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  1.  
  2. ** Executing...
  3. ** Command: "c:\program files\steam\steamapps\deity_link\sourcesdk\bin\orangebox\bin\vbsp_h4xed_16.exe"
  4. ** Parameters: -game "c:\program files\steam\steamapps\deity_link\team fortress 2\tf" "C:\Program Files\Steam\steamapps\deity_link\sourcesdk_content\tf\mapsrc\vsh_Hakurei_Shrine_v3.vmf"
  5.  
  6. Valve Software - vbsp.exe (May 23 2008)
  7. H4xed by DeathByNukes. (DeathByNukes.com)
  8. 4 threads
  9. materialPath: c:\program files\steam\steamapps\deity_link\team fortress 2\tf\materials
  10. Loading C:\Program Files\Steam\steamapps\deity_link\sourcesdk_content\tf\mapsrc\vsh_Hakurei_Shrine_v3.vmf
  11. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  12. Patching WVT material: maps/vsh_hakurei_shrine_v3/nature/blendgroundtograss007_wvt_patch
  13. Patching WVT material: maps/vsh_hakurei_shrine_v3/nature/blendrockgroundwallforest_wvt_patch
  14. Patching WVT material: maps/vsh_hakurei_shrine_v3/swamp/nature/blendswampmudtodirt001_wvt_patch
  15. Patching WVT material: maps/vsh_hakurei_shrine_v3/nature/blendgroundtograss005_wvt_patch
  16. fixing up env_cubemap materials on brush sides...
  17. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
  18. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  19. Processing areas...done (0)
  20. Building Faces...done (0)
  21. Chop Details...done (0)
  22. Find Visible Detail Sides...
  23. Merged 578 detail faces...done (0)
  24. Merging details...done (0)
  25. FixTjuncs...
  26. PruneNodes...
  27. WriteBSP...
  28. done (1)
  29. writing C:\Program Files\Steam\steamapps\deity_link\sourcesdk_content\tf\mapsrc\vsh_Hakurei_Shrine_v3.prt...Building visibility clusters...
  30. done (0)
  31. Creating default LDR cubemaps for env_cubemap using skybox materials:
  32. skybox/sky_miramar/miramar*.vmt
  33. ! Run buildcubemaps in the engine to get the correct cube maps.
  34. Creating default HDR cubemaps for env_cubemap using skybox materials:
  35. skybox/sky_miramar/miramar*.vmt
  36. ! Run buildcubemaps in the engine to get the correct cube maps.
  37. Finding displacement neighbors...
  38. Found a displacement edge abutting multiple other edges.
  39. Finding lightmap sample positions...
  40. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  41. Building Physics collision data...
  42. done (2) (478633 bytes)
  43. Placing detail props : 0...1...2...3...4...5...6...7...8...9Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  44. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  45. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  46. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  47. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  48. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  49. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  50. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  51. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  52. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  53. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  54. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  55. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  56. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  57. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  58. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  59. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  60. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  61. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  62. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  63. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  64. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  65. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  66. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  67. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  68. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  69. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  70. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  71. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  72. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  73. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  74. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  75. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  76. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  77. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  78. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  79. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  80. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  81. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  82. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  83. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  84. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  85. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  86. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  87. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  88. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  89. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  90. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  91. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  92. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  93. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  94. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  95. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  96. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  97. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  98. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  99. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  100. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  101. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  102. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  103. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  104. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  105. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  106. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  107. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  108. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  109. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  110. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  111. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  112. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  113. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  114. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  115. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  116. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  117. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  118. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  119. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  120. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  121. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  122. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  123. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  124. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  125. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  126. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  127. ...10
  128. Compacting texture/material tables...
  129. Reduced 2330 texinfos to 1646
  130. Reduced 54 texdatas to 44 (1671 bytes to 1124)
  131. Writing C:\Program Files\Steam\steamapps\deity_link\sourcesdk_content\tf\mapsrc\vsh_Hakurei_Shrine_v3.bsp
  132. 15 seconds elapsed
  133.  
  134. ** Executing...
  135. ** Command: "c:\program files\steam\steamapps\deity_link\sourcesdk\bin\orangebox\bin\vvis.exe"
  136. ** Parameters: -game "c:\program files\steam\steamapps\deity_link\team fortress 2\tf" "C:\Program Files\Steam\steamapps\deity_link\sourcesdk_content\tf\mapsrc\vsh_Hakurei_Shrine_v3"
  137.  
  138. Valve Software - vvis.exe (Jul 7 2010)
  139. 4 threads
  140. reading c:\program files\steam\steamapps\deity_link\sourcesdk_content\tf\mapsrc\vsh_Hakurei_Shrine_v3.bsp
  141. reading c:\program files\steam\steamapps\deity_link\sourcesdk_content\tf\mapsrc\vsh_Hakurei_Shrine_v3.prt
  142. 408 portalclusters
  143. 1472 numportals
  144. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  145. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (313)
  146. Optimized: 185 visible clusters (0.00%)
  147. Total clusters visible: 125065
  148. Average clusters visible: 306
  149. Building PAS...
  150. Average clusters audible: 345
  151. visdatasize:43544 compressed from 45696
  152. writing c:\program files\steam\steamapps\deity_link\sourcesdk_content\tf\mapsrc\vsh_Hakurei_Shrine_v3.bsp
  153. 5 minutes, 13 seconds elapsed
  154.  
  155. ** Executing...
  156. ** Command: "c:\program files\steam\steamapps\deity_link\sourcesdk\bin\orangebox\bin\vrad.exe"
  157. ** Parameters: -both -game "c:\program files\steam\steamapps\deity_link\team fortress 2\tf" "C:\Program Files\Steam\steamapps\deity_link\sourcesdk_content\tf\mapsrc\vsh_Hakurei_Shrine_v3"
  158.  
  159. Valve Software - vrad.exe SSE (Jul 7 2010)
  160.  
  161. Valve Radiosity Simulator
  162. 4 threads
  163. [Reading texlights from 'lights.rad']
  164. [34 texlights parsed from 'lights.rad']
  165.  
  166. Loading c:\program files\steam\steamapps\deity_link\sourcesdk_content\tf\mapsrc\vsh_Hakurei_Shrine_v3.bsp
  167. Patch Sample Radius Clamped!
  168. Patch Sample Radius Clamped!
  169. Patch Sample Radius Clamped!
  170. Patch Sample Radius Clamped!
  171. Patch Sample Radius Clamped!
  172. Patch Sample Radius Clamped!
  173. Patch Sample Radius Clamped!
  174. Patch Sample Radius Clamped!
  175. Patch Sample Radius Clamped!
  176. Patch Sample Radius Clamped!
  177. Patch Sample Radius Clamped!
  178. Patch Sample Radius Clamped!
  179. Patch Sample Radius Clamped!
  180. Patch Sample Radius Clamped!
  181. Patch Sample Radius Clamped!
  182. Patch Sample Radius Clamped!
  183. Patch Sample Radius Clamped!
  184. Patch Sample Radius Clamped!
  185. Patch Sample Radius Clamped!
  186. Patch Sample Radius Clamped!
  187. Patch Sample Radius Clamped!
  188. Patch Sample Radius Clamped!
  189. Patch Sample Radius Clamped!
  190. Patch Sample Radius Clamped!
  191. Patch Sample Radius Clamped!
  192. Patch Sample Radius Clamped!
  193. Patch Sample Radius Clamped!
  194. Patch Sample Radius Clamped!
  195. Patch Sample Radius Clamped!
  196. Patch Sample Radius Clamped!
  197. Patch Sample Radius Clamped!
  198. Patch Sample Radius Clamped!
  199. Patch Sample Radius Clamped!
  200. Patch Sample Radius Clamped!
  201. Patch Sample Radius Clamped!
  202. Patch Sample Radius Clamped!
  203. Patch Sample Radius Clamped!
  204. Patch Sample Radius Clamped!
  205. Patch Sample Radius Clamped!
  206. Patch Sample Radius Clamped!
  207. Patch Sample Radius Clamped!
  208. Patch Sample Radius Clamped!
  209. Patch Sample Radius Clamped!
  210. Patch Sample Radius Clamped!
  211. Patch Sample Radius Clamped!
  212. Patch Sample Radius Clamped!
  213. Patch Sample Radius Clamped!
  214. Patch Sample Radius Clamped!
  215. Patch Sample Radius Clamped!
  216. Patch Sample Radius Clamped!
  217. Patch Sample Radius Clamped!
  218. Patch Sample Radius Clamped!
  219. Patch Sample Radius Clamped!
  220. Patch Sample Radius Clamped!
  221. Patch Sample Radius Clamped!
  222. Patch Sample Radius Clamped!
  223. Patch Sample Radius Clamped!
  224. Patch Sample Radius Clamped!
  225. Patch Sample Radius Clamped!
  226. Patch Sample Radius Clamped!
  227. Patch Sample Radius Clamped!
  228. Patch Sample Radius Clamped!
  229. Patch Sample Radius Clamped!
  230. Patch Sample Radius Clamped!
  231. Patch Sample Radius Clamped!
  232. Patch Sample Radius Clamped!
  233. Patch Sample Radius Clamped!
  234. Patch Sample Radius Clamped!
  235. Patch Sample Radius Clamped!
  236. Patch Sample Radius Clamped!
  237. Patch Sample Radius Clamped!
  238. Patch Sample Radius Clamped!
  239. Patch Sample Radius Clamped!
  240. Patch Sample Radius Clamped!
  241. Setting up ray-trace acceleration structure... Done (11.14 seconds)
  242. 8358 faces
  243. 12 degenerate faces
  244. 16576387 square feet [2386999808.00 square inches]
  245. 120 Displacements
  246. 3856209 Square Feet [555294208.00 Square Inches]
  247. 8346 patches before subdivision
  248. 54508 patches after subdivision
  249. sun extent from map=0.000000
  250. 5 direct lights
  251. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (31)
  252. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (47)
  253. transfers 3950664, max 1160
  254. transfer lists: 30.1 megs
  255. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  256. Bounce #1 added RGB(144951, 147623, 133387)
  257. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  258. Bounce #2 added RGB(13221, 9536, 6271)
  259. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  260. Bounce #3 added RGB(2387, 1328, 651)
  261. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  262. Bounce #4 added RGB(423, 154, 42)
  263. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  264. Bounce #5 added RGB(108, 30, 7)
  265. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  266. Bounce #6 added RGB(26, 5, 0)
  267. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  268. Bounce #7 added RGB(7, 1, 0)
  269. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  270. Bounce #8 added RGB(2, 0, 0)
  271. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  272. Bounce #9 added RGB(1, 0, 0)
  273. Build Patch/Sample Hash Table(s).....Done<0.0597 sec>
  274. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (32)
  275. FinalLightFace Done
  276. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  277. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  278. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (28)
  279. Writing leaf ambient...done
  280. Ready to Finish
  281.  
  282. Object names Objects/Maxobjs Memory / Maxmem Fullness
  283. ------------ --------------- --------------- --------
  284. models 44/1024 2112/49152 ( 4.3%)
  285. brushes 1195/8192 14340/98304 (14.6%)
  286. brushsides 11588/65536 92704/524288 (17.7%)
  287. planes 14514/65536 290280/1310720 (22.1%)
  288. vertexes 12834/65536 154008/786432 (19.6%)
  289. nodes 3679/65536 117728/2097152 ( 5.6%)
  290. texinfos 1646/12288 118512/884736 (13.4%)
  291. texdata 44/2048 1408/65536 ( 2.1%)
  292. dispinfos 120/0 21120/0 ( 0.0%)
  293. disp_verts 29216/0 584320/0 ( 0.0%)
  294. disp_tris 51360/0 102720/0 ( 0.0%)
  295. disp_lmsamples 425635/0 425635/0 ( 0.0%)
  296. faces 8358/65536 468048/3670016 (12.8%)
  297. hdr faces 0/65536 0/3670016 ( 0.0%)
  298. origfaces 5640/65536 315840/3670016 ( 8.6%)
  299. leaves 3724/65536 119168/2097152 ( 5.7%)
  300. leaffaces 11261/65536 22522/131072 (17.2%)
  301. leafbrushes 3468/65536 6936/131072 ( 5.3%)
  302. areas 4/256 32/2048 ( 1.6%)
  303. surfedges 63522/512000 254088/2048000 (12.4%)
  304. edges 37042/256000 148168/1024000 (14.5%)
  305. LDR worldlights 5/8192 440/720896 ( 0.1%)
  306. HDR worldlights 0/8192 0/720896 ( 0.0%)
  307. leafwaterdata 3/32768 36/393216 ( 0.0%)
  308. waterstrips 801/32768 8010/327680 ( 2.4%)
  309. waterverts 0/65536 0/786432 ( 0.0%)
  310. waterindices 14586/65536 29172/131072 (22.3%)
  311. cubemapsamples 22/1024 352/16384 ( 2.1%)
  312. overlays 17/512 5984/180224 ( 3.3%)
  313. LDR lightdata [variable] 3773468/0 ( 0.0%)
  314. HDR lightdata [variable] 0/0 ( 0.0%)
  315. visdata [variable] 43544/16777216 ( 0.3%)
  316. entdata [variable] 68518/393216 (17.4%)
  317. LDR ambient table 3724/65536 14896/262144 ( 5.7%)
  318. HDR ambient table 3724/65536 14896/262144 ( 5.7%)
  319. LDR leaf ambient 7921/65536 221788/1835008 (12.1%)
  320. HDR leaf ambient 3724/65536 104272/1835008 ( 5.7%)
  321. occluders 0/0 0/0 ( 0.0%)
  322. occluder polygons 0/0 0/0 ( 0.0%)
  323. occluder vert ind 0/0 0/0 ( 0.0%)
  324. detail props [variable] 1/552236 ( 0.0%)
  325. dtl prp lght [variable] 1/4 (25.0%)
  326. HDR dtl prp lght [variable] 1/4 (25.0%)
  327. static props [variable] 1/27476 ( 0.0%)
  328. pakfile [variable] 1887306/0 ( 0.0%)
  329. physics [variable] 478633/4194304 (11.4%)
  330. physics terrain [variable] 93789/1048576 ( 8.9%)
  331.  
  332. Level flags = 0
  333.  
  334. Total triangle count: 24199
  335. Writing c:\program files\steam\steamapps\deity_link\sourcesdk_content\tf\mapsrc\vsh_Hakurei_Shrine_v3.bsp
  336. 3 minutes, 8 seconds elapsed
  337. Valve Software - vrad.exe SSE (Jul 7 2010)
  338.  
  339. Valve Radiosity Simulator
  340. 4 threads
  341. [Reading texlights from 'lights.rad']
  342. [34 texlights parsed from 'lights.rad']
  343.  
  344. Loading c:\program files\steam\steamapps\deity_link\sourcesdk_content\tf\mapsrc\vsh_Hakurei_Shrine_v3.bsp
  345. Patch Sample Radius Clamped!
  346. Patch Sample Radius Clamped!
  347. Patch Sample Radius Clamped!
  348. Patch Sample Radius Clamped!
  349. Patch Sample Radius Clamped!
  350. Patch Sample Radius Clamped!
  351. Patch Sample Radius Clamped!
  352. Patch Sample Radius Clamped!
  353. Patch Sample Radius Clamped!
  354. Patch Sample Radius Clamped!
  355. Patch Sample Radius Clamped!
  356. Patch Sample Radius Clamped!
  357. Patch Sample Radius Clamped!
  358. Patch Sample Radius Clamped!
  359. Patch Sample Radius Clamped!
  360. Patch Sample Radius Clamped!
  361. Patch Sample Radius Clamped!
  362. Patch Sample Radius Clamped!
  363. Patch Sample Radius Clamped!
  364. Patch Sample Radius Clamped!
  365. Patch Sample Radius Clamped!
  366. Patch Sample Radius Clamped!
  367. Patch Sample Radius Clamped!
  368. Patch Sample Radius Clamped!
  369. Patch Sample Radius Clamped!
  370. Patch Sample Radius Clamped!
  371. Patch Sample Radius Clamped!
  372. Patch Sample Radius Clamped!
  373. Patch Sample Radius Clamped!
  374. Patch Sample Radius Clamped!
  375. Patch Sample Radius Clamped!
  376. Patch Sample Radius Clamped!
  377. Patch Sample Radius Clamped!
  378. Patch Sample Radius Clamped!
  379. Patch Sample Radius Clamped!
  380. Patch Sample Radius Clamped!
  381. Patch Sample Radius Clamped!
  382. Patch Sample Radius Clamped!
  383. Patch Sample Radius Clamped!
  384. Patch Sample Radius Clamped!
  385. Patch Sample Radius Clamped!
  386. Patch Sample Radius Clamped!
  387. Patch Sample Radius Clamped!
  388. Patch Sample Radius Clamped!
  389. Patch Sample Radius Clamped!
  390. Patch Sample Radius Clamped!
  391. Patch Sample Radius Clamped!
  392. Patch Sample Radius Clamped!
  393. Patch Sample Radius Clamped!
  394. Patch Sample Radius Clamped!
  395. Patch Sample Radius Clamped!
  396. Patch Sample Radius Clamped!
  397. Patch Sample Radius Clamped!
  398. Patch Sample Radius Clamped!
  399. Patch Sample Radius Clamped!
  400. Patch Sample Radius Clamped!
  401. Patch Sample Radius Clamped!
  402. Patch Sample Radius Clamped!
  403. Patch Sample Radius Clamped!
  404. Patch Sample Radius Clamped!
  405. Patch Sample Radius Clamped!
  406. Patch Sample Radius Clamped!
  407. Patch Sample Radius Clamped!
  408. Patch Sample Radius Clamped!
  409. Patch Sample Radius Clamped!
  410. Patch Sample Radius Clamped!
  411. Patch Sample Radius Clamped!
  412. Patch Sample Radius Clamped!
  413. Patch Sample Radius Clamped!
  414. Patch Sample Radius Clamped!
  415. Patch Sample Radius Clamped!
  416. Patch Sample Radius Clamped!
  417. Patch Sample Radius Clamped!
  418. Patch Sample Radius Clamped!
  419. Setting up ray-trace acceleration structure... Done (11.27 seconds)
  420. 8358 faces
  421. 12 degenerate faces
  422. 16576387 square feet [2386999808.00 square inches]
  423. 120 Displacements
  424. 3856209 Square Feet [555294208.00 Square Inches]
  425. 8346 patches before subdivision
  426. 54508 patches after subdivision
  427. sun extent from map=0.000000
  428. 5 direct lights
  429. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (30)
  430. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (48)
  431. transfers 3950664, max 1160
  432. transfer lists: 30.1 megs
  433. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  434. Bounce #1 added RGB(144951, 147622, 133387)
  435. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  436. Bounce #2 added RGB(13221, 9536, 6271)
  437. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  438. Bounce #3 added RGB(2387, 1328, 651)
  439. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  440. Bounce #4 added RGB(423, 154, 42)
  441. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  442. Bounce #5 added RGB(108, 30, 7)
  443. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  444. Bounce #6 added RGB(26, 5, 0)
  445. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  446. Bounce #7 added RGB(7, 1, 0)
  447. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  448. Bounce #8 added RGB(2, 0, 0)
  449. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  450. Bounce #9 added RGB(1, 0, 0)
  451. Build Patch/Sample Hash Table(s).....Done<0.0611 sec>
  452. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (32)
  453. FinalLightFace Done
  454. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  455. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  456. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (27)
  457. Writing leaf ambient...done
  458. Ready to Finish
  459.  
  460. Object names Objects/Maxobjs Memory / Maxmem Fullness
  461. ------------ --------------- --------------- --------
  462. models 44/1024 2112/49152 ( 4.3%)
  463. brushes 1195/8192 14340/98304 (14.6%)
  464. brushsides 11588/65536 92704/524288 (17.7%)
  465. planes 14514/65536 290280/1310720 (22.1%)
  466. vertexes 12834/65536 154008/786432 (19.6%)
  467. nodes 3679/65536 117728/2097152 ( 5.6%)
  468. texinfos 1646/12288 118512/884736 (13.4%)
  469. texdata 44/2048 1408/65536 ( 2.1%)
  470. dispinfos 120/0 21120/0 ( 0.0%)
  471. disp_verts 29216/0 584320/0 ( 0.0%)
  472. disp_tris 51360/0 102720/0 ( 0.0%)
  473. disp_lmsamples 425635/0 425635/0 ( 0.0%)
  474. faces 8358/65536 468048/3670016 (12.8%)
  475. hdr faces 8358/65536 468048/3670016 (12.8%)
  476. origfaces 5640/65536 315840/3670016 ( 8.6%)
  477. leaves 3724/65536 119168/2097152 ( 5.7%)
  478. leaffaces 11261/65536 22522/131072 (17.2%)
  479. leafbrushes 3468/65536 6936/131072 ( 5.3%)
  480. areas 4/256 32/2048 ( 1.6%)
  481. surfedges 63522/512000 254088/2048000 (12.4%)
  482. edges 37042/256000 148168/1024000 (14.5%)
  483. LDR worldlights 5/8192 440/720896 ( 0.1%)
  484. HDR worldlights 5/8192 440/720896 ( 0.1%)
  485. leafwaterdata 3/32768 36/393216 ( 0.0%)
  486. waterstrips 801/32768 8010/327680 ( 2.4%)
  487. waterverts 0/65536 0/786432 ( 0.0%)
  488. waterindices 14586/65536 29172/131072 (22.3%)
  489. cubemapsamples 22/1024 352/16384 ( 2.1%)
  490. overlays 17/512 5984/180224 ( 3.3%)
  491. LDR lightdata [variable] 3773468/0 ( 0.0%)
  492. HDR lightdata [variable] 3773468/0 ( 0.0%)
  493. visdata [variable] 43544/16777216 ( 0.3%)
  494. entdata [variable] 68518/393216 (17.4%)
  495. LDR ambient table 3724/65536 14896/262144 ( 5.7%)
  496. HDR ambient table 3724/65536 14896/262144 ( 5.7%)
  497. LDR leaf ambient 7921/65536 221788/1835008 (12.1%)
  498. HDR leaf ambient 7919/65536 221732/1835008 (12.1%)
  499. occluders 0/0 0/0 ( 0.0%)
  500. occluder polygons 0/0 0/0 ( 0.0%)
  501. occluder vert ind 0/0 0/0 ( 0.0%)
  502. detail props [variable] 1/552236 ( 0.0%)
  503. dtl prp lght [variable] 1/4 (25.0%)
  504. HDR dtl prp lght [variable] 1/4 (25.0%)
  505. static props [variable] 1/27476 ( 0.0%)
  506. pakfile [variable] 1887306/0 ( 0.0%)
  507. physics [variable] 478633/4194304 (11.4%)
  508. physics terrain [variable] 93789/1048576 ( 8.9%)
  509.  
  510. Level flags = 0
  511.  
  512. Total triangle count: 24199
  513. Writing c:\program files\steam\steamapps\deity_link\sourcesdk_content\tf\mapsrc\vsh_Hakurei_Shrine_v3.bsp
  514. 3 minutes, 9 seconds elapsed
  515.  
  516. ** Executing...
  517. ** Command: Copy File
  518. ** Parameters: "C:\Program Files\Steam\steamapps\deity_link\sourcesdk_content\tf\mapsrc\vsh_Hakurei_Shrine_v3.bsp" "c:\program files\steam\steamapps\deity_link\team fortress 2\tf\maps\vsh_Hakurei_Shrine_v3.bsp"
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