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  1.  
  2. ** Executing...
  3. ** Command: "c:\program files\steam\steamapps\electrodemon\sourcesdk\bin\orangebox\bin\vbsp.exe"
  4. ** Parameters: -game "c:\program files\steam\steamapps\electrodemon\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\electrodemon\half-life 2 episode two\ep2\maps\fw_infinity.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jul 7 2010)
  7. 2 threads
  8. materialPath: c:\program files\steam\steamapps\electrodemon\half-life 2 episode two\ep2\materials
  9. Loading C:\Program Files\Steam\steamapps\electrodemon\half-life 2 episode two\ep2\maps\fw_infinity.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Could not locate 'GameData' key in c:\program files\steam\steamapps\electrodemon\half-life 2 episode two\ep2\gameinfo.txt
  12. fixing up env_cubemap materials on brush sides...
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  15. Processing areas...done (0)
  16. Building Faces...done (0)
  17. Chop Details...done (0)
  18. Find Visible Detail Sides...
  19. Merged 12 detail faces...done (0)
  20. Merging details...done (0)
  21. FixTjuncs...
  22. PruneNodes...
  23. WriteBSP...
  24. done (0)
  25. writing C:\Program Files\Steam\steamapps\electrodemon\half-life 2 episode two\ep2\maps\fw_infinity.prt...Building visibility clusters...
  26. done (0)
  27. Creating default LDR cubemaps for env_cubemap using skybox materials:
  28. skybox/sky_day01_01*.vmt
  29. ! Run buildcubemaps in the engine to get the correct cube maps.
  30. Creating default HDR cubemaps for env_cubemap using skybox materials:
  31. skybox/sky_day01_01*.vmt
  32. ! Run buildcubemaps in the engine to get the correct cube maps.
  33. Finding displacement neighbors...
  34. Finding lightmap sample positions...
  35. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  36. Building Physics collision data...
  37. done (1) (159932 bytes)
  38. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  39. Water found with no water_lod_control entity, creating a default one.
  40. Compacting texture/material tables...
  41. Reduced 469 texinfos to 237
  42. Reduced 58 texdatas to 49 (2284 bytes to 2030)
  43. Writing C:\Program Files\Steam\steamapps\electrodemon\half-life 2 episode two\ep2\maps\fw_infinity.bsp
  44. 4 seconds elapsed
  45.  
  46. ** Executing...
  47. ** Command: "c:\program files\steam\steamapps\electrodemon\sourcesdk\bin\orangebox\bin\vvis.exe"
  48. ** Parameters: -game "c:\program files\steam\steamapps\electrodemon\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\electrodemon\half-life 2 episode two\ep2\maps\fw_infinity"
  49.  
  50. Valve Software - vvis.exe (Jul 7 2010)
  51. 2 threads
  52. reading c:\program files\steam\steamapps\electrodemon\half-life 2 episode two\ep2\maps\fw_infinity.bsp
  53. reading c:\program files\steam\steamapps\electrodemon\half-life 2 episode two\ep2\maps\fw_infinity.prt
  54. 275 portalclusters
  55. 609 numportals
  56. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  57. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3)
  58. Optimized: 50 visible clusters (0.00%)
  59. Total clusters visible: 26765
  60. Average clusters visible: 97
  61. Building PAS...
  62. Average clusters audible: 152
  63. visdatasize:15523 compressed from 22000
  64. writing c:\program files\steam\steamapps\electrodemon\half-life 2 episode two\ep2\maps\fw_infinity.bsp
  65. 3 seconds elapsed
  66.  
  67. ** Executing...
  68. ** Command: "c:\program files\steam\steamapps\electrodemon\sourcesdk\bin\orangebox\bin\vrad.exe"
  69. ** Parameters: -game "c:\program files\steam\steamapps\electrodemon\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\electrodemon\half-life 2 episode two\ep2\maps\fw_infinity"
  70.  
  71. Valve Software - vrad.exe SSE (Jul 7 2010)
  72.  
  73. Valve Radiosity Simulator
  74. 2 threads
  75. [Reading texlights from 'lights.rad']
  76. [53 texlights parsed from 'lights.rad']
  77.  
  78. Loading c:\program files\steam\steamapps\electrodemon\half-life 2 episode two\ep2\maps\fw_infinity.bsp
  79. Setting up ray-trace acceleration structure... Done (0.46 seconds)
  80. 1553 faces
  81. 2918743 square feet [420299008.00 square inches]
  82. 5 Displacements
  83. 1816 Square Feet [261543.03 Square Inches]
  84. 1553 patches before subdivision
  85. 53821 patches after subdivision
  86. 837 direct lights
  87. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (71)
  88. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
  89. transfers 6952129, max 748
  90. transfer lists: 53.0 megs
  91. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  92. Bounce #1 added RGB(909023, 725900, 627830)
  93. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  94. Bounce #2 added RGB(588823, 427009, 392681)
  95. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  96. Bounce #3 added RGB(427324, 283950, 271605)
  97. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  98. Bounce #4 added RGB(322102, 197194, 194535)
  99. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  100. Bounce #5 added RGB(249721, 142652, 143718)
  101. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  102. Bounce #6 added RGB(196509, 105866, 108249)
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Bounce #7 added RGB(156398, 80292, 82873)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  106. Bounce #8 added RGB(125388, 61851, 64204)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  108. Bounce #9 added RGB(101092, 48253, 50228)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  110. Bounce #10 added RGB(81816, 37995, 39585)
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  112. Bounce #11 added RGB(66414, 30141, 31387)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  114. Bounce #12 added RGB(54023, 24041, 25002)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  116. Bounce #13 added RGB(44017, 19261, 19994)
  117. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  118. Bounce #14 added RGB(35906, 15483, 16037)
  119. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  120. Bounce #15 added RGB(29318, 12479, 12897)
  121. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  122. Bounce #16 added RGB(23954, 10079, 10393)
  123. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  124. Bounce #17 added RGB(19583, 8155, 8391)
  125. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  126. Bounce #18 added RGB(16016, 6608, 6784)
  127. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  128. Bounce #19 added RGB(13103, 5360, 5493)
  129. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  130. Bounce #20 added RGB(10722, 4352, 4452)
  131. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  132. Bounce #21 added RGB(8776, 3537, 3613)
  133. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  134. Bounce #22 added RGB(7185, 2877, 2934)
  135. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  136. Bounce #23 added RGB(5882, 2341, 2385)
  137. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  138. Bounce #24 added RGB(4817, 1906, 1940)
  139. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  140. Bounce #25 added RGB(3944, 1553, 1579)
  141. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  142. Bounce #26 added RGB(3230, 1266, 1286)
  143. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  144. Bounce #27 added RGB(2646, 1032, 1047)
  145. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  146. Bounce #28 added RGB(2167, 842, 854)
  147. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  148. Bounce #29 added RGB(1775, 687, 696)
  149. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  150. Bounce #30 added RGB(1454, 561, 568)
  151. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  152. Bounce #31 added RGB(1191, 458, 464)
  153. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  154. Bounce #32 added RGB(976, 374, 379)
  155. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  156. Bounce #33 added RGB(799, 305, 309)
  157. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  158. Bounce #34 added RGB(655, 249, 253)
  159. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  160. Bounce #35 added RGB(536, 204, 206)
  161. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  162. Bounce #36 added RGB(439, 167, 169)
  163. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  164. Bounce #37 added RGB(360, 136, 138)
  165. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  166. Bounce #38 added RGB(295, 111, 113)
  167. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  168. Bounce #39 added RGB(242, 91, 92)
  169. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  170. Bounce #40 added RGB(198, 74, 75)
  171. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  172. Bounce #41 added RGB(162, 61, 62)
  173. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  174. Bounce #42 added RGB(133, 50, 51)
  175. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  176. Bounce #43 added RGB(109, 41, 41)
  177. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  178. Bounce #44 added RGB(89, 33, 34)
  179. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  180. Bounce #45 added RGB(73, 27, 28)
  181. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  182. Bounce #46 added RGB(60, 22, 23)
  183. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  184. Bounce #47 added RGB(49, 18, 19)
  185. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  186. Bounce #48 added RGB(40, 15, 15)
  187. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  188. Bounce #49 added RGB(33, 12, 12)
  189. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  190. Bounce #50 added RGB(27, 10, 10)
  191. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  192. Bounce #51 added RGB(22, 8, 8)
  193. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  194. Bounce #52 added RGB(18, 7, 7)
  195. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  196. Bounce #53 added RGB(15, 5, 6)
  197. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  198. Bounce #54 added RGB(12, 4, 5)
  199. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  200. Bounce #55 added RGB(10, 4, 4)
  201. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  202. Bounce #56 added RGB(8, 3, 3)
  203. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  204. Bounce #57 added RGB(7, 2, 3)
  205. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  206. Bounce #58 added RGB(5, 2, 2)
  207. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  208. Bounce #59 added RGB(4, 2, 2)
  209. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  210. Bounce #60 added RGB(4, 1, 1)
  211. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  212. Bounce #61 added RGB(3, 1, 1)
  213. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  214. Bounce #62 added RGB(2, 1, 1)
  215. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  216. Bounce #63 added RGB(2, 1, 1)
  217. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  218. Bounce #64 added RGB(2, 1, 1)
  219. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  220. Bounce #65 added RGB(1, 0, 1)
  221. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  222. Bounce #66 added RGB(1, 0, 0)
  223. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  224. Bounce #67 added RGB(1, 0, 0)
  225. Build Patch/Sample Hash Table(s).....Done<0.0355 sec>
  226. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
  227. FinalLightFace Done
  228. 570 of 828 (68% of) surface lights went in leaf ambient cubes.
  229. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (42)
  230. Writing leaf ambient...done
  231. Ready to Finish
  232.  
  233. Object names Objects/Maxobjs Memory / Maxmem Fullness
  234. ------------ --------------- --------------- --------
  235. models 37/1024 1776/49152 ( 3.6%)
  236. brushes 416/8192 4992/98304 ( 5.1%)
  237. brushsides 3169/65536 25352/524288 ( 4.8%)
  238. planes 1426/65536 28520/1310720 ( 2.2%)
  239. vertexes 2674/65536 32088/786432 ( 4.1%)
  240. nodes 975/65536 31200/2097152 ( 1.5%)
  241. texinfos 237/12288 17064/884736 ( 1.9%)
  242. texdata 49/2048 1568/65536 ( 2.4%)
  243. dispinfos 5/0 880/0 ( 0.0%)
  244. disp_verts 405/0 8100/0 ( 0.0%)
  245. disp_tris 640/0 1280/0 ( 0.0%)
  246. disp_lmsamples 45776/0 45776/0 ( 0.0%)
  247. faces 1553/65536 86968/3670016 ( 2.4%)
  248. hdr faces 0/65536 0/3670016 ( 0.0%)
  249. origfaces 759/65536 42504/3670016 ( 1.2%)
  250. leaves 1013/65536 32416/2097152 ( 1.5%)
  251. leaffaces 1779/65536 3558/131072 ( 2.7%)
  252. leafbrushes 1049/65536 2098/131072 ( 1.6%)
  253. areas 3/256 24/2048 ( 1.2%)
  254. surfedges 10170/512000 40680/2048000 ( 2.0%)
  255. edges 5916/256000 23664/1024000 ( 2.3%)
  256. LDR worldlights 837/8192 73656/720896 (10.2%)
  257. HDR worldlights 0/8192 0/720896 ( 0.0%)
  258. leafwaterdata 1/32768 12/393216 ( 0.0%)
  259. waterstrips 113/32768 1130/327680 ( 0.3%)
  260. waterverts 0/65536 0/786432 ( 0.0%)
  261. waterindices 1878/65536 3756/131072 ( 2.9%)
  262. cubemapsamples 7/1024 112/16384 ( 0.7%)
  263. overlays 0/512 0/180224 ( 0.0%)
  264. LDR lightdata [variable] 3976144/0 ( 0.0%)
  265. HDR lightdata [variable] 0/0 ( 0.0%)
  266. visdata [variable] 15523/16777216 ( 0.1%)
  267. entdata [variable] 14085/393216 ( 3.6%)
  268. LDR ambient table 1013/65536 4052/262144 ( 1.5%)
  269. HDR ambient table 1013/65536 4052/262144 ( 1.5%)
  270. LDR leaf ambient 1713/65536 47964/1835008 ( 2.6%)
  271. HDR leaf ambient 1013/65536 28364/1835008 ( 1.5%)
  272. occluders 0/0 0/0 ( 0.0%)
  273. occluder polygons 0/0 0/0 ( 0.0%)
  274. occluder vert ind 0/0 0/0 ( 0.0%)
  275. detail props [variable] 1/12 ( 8.3%)
  276. static props [variable] 1/12 ( 8.3%)
  277. pakfile [variable] 705826/0 ( 0.0%)
  278. physics [variable] 159932/4194304 ( 3.8%)
  279. physics terrain [variable] 3445/1048576 ( 0.3%)
  280.  
  281. Level flags = 0
  282.  
  283. Total triangle count: 4015
  284. Writing c:\program files\steam\steamapps\electrodemon\half-life 2 episode two\ep2\maps\fw_infinity.bsp
  285. 2 minutes, 46 seconds elapsed
  286.  
  287. ** Executing...
  288. ** Command: Copy File
  289. ** Parameters: "C:\Program Files\Steam\steamapps\electrodemon\half-life 2 episode two\ep2\maps\fw_infinity.bsp" "c:\program files\steam\steamapps\electrodemon\half-life 2 episode two\ep2\maps\fw_infinity.bsp"
  290.  
  291.  
  292. ** Executing...
  293. ** Command: c:\program files\steam\steam.exe
  294. ** Parameters: -applaunch 420 -game "c:\program files\steam\steamapps\electrodemon\half-life 2 episode two\ep2" +map "fw_infinity"
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