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  1.  
  2. ** Executing...
  3. ** Command: "c:\program files\steam\steamapps\lordhannest\sourcesdk\bin\orangebox\bin\vbsp.exe"
  4. ** Parameters: -game "c:\program files\steam\steamapps\lordhannest\team fortress 2\tf" "C:\Program Files\Steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.vmf"
  5.  
  6. Valve Software - vbsp.exe (Apr 28 2010)
  7. 2 threads
  8. materialPath: c:\program files\steam\steamapps\lordhannest\team fortress 2\tf\materials
  9. Loading C:\Program Files\Steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.vmf
  10. Patching WVT material: maps/ctf_stockpile_a11/nature/blendgrassground001_wvt_patch
  11. fixing up env_cubemap materials on brush sides...
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  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. Chop Details...done (0)
  17. Find Visible Detail Sides...
  18. Merged 616 detail faces...done (0)
  19. Merging details...done (0)
  20. FixTjuncs...
  21. PruneNodes...
  22. WriteBSP...
  23. done (0)
  24. writing C:\Program Files\Steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.prt...Building visibility clusters...
  25. done (0)
  26. Creating default LDR cubemaps for env_cubemap using skybox materials:
  27. skybox/sky_hydro_01*.vmt
  28. ! Run buildcubemaps in the engine to get the correct cube maps.
  29. Creating default HDR cubemaps for env_cubemap using skybox materials:
  30. skybox/sky_hydro_01*.vmt
  31. ! Run buildcubemaps in the engine to get the correct cube maps.
  32. Finding displacement neighbors...
  33. Finding lightmap sample positions...
  34. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  35. Building Physics collision data...
  36. done (1) (740977 bytes)
  37. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  38. Compacting texture/material tables...
  39. Reduced 3185 texinfos to 2614
  40. Reduced 147 texdatas to 141 (3192 bytes to 3009)
  41. Writing C:\Program Files\Steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  42. 14 seconds elapsed
  43.  
  44. ** Executing...
  45. ** Command: "c:\program files\steam\steamapps\lordhannest\sourcesdk\bin\orangebox\bin\vvis.exe"
  46. ** Parameters: -game "c:\program files\steam\steamapps\lordhannest\team fortress 2\tf" "C:\Program Files\Steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11"
  47.  
  48. Valve Software - vvis.exe (Apr 28 2010)
  49. 2 threads
  50. reading c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  51. reading c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.prt
  52. 1174 portalclusters
  53. 3231 numportals
  54. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  55. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (316)
  56. Optimized: 3598 visible clusters (0.00%)
  57. Total clusters visible: 361756
  58. Average clusters visible: 308
  59. Building PAS...
  60. Average clusters audible: 1046
  61. visdatasize:289592 compressed from 356896
  62. writing c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  63. 5 minutes, 16 seconds elapsed
  64.  
  65. ** Executing...
  66. ** Command: "c:\program files\steam\steamapps\lordhannest\sourcesdk\bin\orangebox\bin\vrad.exe"
  67. ** Parameters: -game "c:\program files\steam\steamapps\lordhannest\team fortress 2\tf" "C:\Program Files\Steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11"
  68.  
  69. Valve Software - vrad.exe SSE (Apr 28 2010)
  70.  
  71. Valve Radiosity Simulator
  72. 2 threads
  73. [Reading texlights from 'lights.rad']
  74. [34 texlights parsed from 'lights.rad']
  75.  
  76. Loading c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  77. Patch Sample Radius Clamped!
  78. Patch Sample Radius Clamped!
  79. Patch Sample Radius Clamped!
  80. Patch Sample Radius Clamped!
  81. Patch Sample Radius Clamped!
  82. Patch Sample Radius Clamped!
  83. Patch Sample Radius Clamped!
  84. Patch Sample Radius Clamped!
  85. Setting up ray-trace acceleration structure... Done (4.74 seconds)
  86. 6306 faces
  87. 1214469 square feet [174883536.00 square inches]
  88. 95 Displacements
  89. 190707 Square Feet [27461926.00 Square Inches]
  90. 6306 patches before subdivision
  91. 88412 patches after subdivision
  92. 55 direct lights
  93. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
  94. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
  95. transfers 7925088, max 752
  96. transfer lists: 60.5 megs
  97. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  98. Bounce #1 added RGB(596190, 368408, 250383)
  99. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  100. Bounce #2 added RGB(104327, 60832, 40083)
  101. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  102. Bounce #3 added RGB(26870, 15268, 9492)
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Bounce #4 added RGB(8084, 4691, 2744)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  106. Bounce #5 added RGB(2886, 1664, 883)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  108. Bounce #6 added RGB(1135, 636, 301)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  110. Bounce #7 added RGB(479, 255, 106)
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  112. Bounce #8 added RGB(211, 105, 38)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  114. Bounce #9 added RGB(96, 44, 14)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  116. Bounce #10 added RGB(45, 19, 5)
  117. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  118. Bounce #11 added RGB(21, 8, 2)
  119. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  120. Bounce #12 added RGB(10, 4, 1)
  121. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  122. Bounce #13 added RGB(5, 2, 0)
  123. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  124. Bounce #14 added RGB(2, 1, 0)
  125. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  126. Bounce #15 added RGB(1, 0, 0)
  127. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  128. Bounce #16 added RGB(1, 0, 0)
  129. Build Patch/Sample Hash Table(s).....Done<0.0440 sec>
  130. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
  131. FinalLightFace Done
  132. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  133. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  134. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (16)
  135. Writing leaf ambient...done
  136. Ready to Finish
  137.  
  138. Object names Objects/Maxobjs Memory / Maxmem Fullness
  139. ------------ --------------- --------------- --------
  140. models 35/1024 1680/49152 ( 3.4%)
  141. brushes 2154/8192 25848/98304 (26.3%)
  142. brushsides 13927/65536 111416/524288 (21.3%)
  143. planes 4080/65536 81600/1310720 ( 6.2%)
  144. vertexes 11538/65536 138456/786432 (17.6%)
  145. nodes 2885/65536 92320/2097152 ( 4.4%)
  146. texinfos 2614/12288 188208/884736 (21.3%)
  147. texdata 141/2048 4512/65536 ( 6.9%)
  148. dispinfos 95/0 16720/0 ( 0.0%)
  149. disp_verts 2375/0 47500/0 ( 0.0%)
  150. disp_tris 3040/0 6080/0 ( 0.0%)
  151. disp_lmsamples 416032/0 416032/0 ( 0.0%)
  152. faces 6306/65536 353136/3670016 ( 9.6%)
  153. hdr faces 0/65536 0/3670016 ( 0.0%)
  154. origfaces 4503/65536 252168/3670016 ( 6.9%)
  155. leaves 2921/65536 93472/2097152 ( 4.5%)
  156. leaffaces 7719/65536 15438/131072 (11.8%)
  157. leafbrushes 4686/65536 9372/131072 ( 7.2%)
  158. areas 13/256 104/2048 ( 5.1%)
  159. surfedges 48648/512000 194592/2048000 ( 9.5%)
  160. edges 31570/256000 126280/1024000 (12.3%)
  161. LDR worldlights 55/8192 4840/720896 ( 0.7%)
  162. HDR worldlights 0/8192 0/720896 ( 0.0%)
  163. leafwaterdata 0/32768 0/393216 ( 0.0%)
  164. waterstrips 740/32768 7400/327680 ( 2.3%)
  165. waterverts 0/65536 0/786432 ( 0.0%)
  166. waterindices 13914/65536 27828/131072 (21.2%)
  167. cubemapsamples 5/1024 80/16384 ( 0.5%)
  168. overlays 177/512 62304/180224 (34.6%)
  169. LDR lightdata [variable] 4932824/0 ( 0.0%)
  170. HDR lightdata [variable] 0/0 ( 0.0%)
  171. visdata [variable] 289592/16777216 ( 1.7%)
  172. entdata [variable] 79507/393216 (20.2%)
  173. LDR ambient table 2921/65536 11684/262144 ( 4.5%)
  174. HDR ambient table 2921/65536 11684/262144 ( 4.5%)
  175. LDR leaf ambient 13551/65536 379428/1835008 (20.7%)
  176. HDR leaf ambient 2921/65536 81788/1835008 ( 4.5%)
  177. occluders 0/0 0/0 ( 0.0%)
  178. occluder polygons 0/0 0/0 ( 0.0%)
  179. occluder vert ind 0/0 0/0 ( 0.0%)
  180. detail props [variable] 1/672024 ( 0.0%)
  181. dtl prp lght [variable] 1/4 (25.0%)
  182. HDR dtl prp lght [variable] 1/4 (25.0%)
  183. static props [variable] 1/67614 ( 0.0%)
  184. pakfile [variable] 636601/0 ( 0.0%)
  185. physics [variable] 740977/4194304 (17.7%)
  186. physics terrain [variable] 12821/1048576 ( 1.2%)
  187.  
  188. Level flags = 0
  189.  
  190. Total triangle count: 18165
  191. Writing c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  192. 1 minute, 24 seconds elapsed
  193.  
  194. ** Executing...
  195. ** Command: Copy File
  196. ** Parameters: "C:\Program Files\Steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp" "c:\program files\steam\steamapps\lordhannest\team fortress 2\tf\maps\ctf_stockpile_a11.bsp"
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