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  1.  
  2. ** Executing...
  3. ** Command: "D:\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
  4. ** Parameters: -game "D:\Steam\steamapps\common\Half-Life 2\hl2" "D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.vmf"
  5.  
  6. Valve Software - vbsp.exe (May 15 2014)
  7. 4 threads
  8. materialPath: D:\Steam\steamapps\common\Half-Life 2\hl2\materials
  9. Loading D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.vmf
  10. Could not locate 'GameData' key in d:\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
  11. fixing up env_cubemap materials on brush sides...
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. Processing areas...done (0)
  15. Building Faces...done (0)
  16. FixTjuncs...
  17. PruneNodes...
  18. WriteBSP...
  19. done (0)
  20. writing D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.prt...Building visibility clusters...
  21. done (0)
  22. Creating default LDR cubemaps for env_cubemap using skybox materials:
  23. skybox/sky_borealis01*.vmt
  24. ! Run buildcubemaps in the engine to get the correct cube maps.
  25. Creating default HDR cubemaps for env_cubemap using skybox materials:
  26. skybox/sky_borealis01*.vmt
  27. ! Run buildcubemaps in the engine to get the correct cube maps.
  28. Finding displacement neighbors...
  29. Finding lightmap sample positions...
  30. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  31. Building Physics collision data...
  32. done (0) (93974 bytes)
  33. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  34. Compacting texture/material tables...
  35. Reduced 481 texinfos to 96
  36. Reduced 19 texdatas to 14 (588 bytes to 392)
  37. Writing D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.bsp
  38. 0 seconds elapsed
  39.  
  40. ** Executing...
  41. ** Command: "D:\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
  42. ** Parameters: -game "D:\Steam\steamapps\common\Half-Life 2\hl2" "D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus"
  43.  
  44. Valve Software - vvis.exe (May 15 2014)
  45. 4 threads
  46. reading d:\steam\steamapps\common\half-life 2\hl2\maps\SpadinaBus.bsp
  47. reading d:\steam\steamapps\common\half-life 2\hl2\maps\SpadinaBus.prt
  48. 64 portalclusters
  49. 122 numportals
  50. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  51. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  52. Optimized: 0 visible clusters (0.00%)
  53. Total clusters visible: 3062
  54. Average clusters visible: 47
  55. Building PAS...
  56. Average clusters audible: 63
  57. visdatasize:1576 compressed from 1024
  58. writing d:\steam\steamapps\common\half-life 2\hl2\maps\SpadinaBus.bsp
  59. 0 seconds elapsed
  60.  
  61. ** Executing...
  62. ** Command: "D:\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
  63. ** Parameters: -game "D:\Steam\steamapps\common\Half-Life 2\hl2" "D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus"
  64.  
  65. Valve Software - vrad.exe SSE (May 15 2014)
  66.  
  67. Valve Radiosity Simulator
  68. 4 threads
  69. [Reading texlights from 'lights.rad']
  70. [45 texlights parsed from 'lights.rad']
  71.  
  72. Loading d:\steam\steamapps\common\half-life 2\hl2\maps\SpadinaBus.bsp
  73. Setting up ray-trace acceleration structure... Done (0.04 seconds)
  74. 502 faces
  75. 52450 square feet [7552832.00 square inches]
  76. 0 Displacements
  77. 0 Square Feet [0.00 Square Inches]
  78. 502 patches before subdivision
  79. 4858 patches after subdivision
  80. sun extent from map=0.000000
  81. 2 direct lights
  82. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  83. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
  84. transfers 511692, max 377
  85. transfer lists: 3.9 megs
  86. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  87. Bounce #1 added RGB(514, 1238, 1252)
  88. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  89. Bounce #2 added RGB(80, 205, 200)
  90. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  91. Bounce #3 added RGB(14, 34, 30)
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  93. Bounce #4 added RGB(3, 6, 5)
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  95. Bounce #5 added RGB(1, 1, 1)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #6 added RGB(0, 0, 0)
  98. Build Patch/Sample Hash Table(s).....Done<0.0010 sec>
  99. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
  100. FinalLightFace Done
  101. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  102. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  103. Writing leaf ambient...done
  104. Ready to Finish
  105.  
  106. Object names Objects/Maxobjs Memory / Maxmem Fullness
  107. ------------ --------------- --------------- --------
  108. models 1/1024 48/49152 ( 0.1%)
  109. brushes 280/8192 3360/98304 ( 3.4%)
  110. brushsides 1827/65536 14616/524288 ( 2.8%)
  111. planes 248/65536 4960/1310720 ( 0.4%)
  112. vertexes 708/65536 8496/786432 ( 1.1%)
  113. nodes 217/65536 6944/2097152 ( 0.3%)
  114. texinfos 96/12288 6912/884736 ( 0.8%)
  115. texdata 14/2048 448/65536 ( 0.7%)
  116. dispinfos 0/0 0/0 ( 0.0%)
  117. disp_verts 0/0 0/0 ( 0.0%)
  118. disp_tris 0/0 0/0 ( 0.0%)
  119. disp_lmsamples 0/0 0/0 ( 0.0%)
  120. faces 502/65536 28112/3670016 ( 0.8%)
  121. hdr faces 0/65536 0/3670016 ( 0.0%)
  122. origfaces 351/65536 19656/3670016 ( 0.5%)
  123. leaves 219/65536 7008/2097152 ( 0.3%)
  124. leaffaces 502/65536 1004/131072 ( 0.8%)
  125. leafbrushes 358/65536 716/131072 ( 0.5%)
  126. areas 2/256 16/2048 ( 0.8%)
  127. surfedges 3666/512000 14664/2048000 ( 0.7%)
  128. edges 2075/256000 8300/1024000 ( 0.8%)
  129. LDR worldlights 2/8192 176/720896 ( 0.0%)
  130. HDR worldlights 0/8192 0/720896 ( 0.0%)
  131. leafwaterdata 0/32768 0/393216 ( 0.0%)
  132. waterstrips 19/32768 190/327680 ( 0.1%)
  133. waterverts 0/65536 0/786432 ( 0.0%)
  134. waterindices 279/65536 558/131072 ( 0.4%)
  135. cubemapsamples 0/1024 0/16384 ( 0.0%)
  136. overlays 0/512 0/180224 ( 0.0%)
  137. LDR lightdata [variable] 158900/0 ( 0.0%)
  138. HDR lightdata [variable] 0/0 ( 0.0%)
  139. visdata [variable] 1576/16777216 ( 0.0%)
  140. entdata [variable] 1429/393216 ( 0.4%)
  141. LDR ambient table 219/65536 876/262144 ( 0.3%)
  142. HDR ambient table 219/65536 876/262144 ( 0.3%)
  143. LDR leaf ambient 887/65536 24836/1835008 ( 1.4%)
  144. HDR leaf ambient 219/65536 6132/1835008 ( 0.3%)
  145. occluders 0/0 0/0 ( 0.0%)
  146. occluder polygons 0/0 0/0 ( 0.0%)
  147. occluder vert ind 0/0 0/0 ( 0.0%)
  148. detail props [variable] 1/12 ( 8.3%)
  149. static props [variable] 1/12 ( 8.3%)
  150. pakfile [variable] 174395/0 ( 0.0%)
  151. physics [variable] 93974/4194304 ( 2.2%)
  152. physics terrain [variable] 2/1048576 ( 0.0%)
  153.  
  154. Level flags = 0
  155.  
  156. Total triangle count: 1258
  157. Writing d:\steam\steamapps\common\half-life 2\hl2\maps\SpadinaBus.bsp
  158. 1 second elapsed
  159.  
  160. ** Executing...
  161. ** Command: Copy File
  162. ** Parameters: "D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.bsp" "D:\Steam\steamapps\common\Half-Life 2\hl2\maps\SpadinaBus.bsp"
  163.  
  164.  
  165. ** Executing...
  166. ** Command: "D:\Steam\steamapps\common\Half-Life 2\hl2.exe"
  167. ** Parameters: -game "D:\Steam\steamapps\common\Half-Life 2\hl2" +map "SpadinaBus" -steam
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