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  1.  
  2. ** Executing...
  3. ** Command: "E:\Games\Steam\SteamApps\common\Black Mesa\bin\vbsp.exe"
  4. ** Parameters: -game "E:\Games\Steam\SteamApps\common\Black Mesa\bms" "E:\Games\Steam\SteamApps\common\Black Mesa\sdk_content\maps\Nova_Project.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jan 23 2016)
  7. 6 threads
  8. materialPath: E:\Games\Steam\SteamApps\common\Black Mesa\bms\materials
  9. Loading E:\Games\Steam\SteamApps\common\Black Mesa\sdk_content\maps\Nova_Project.vmf
  10. fixing up env_cubemap materials on brush sides...
  11. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  13. Processing areas...done (0)
  14. Building Faces...done (0)
  15. FixTjuncs...
  16. PruneNodes...
  17. WriteBSP...
  18. done (0)
  19. writing E:\Games\Steam\SteamApps\common\Black Mesa\sdk_content\maps\Nova_Project.prt...Building visibility clusters...
  20. done (0)
  21. Creating default LDR cubemaps for env_cubemap using skybox materials:
  22. skybox/sky_st_day_01*.vmt
  23. ! Run buildcubemaps in the engine to get the correct cube maps.
  24. Creating default HDR cubemaps for env_cubemap using skybox materials:
  25. skybox/sky_st_day_01*.vmt
  26. ! Run buildcubemaps in the engine to get the correct cube maps.
  27. Finding displacement neighbors...
  28. Finding lightmap sample positions...
  29. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  30. Building Physics collision data...
  31. done (0) (13352 bytes)
  32. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  33. Compacting texture/material tables...
  34. Reduced 23 texinfos to 10
  35. Reduced 6 texdatas to 6 (125 bytes to 125)
  36. Writing E:\Games\Steam\SteamApps\common\Black Mesa\sdk_content\maps\Nova_Project.bsp
  37. 0 seconds elapsed
  38.  
  39. ** Executing...
  40. ** Command: "E:\Games\Steam\SteamApps\common\Black Mesa\bin\vvis.exe"
  41. ** Parameters: -game "E:\Games\Steam\SteamApps\common\Black Mesa\bms" "E:\Games\Steam\SteamApps\common\Black Mesa\sdk_content\maps\Nova_Project"
  42.  
  43. Valve Software - vvis.exe (Jan 23 2016)
  44. 6 threads
  45. reading e:\games\steam\steamapps\common\black mesa\sdk_content\maps\Nova_Project.bsp
  46. reading e:\games\steam\steamapps\common\black mesa\sdk_content\maps\Nova_Project.prt
  47. 4 portalclusters
  48. 3 numportals
  49. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  50. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  51. Optimized: 0 visible clusters (0.00%)
  52. Total clusters visible: 10
  53. Average clusters visible: 2
  54. Building PAS...
  55. Average clusters audible: 4
  56. visdatasize:44 compressed from 64
  57. writing e:\games\steam\steamapps\common\black mesa\sdk_content\maps\Nova_Project.bsp
  58. 0 seconds elapsed
  59.  
  60. ** Executing...
  61. ** Command: "E:\Games\Steam\SteamApps\common\Black Mesa\bin\vrad.exe"
  62. ** Parameters: -both -game "E:\Games\Steam\SteamApps\common\Black Mesa\bms" "E:\Games\Steam\SteamApps\common\Black Mesa\sdk_content\maps\Nova_Project"
  63.  
  64. Valve Software - vrad.exe SSE (Jan 23 2016)
  65.  
  66. Valve Radiosity Simulator
  67.  
  68. Now with more Dr. Kliener!
  69. 6 threads
  70. [Reading texlights from 'lights.rad']
  71. [48 texlights parsed from 'lights.rad']
  72.  
  73. Loading e:\games\steam\steamapps\common\black mesa\sdk_content\maps\Nova_Project.bsp
  74. Setting up ray-trace acceleration structure... Done (0.01 seconds)
  75. 200 faces
  76. 14307 square feet [2060288.00 square inches]
  77. 0 Displacements
  78. 0 Square Feet [0.00 Square Inches]
  79. 200 patches before subdivision
  80. 22174 patches after subdivision
  81. sun extent from map=0.000000
  82. 2 direct lights
  83. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
  84. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
  85. transfers 3369710, max 398
  86. transfer lists: 25.7 megs
  87. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  88. Bounce #1 added RGB(9299, 7585, 4409)
  89. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  90. Bounce #2 added RGB(3063, 2428, 1283)
  91. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  92. Bounce #3 added RGB(1052, 809, 389)
  93. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  94. Bounce #4 added RGB(362, 270, 117)
  95. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  96. Bounce #5 added RGB(125, 90, 36)
  97. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  98. Bounce #6 added RGB(43, 30, 11)
  99. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  100. Bounce #7 added RGB(15, 10, 3)
  101. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  102. Bounce #8 added RGB(5, 3, 1)
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Bounce #9 added RGB(2, 1, 0)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  106. Bounce #10 added RGB(1, 0, 0)
  107. Build Patch/Sample Hash Table(s).....Done<0.0075 sec>
  108. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
  109. FinalLightFace Done
  110. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  111. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  112. Writing leaf ambient...done
  113. Ready to Finish
  114.  
  115. Object names Objects/Maxobjs Memory / Maxmem Fullness
  116. ------------ --------------- --------------- --------
  117. models 1/1024 48/49152 ( 0.1%)
  118. brushes 38/8192 456/98304 ( 0.5%)
  119. brushsides 251/65536 2008/524288 ( 0.4%)
  120. planes 102/65536 2040/1310720 ( 0.2%)
  121. vertexes 286/65536 3432/786432 ( 0.4%)
  122. nodes 20/65536 640/2097152 ( 0.0%)
  123. texinfos 10/12288 720/884736 ( 0.1%)
  124. texdata 6/2048 192/65536 ( 0.3%)
  125. dispinfos 0/0 0/0 ( 0.0%)
  126. disp_verts 0/0 0/0 ( 0.0%)
  127. disp_tris 0/0 0/0 ( 0.0%)
  128. disp_multiblend 0/0 0/0 ( 0.0%)
  129. disp_lmsamples 0/0 0/0 ( 0.0%)
  130. faces 200/65536 11200/3670016 ( 0.3%)
  131. hdr faces 0/65536 0/3670016 ( 0.0%)
  132. origfaces 32/65536 1792/3670016 ( 0.0%)
  133. leaves 22/65536 704/2097152 ( 0.0%)
  134. leaffaces 200/65536 400/131072 ( 0.3%)
  135. leafbrushes 44/65536 88/131072 ( 0.1%)
  136. areas 2/256 16/2048 ( 0.8%)
  137. surfedges 1042/512000 4168/2048000 ( 0.2%)
  138. edges 561/256000 2244/1024000 ( 0.2%)
  139. LDR worldlights 2/8192 200/819200 ( 0.0%)
  140. HDR worldlights 0/8192 0/819200 ( 0.0%)
  141. leafwaterdata 0/32768 0/393216 ( 0.0%)
  142. waterstrips 11/32768 110/327680 ( 0.0%)
  143. waterverts 0/65536 0/786432 ( 0.0%)
  144. waterindices 141/65536 282/131072 ( 0.2%)
  145. cubemapsamples 0/1024 0/16384 ( 0.0%)
  146. overlays 0/512 0/180224 ( 0.0%)
  147. LDR lightdata [variable] 1216284/0 ( 0.0%)
  148. HDR lightdata [variable] 0/0 ( 0.0%)
  149. visdata [variable] 44/16777216 ( 0.0%)
  150. entdata [variable] 946/393216 ( 0.2%)
  151. LDR ambient table 22/65536 88/262144 ( 0.0%)
  152. HDR ambient table 22/65536 88/262144 ( 0.0%)
  153. LDR leaf ambient 19/65536 532/1835008 ( 0.0%)
  154. HDR leaf ambient 22/65536 616/1835008 ( 0.0%)
  155. occluders 0/0 0/0 ( 0.0%)
  156. occluder polygons 0/0 0/0 ( 0.0%)
  157. occluder vert ind 0/0 0/0 ( 0.0%)
  158. detail props [variable] 1/12 ( 8.3%)
  159. static props [variable] 1/12 ( 8.3%)
  160. pakfile [variable] 86758/0 ( 0.0%)
  161. physics [variable] 13352/4194304 ( 0.3%)
  162. physics terrain [variable] 2/1048576 ( 0.0%)
  163.  
  164. Level flags = 0
  165.  
  166. Total triangle count: 514
  167. Writing e:\games\steam\steamapps\common\black mesa\sdk_content\maps\Nova_Project.bsp
  168. 5 seconds elapsed
  169. Valve Software - vrad.exe SSE (Jan 23 2016)
  170.  
  171. Valve Radiosity Simulator
  172.  
  173. Now with more Dr. Kliener!
  174. 6 threads
  175. [Reading texlights from 'lights.rad']
  176. [48 texlights parsed from 'lights.rad']
  177.  
  178. Loading e:\games\steam\steamapps\common\black mesa\sdk_content\maps\Nova_Project.bsp
  179. Setting up ray-trace acceleration structure... Done (0.01 seconds)
  180. 200 faces
  181. 14307 square feet [2060288.00 square inches]
  182. 0 Displacements
  183. 0 Square Feet [0.00 Square Inches]
  184. 200 patches before subdivision
  185. 22174 patches after subdivision
  186. sun extent from map=0.000000
  187. 2 direct lights
  188. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
  189. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
  190. transfers 3369710, max 398
  191. transfer lists: 25.7 megs
  192. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  193. Bounce #1 added RGB(9299, 7584, 4409)
  194. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  195. Bounce #2 added RGB(3063, 2428, 1283)
  196. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  197. Bounce #3 added RGB(1052, 809, 389)
  198. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  199. Bounce #4 added RGB(362, 270, 117)
  200. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  201. Bounce #5 added RGB(125, 90, 36)
  202. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  203. Bounce #6 added RGB(43, 30, 11)
  204. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  205. Bounce #7 added RGB(15, 10, 3)
  206. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  207. Bounce #8 added RGB(5, 3, 1)
  208. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  209. Bounce #9 added RGB(2, 1, 0)
  210. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  211. Bounce #10 added RGB(1, 0, 0)
  212. Build Patch/Sample Hash Table(s).....Done<0.0067 sec>
  213. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
  214. FinalLightFace Done
  215. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  216. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  217. Writing leaf ambient...done
  218. Ready to Finish
  219.  
  220. Object names Objects/Maxobjs Memory / Maxmem Fullness
  221. ------------ --------------- --------------- --------
  222. models 1/1024 48/49152 ( 0.1%)
  223. brushes 38/8192 456/98304 ( 0.5%)
  224. brushsides 251/65536 2008/524288 ( 0.4%)
  225. planes 102/65536 2040/1310720 ( 0.2%)
  226. vertexes 286/65536 3432/786432 ( 0.4%)
  227. nodes 20/65536 640/2097152 ( 0.0%)
  228. texinfos 10/12288 720/884736 ( 0.1%)
  229. texdata 6/2048 192/65536 ( 0.3%)
  230. dispinfos 0/0 0/0 ( 0.0%)
  231. disp_verts 0/0 0/0 ( 0.0%)
  232. disp_tris 0/0 0/0 ( 0.0%)
  233. disp_multiblend 0/0 0/0 ( 0.0%)
  234. disp_lmsamples 0/0 0/0 ( 0.0%)
  235. faces 200/65536 11200/3670016 ( 0.3%)
  236. hdr faces 200/65536 11200/3670016 ( 0.3%)
  237. origfaces 32/65536 1792/3670016 ( 0.0%)
  238. leaves 22/65536 704/2097152 ( 0.0%)
  239. leaffaces 200/65536 400/131072 ( 0.3%)
  240. leafbrushes 44/65536 88/131072 ( 0.1%)
  241. areas 2/256 16/2048 ( 0.8%)
  242. surfedges 1042/512000 4168/2048000 ( 0.2%)
  243. edges 561/256000 2244/1024000 ( 0.2%)
  244. LDR worldlights 2/8192 200/819200 ( 0.0%)
  245. HDR worldlights 2/8192 200/819200 ( 0.0%)
  246. leafwaterdata 0/32768 0/393216 ( 0.0%)
  247. waterstrips 11/32768 110/327680 ( 0.0%)
  248. waterverts 0/65536 0/786432 ( 0.0%)
  249. waterindices 141/65536 282/131072 ( 0.2%)
  250. cubemapsamples 0/1024 0/16384 ( 0.0%)
  251. overlays 0/512 0/180224 ( 0.0%)
  252. LDR lightdata [variable] 1216284/0 ( 0.0%)
  253. HDR lightdata [variable] 1216284/0 ( 0.0%)
  254. visdata [variable] 44/16777216 ( 0.0%)
  255. entdata [variable] 946/393216 ( 0.2%)
  256. LDR ambient table 22/65536 88/262144 ( 0.0%)
  257. HDR ambient table 22/65536 88/262144 ( 0.0%)
  258. LDR leaf ambient 19/65536 532/1835008 ( 0.0%)
  259. HDR leaf ambient 19/65536 532/1835008 ( 0.0%)
  260. occluders 0/0 0/0 ( 0.0%)
  261. occluder polygons 0/0 0/0 ( 0.0%)
  262. occluder vert ind 0/0 0/0 ( 0.0%)
  263. detail props [variable] 1/12 ( 8.3%)
  264. static props [variable] 1/12 ( 8.3%)
  265. pakfile [variable] 86758/0 ( 0.0%)
  266. physics [variable] 13352/4194304 ( 0.3%)
  267. physics terrain [variable] 2/1048576 ( 0.0%)
  268.  
  269. Level flags = 0
  270.  
  271. Total triangle count: 514
  272. Writing e:\games\steam\steamapps\common\black mesa\sdk_content\maps\Nova_Project.bsp
  273. 5 seconds elapsed
  274.  
  275. ** Executing...
  276. ** Command: Copy File
  277. ** Parameters: "E:\Games\Steam\SteamApps\common\Black Mesa\sdk_content\maps\Nova_Project.bsp" "E:\Games\Steam\SteamApps\common\Black Mesa\bms\maps\Nova_Project.bsp"
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