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- Basebunker Final Compile
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vbsp.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1"
- Valve Software - vbsp.exe (Jun 14 2017)
- 4 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\materials
- Loading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Patching WVT material: maps/dm_basebunker_rc1/nature/blenddirtmud01_wvt_patch
- Patching WVT material: maps/dm_basebunker_rc1/nature/blenddirtmud02a_wvt_patch
- Patching WVT material: maps/dm_basebunker_rc1/bunker_blend/blend_grass_01_wvt_patch
- Patching WVT material: maps/dm_basebunker_rc1/bunker_blend/blend_grass_02_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (2)
- Find Visible Detail Sides...
- Merged 4346 detail faces...done (5)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (2)
- writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/cruel_night_ovl_hq*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/cruel_night_ovl_hq*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
- done (1) (7291523 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 16656 texinfos to 10015
- Reduced 1283 texdatas to 1133 (80721 bytes to 72355)
- Writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.bsp
- Wrote ZIP buffer, estimated size 21151916, actual size 20978306
- 59 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vvis.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1"
- Valve Software - vvis.exe (Jun 14 2017)
- 4 threads
- reading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.bsp
- reading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.prt
- 1125 portalclusters
- 2451 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (8)
- Optimized: 310 visible clusters (0.00%)
- Total clusters visible: 225695
- Average clusters visible: 200
- Building PAS...
- Average clusters audible: 351
- visdatasize:141574 compressed from 324000
- writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.bsp
- 9 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vrad.exe"
- ** Parameters: -final -textureshadows -ldr -StaticPropLighting -StaticPropPolys -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1"
- Valve Software - vrad.exe SSE (Jun 14 2017)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.bsp
- Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf
- Loaded alpha texture materials\models\Cliffs\ferns01.vtf
- Loaded alpha texture materials\models\props_foliage\rocks_vegetation.vtf
- Loaded alpha texture materials\models\props_forest\fern01.vtf
- Loaded alpha texture materials\models\props_foliage\arbre01.vtf
- Loaded alpha texture materials\models\props_foliage\arbre01.vtf
- Loaded alpha texture materials\Models\props_forest\fence_chicken_alpha.vtf
- Setting up ray-trace acceleration structure... Done (48.61 seconds)
- 21004 faces
- 17 degenerate faces
- 1284813 square feet [185013120.00 square inches]
- 337 Displacements
- 222587 Square Feet [32052534.00 Square Inches]
- 20987 patches before subdivision
- 439327 patches after subdivision
- 431 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (811)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (140)
- transfers 69196728, max 1786
- transfer lists: 527.9 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(917681, 358220, 105496)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #2 added RGB(175290, 69927, 17664)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(27728, 11213, 2520)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #4 added RGB(5637, 2435, 493)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #5 added RGB(1177, 521, 96)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(278, 132, 22)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(73, 34, 5)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(20, 10, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #9 added RGB(6, 3, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #10 added RGB(2, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0927 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (18)
- FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 2 of 2 (100% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
- Writing leaf ambient...done
- Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (138)
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 40/1024 1920/49152 ( 3.9%)
- brushes 6530/8192 78360/98304 (79.7%)
- brushsides 56670/65536 453360/524288 (86.5%) VERY FULL!
- planes 37144/65536 742880/1310720 (56.7%)
- vertexes 35981/65536 431772/786432 (54.9%)
- nodes 3188/65536 102016/2097152 ( 4.9%)
- texinfos 10015/12288 721080/884736 (81.5%) VERY FULL!
- texdata 1133/2048 36256/65536 (55.3%)
- dispinfos 337/0 59312/0 ( 0.0%)
- disp_verts 27273/0 545460/0 ( 0.0%)
- disp_tris 43424/0 86848/0 ( 0.0%)
- disp_lmsamples 69401/0 69401/0 ( 0.0%)
- faces 21004/65536 1176224/3670016 (32.0%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 16100/65536 901600/3670016 (24.6%)
- leaves 3229/65536 103328/2097152 ( 4.9%)
- leaffaces 27046/65536 54092/131072 (41.3%)
- leafbrushes 12688/65536 25376/131072 (19.4%)
- areas 35/256 280/2048 (13.7%)
- surfedges 168824/512000 675296/2048000 (33.0%)
- edges 105671/256000 422684/1024000 (41.3%)
- LDR worldlights 431/8192 37928/720896 ( 5.3%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 6/32768 72/393216 ( 0.0%)
- waterstrips 2335/32768 23350/327680 ( 7.1%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 51675/65536 103350/131072 (78.8%)
- cubemapsamples 195/1024 3120/16384 (19.0%)
- overlays 483/512 170016/180224 (94.3%) VERY FULL!
- LDR lightdata [variable] 39731740/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 141574/16777216 ( 0.8%)
- entdata [variable] 478100/393216 (121.6%) VERY FULL!
- LDR ambient table 3229/65536 12916/262144 ( 4.9%)
- HDR ambient table 3229/65536 12916/262144 ( 4.9%)
- LDR leaf ambient 14859/65536 416052/1835008 (22.7%)
- HDR leaf ambient 3229/65536 90412/1835008 ( 4.9%)
- occluders 9/0 360/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/962228 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/303108 ( 0.0%)
- pakfile [variable] 36565486/0 ( 0.0%)
- physics [variable] 7291523/4194304 (173.8%) VERY FULL!
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 1
- Total triangle count: 61504
- Writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.bsp
- 19 minutes, 57 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vrad.exe"
- ** Parameters: -final -textureshadows -hdr -StaticPropLighting -StaticPropPolys -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1"
- Valve Software - vrad.exe SSE (Jun 14 2017)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.bsp
- Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf
- Loaded alpha texture materials\models\Cliffs\ferns01.vtf
- Loaded alpha texture materials\models\props_foliage\rocks_vegetation.vtf
- Loaded alpha texture materials\models\props_forest\fern01.vtf
- Loaded alpha texture materials\models\props_foliage\arbre01.vtf
- Loaded alpha texture materials\models\props_foliage\arbre01.vtf
- Loaded alpha texture materials\Models\props_forest\fence_chicken_alpha.vtf
- Setting up ray-trace acceleration structure... Done (49.49 seconds)
- 21004 faces
- 17 degenerate faces
- 1284813 square feet [185013120.00 square inches]
- 337 Displacements
- 222587 Square Feet [32052534.00 Square Inches]
- 20987 patches before subdivision
- 439327 patches after subdivision
- 431 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (817)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (140)
- transfers 69196728, max 1786
- transfer lists: 527.9 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(919921, 355346, 102426)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #2 added RGB(175663, 69520, 17300)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #3 added RGB(27789, 11135, 2462)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #4 added RGB(5648, 2423, 486)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(1178, 519, 95)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(279, 132, 22)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #7 added RGB(73, 34, 5)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(20, 10, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(6, 3, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #10 added RGB(2, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #11 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.4728 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (21)
- FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 2 of 2 (100% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
- Writing leaf ambient...done
- Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (138)
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 40/1024 1920/49152 ( 3.9%)
- brushes 6530/8192 78360/98304 (79.7%)
- brushsides 56670/65536 453360/524288 (86.5%) VERY FULL!
- planes 37144/65536 742880/1310720 (56.7%)
- vertexes 35981/65536 431772/786432 (54.9%)
- nodes 3188/65536 102016/2097152 ( 4.9%)
- texinfos 10015/12288 721080/884736 (81.5%) VERY FULL!
- texdata 1133/2048 36256/65536 (55.3%)
- dispinfos 337/0 59312/0 ( 0.0%)
- disp_verts 27273/0 545460/0 ( 0.0%)
- disp_tris 43424/0 86848/0 ( 0.0%)
- disp_lmsamples 69401/0 69401/0 ( 0.0%)
- faces 21004/65536 1176224/3670016 (32.0%)
- hdr faces 21004/65536 1176224/3670016 (32.0%)
- origfaces 16100/65536 901600/3670016 (24.6%)
- leaves 3229/65536 103328/2097152 ( 4.9%)
- leaffaces 27046/65536 54092/131072 (41.3%)
- leafbrushes 12688/65536 25376/131072 (19.4%)
- areas 35/256 280/2048 (13.7%)
- surfedges 168824/512000 675296/2048000 (33.0%)
- edges 105671/256000 422684/1024000 (41.3%)
- LDR worldlights 431/8192 37928/720896 ( 5.3%)
- HDR worldlights 431/8192 37928/720896 ( 5.3%)
- leafwaterdata 6/32768 72/393216 ( 0.0%)
- waterstrips 2335/32768 23350/327680 ( 7.1%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 51675/65536 103350/131072 (78.8%)
- cubemapsamples 195/1024 3120/16384 (19.0%)
- overlays 483/512 170016/180224 (94.3%) VERY FULL!
- LDR lightdata [variable] 39731740/0 ( 0.0%)
- HDR lightdata [variable] 39731740/0 ( 0.0%)
- visdata [variable] 141574/16777216 ( 0.8%)
- entdata [variable] 478100/393216 (121.6%) VERY FULL!
- LDR ambient table 3229/65536 12916/262144 ( 4.9%)
- HDR ambient table 3229/65536 12916/262144 ( 4.9%)
- LDR leaf ambient 14859/65536 416052/1835008 (22.7%)
- HDR leaf ambient 14861/65536 416108/1835008 (22.7%)
- occluders 9/0 360/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/962228 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/303108 ( 0.0%)
- pakfile [variable] 52180922/0 ( 0.0%)
- physics [variable] 7291523/4194304 (173.8%) VERY FULL!
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 3
- Total triangle count: 61504
- Writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.bsp
- 20 minutes, 20 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_rc1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\dm_basebunker_rc1.bsp"
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