Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ** Executing...
- ** Command: "D:\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
- ** Parameters: -game "D:\Steam\steamapps\common\Half-Life 2\hl2" "D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.vmf"
- Valve Software - vbsp.exe (May 15 2014)
- 4 threads
- materialPath: D:\Steam\steamapps\common\Half-Life 2\hl2\materials
- Loading D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.vmf
- Could not locate 'GameData' key in d:\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
- 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)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_borealis01*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_borealis01*.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...
- done (0) (93974 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 481 texinfos to 96
- Reduced 19 texdatas to 14 (588 bytes to 392)
- Writing D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.bsp
- 0 seconds elapsed
- ** Executing...
- ** Command: "D:\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
- ** Parameters: -game "D:\Steam\steamapps\common\Half-Life 2\hl2" "D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus"
- Valve Software - vvis.exe (May 15 2014)
- 4 threads
- reading d:\steam\steamapps\common\half-life 2\hl2\maps\SpadinaBus.bsp
- reading d:\steam\steamapps\common\half-life 2\hl2\maps\SpadinaBus.prt
- 64 portalclusters
- 122 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 (0)
- Optimized: 0 visible clusters (0.00%)
- Total clusters visible: 3062
- Average clusters visible: 47
- Building PAS...
- Average clusters audible: 63
- visdatasize:1576 compressed from 1024
- writing d:\steam\steamapps\common\half-life 2\hl2\maps\SpadinaBus.bsp
- 0 seconds elapsed
- ** Executing...
- ** Command: "D:\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
- ** Parameters: -game "D:\Steam\steamapps\common\Half-Life 2\hl2" "D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus"
- Valve Software - vrad.exe SSE (May 15 2014)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [45 texlights parsed from 'lights.rad']
- Loading d:\steam\steamapps\common\half-life 2\hl2\maps\SpadinaBus.bsp
- Setting up ray-trace acceleration structure... Done (0.04 seconds)
- 502 faces
- 52450 square feet [7552832.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 502 patches before subdivision
- 4858 patches after subdivision
- sun extent from map=0.000000
- 2 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
- transfers 511692, max 377
- transfer lists: 3.9 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(514, 1238, 1252)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(80, 205, 200)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(14, 34, 30)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(3, 6, 5)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(1, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0010 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
- FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 1/1024 48/49152 ( 0.1%)
- brushes 280/8192 3360/98304 ( 3.4%)
- brushsides 1827/65536 14616/524288 ( 2.8%)
- planes 248/65536 4960/1310720 ( 0.4%)
- vertexes 708/65536 8496/786432 ( 1.1%)
- nodes 217/65536 6944/2097152 ( 0.3%)
- texinfos 96/12288 6912/884736 ( 0.8%)
- texdata 14/2048 448/65536 ( 0.7%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 502/65536 28112/3670016 ( 0.8%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 351/65536 19656/3670016 ( 0.5%)
- leaves 219/65536 7008/2097152 ( 0.3%)
- leaffaces 502/65536 1004/131072 ( 0.8%)
- leafbrushes 358/65536 716/131072 ( 0.5%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 3666/512000 14664/2048000 ( 0.7%)
- edges 2075/256000 8300/1024000 ( 0.8%)
- LDR worldlights 2/8192 176/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 19/32768 190/327680 ( 0.1%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 279/65536 558/131072 ( 0.4%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 158900/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 1576/16777216 ( 0.0%)
- entdata [variable] 1429/393216 ( 0.4%)
- LDR ambient table 219/65536 876/262144 ( 0.3%)
- HDR ambient table 219/65536 876/262144 ( 0.3%)
- LDR leaf ambient 887/65536 24836/1835008 ( 1.4%)
- HDR leaf ambient 219/65536 6132/1835008 ( 0.3%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 174395/0 ( 0.0%)
- physics [variable] 93974/4194304 ( 2.2%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 1258
- Writing d:\steam\steamapps\common\half-life 2\hl2\maps\SpadinaBus.bsp
- 1 second elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.bsp" "D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.bsp"
- ** Executing...
- ** Command: "D:\Steam\steamapps\common\Half-Life 2\hl2.exe"
- ** Parameters: -game "D:\Steam\steamapps\common\Half-Life 2\hl2" +map "SpadinaBus" -steam
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement