3%)
  169. HDR leaf ambient 34245/65536 958860/1835008 (52.3%)
  170. occluders 0/0 0/0 ( 0.0%)
  171. occluder polygons 0/0 0/0 ( 0.0%)
  172. occluder vert ind 0/0 0/0 ( 0.0%)
  173. detail props [variable] 1/12 ( 8.3%)
  174. static props [variable] 1/226806 ( 0.0%)
  175. pakfile [variable] 9024141/0 ( 0.0%)
  176. physics [variable] 1200870/4194304 (28.6%)
  177. physics terrain [variable] 179770/1048576 (17.1%)
  178.  
  179. Level flags = 0
  180.  
  181. Total triangle count: 45117
  182. Writing d:\temp\lbdf.bsp
  183. 1 minute, 19 seconds elapsed
  184.  
  185. ** Executing...
  186. ** Command: Copy File
  187. ** Parameters: "D:\temp\lbdf.bsp" "D:\Steam\steamapps\common\GarrysMod\garrysmod\maps\lbdf.bsp"
  188.  
  189.  
  190. ** Executing...
  191. ** Command: "D:\Steam\steamapps\common\GarrysMod\hl2.exe"
  192. ** Parameters: -game "D:\Steam\steamapps\common\GarrysMod\garrysmod" +map "lbdf" -steam
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