Guest User

Untitled

a guest
Sep 7th, 2016
157
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 11.93 KB | None | 0 0
  1.  
  2. ** Executing...
  3. ** Command: "D:\SteamLibrary\steamapps\common\Black Mesa\bin\vbsp.exe"
  4. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Black Mesa\bms" "D:\SteamLibrary\steamapps\common\Black Mesa\bms\custom\mods\maps\intro.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jul 24 2016)
  7. 8 threads
  8. material "dev/compositormultiply" not found.
  9. material "dev/compositoradd" not found.
  10. material "dev/compositorlerp" not found.
  11. material "dev/compositorselect" not found.
  12. material "dev/compositorblend" not found.
  13. materialPath: D:\SteamLibrary\steamapps\common\Black Mesa\bms\materials
  14. Loading D:\SteamLibrary\steamapps\common\Black Mesa\bms\custom\mods\maps\intro.vmf
  15. fixing up env_cubemap materials on brush sides...
  16. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  17. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  18. Processing areas...done (0)
  19. Building Faces...done (0)
  20. FixTjuncs...
  21. PruneNodes...
  22. WriteBSP...
  23. done (0)
  24. writing D:\SteamLibrary\steamapps\common\Black Mesa\bms\custom\mods\maps\intro.prt...Building visibility clusters...
  25. done (0)
  26. Creating default LDR cubemaps for env_cubemap using skybox materials:
  27. skybox/sky_day01_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_day01_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 (0) (8523 bytes)
  37. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  38. Compacting texture/material tables...
  39. Reduced 80 texinfos to 17
  40. Reduced 9 texdatas to 5 (334 bytes to 218)
  41. Writing D:\SteamLibrary\steamapps\common\Black Mesa\bms\custom\mods\maps\intro.bsp
  42. Wrote ZIP buffer, estimated size 213582, actual size 212564
  43. 0 seconds elapsed
  44. CMaterialDict::Shutdown m_MissingList count: 5
  45.  
  46. ** Executing...
  47. ** Command: "D:\SteamLibrary\steamapps\common\Black Mesa\bin\vvis.exe"
  48. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Black Mesa\bms" "D:\SteamLibrary\steamapps\common\Black Mesa\bms\custom\mods\maps\intro"
  49.  
  50. Valve Software - vvis.exe (Jul 24 2016)
  51. 8 threads
  52. reading d:\steamlibrary\steamapps\common\black mesa\bms\custom\mods\maps\intro.bsp
  53. reading d:\steamlibrary\steamapps\common\black mesa\bms\custom\mods\maps\intro.prt
  54. 7 portalclusters
  55. 8 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 (0)
  58. Optimized: 0 visible clusters (0.00%)
  59. Total clusters visible: 49
  60. Average clusters visible: 7
  61. Building PAS...
  62. Average clusters audible: 7
  63. visdatasize:74 compressed from 112
  64. writing d:\steamlibrary\steamapps\common\black mesa\bms\custom\mods\maps\intro.bsp
  65. 0 seconds elapsed
  66.  
  67. ** Executing...
  68. ** Command: "D:\SteamLibrary\steamapps\common\Black Mesa\bin\vrad.exe"
  69. ** Parameters: -both -game "D:\SteamLibrary\steamapps\common\Black Mesa\bms" "D:\SteamLibrary\steamapps\common\Black Mesa\bms\custom\mods\maps\intro"
  70.  
  71. Valve Software - vrad.exe SSE (Jul 24 2016)
  72.  
  73. Valve Radiosity Simulator
  74.  
  75. Now with more Dr. Kliener!
  76. 8 threads
  77. [Reading texlights from 'lights.rad']
  78. [48 texlights parsed from 'lights.rad']
  79.  
  80. Loading d:\steamlibrary\steamapps\common\black mesa\bms\custom\mods\maps\intro.bsp
  81. Setting up ray-trace acceleration structure... Done (0.01 seconds)
  82. 55 faces
  83. 7988 square feet [1150272.00 square inches]
  84. 0 Displacements
  85. 0 Square Feet [0.00 Square Inches]
  86. 55 patches before subdivision
  87. 1161 patches after subdivision
  88. sun extent from map=0.087156
  89. 4 direct lights
  90. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  91. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
  92. transfers 81592, max 208
  93. transfer lists: 0.6 megs
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  95. Bounce #1 added RGB(0, 0, 0)
  96. Build Patch/Sample Hash Table(s).....Done<0.0003 sec>
  97. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
  98. FinalLightFace Done
  99. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  100. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  101. Writing leaf ambient...done
  102. Ready to Finish
  103.  
  104. Object names Objects/Maxobjs Memory / Maxmem Fullness
  105. ------------ --------------- --------------- --------
  106. models 2/1024 96/49152 ( 0.2%)
  107. brushes 23/8192 276/98304 ( 0.3%)
  108. brushsides 138/65536 1104/524288 ( 0.2%)
  109. planes 86/65536 1720/1310720 ( 0.1%)
  110. vertexes 107/65536 1284/786432 ( 0.2%)
  111. nodes 39/65536 1248/2097152 ( 0.1%)
  112. texinfos 17/12288 1224/884736 ( 0.1%)
  113. texdata 5/2048 160/65536 ( 0.2%)
  114. dispinfos 0/0 0/0 ( 0.0%)
  115. disp_verts 0/0 0/0 ( 0.0%)
  116. disp_tris 0/0 0/0 ( 0.0%)
  117. disp_multiblend 0/0 0/0 ( 0.0%)
  118. disp_lmsamples 0/0 0/0 ( 0.0%)
  119. faces 55/65536 3080/3670016 ( 0.1%)
  120. hdr faces 0/65536 0/3670016 ( 0.0%)
  121. origfaces 31/65536 1736/3670016 ( 0.0%)
  122. leaves 42/65536 1344/2097152 ( 0.1%)
  123. leaffaces 55/65536 110/131072 ( 0.1%)
  124. leafbrushes 40/65536 80/131072 ( 0.1%)
  125. areas 2/256 16/2048 ( 0.8%)
  126. surfedges 372/512000 1488/2048000 ( 0.1%)
  127. edges 229/256000 916/1024000 ( 0.1%)
  128. LDR worldlights 4/8192 400/819200 ( 0.0%)
  129. HDR worldlights 0/8192 0/819200 ( 0.0%)
  130. leafwaterdata 0/32768 0/393216 ( 0.0%)
  131. waterstrips 6/32768 60/327680 ( 0.0%)
  132. waterverts 0/65536 0/786432 ( 0.0%)
  133. waterindices 78/65536 156/131072 ( 0.1%)
  134. cubemapsamples 1/1024 16/16384 ( 0.1%)
  135. overlays 0/512 0/180224 ( 0.0%)
  136. LDR lightdata [variable] 123260/0 ( 0.0%)
  137. HDR lightdata [variable] 0/0 ( 0.0%)
  138. visdata [variable] 74/16777216 ( 0.0%)
  139. entdata [variable] 5237/393216 ( 1.3%)
  140. LDR ambient table 42/65536 168/262144 ( 0.1%)
  141. HDR ambient table 42/65536 168/262144 ( 0.1%)
  142. LDR leaf ambient 13/65536 364/1835008 ( 0.0%)
  143. HDR leaf ambient 42/65536 1176/1835008 ( 0.1%)
  144. occluders 0/0 0/0 ( 0.0%)
  145. occluder polygons 0/0 0/0 ( 0.0%)
  146. occluder vert ind 0/0 0/0 ( 0.0%)
  147. detail props [variable] 1/12 ( 8.3%)
  148. static props [variable] 1/504 ( 0.2%)
  149. pakfile [variable] 212564/0 ( 0.0%)
  150. physics [variable] 8523/4194304 ( 0.2%)
  151. physics terrain [variable] 2/1048576 ( 0.0%)
  152.  
  153. Level flags = 0
  154.  
  155. Total triangle count: 138
  156. Writing d:\steamlibrary\steamapps\common\black mesa\bms\custom\mods\maps\intro.bsp
  157. 0 seconds elapsed
  158. Valve Software - vrad.exe SSE (Jul 24 2016)
  159.  
  160. Valve Radiosity Simulator
  161.  
  162. Now with more Dr. Kliener!
  163. 8 threads
  164. [Reading texlights from 'lights.rad']
  165. [48 texlights parsed from 'lights.rad']
  166.  
  167. Loading d:\steamlibrary\steamapps\common\black mesa\bms\custom\mods\maps\intro.bsp
  168. Setting up ray-trace acceleration structure... Done (0.01 seconds)
  169. 55 faces
  170. 7988 square feet [1150272.00 square inches]
  171. 0 Displacements
  172. 0 Square Feet [0.00 Square Inches]
  173. 55 patches before subdivision
  174. 1161 patches after subdivision
  175. sun extent from map=0.087156
  176. 4 direct lights
  177. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
  178. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
  179. transfers 81592, max 208
  180. transfer lists: 0.6 megs
  181. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  182. Bounce #1 added RGB(0, 0, 0)
  183. Build Patch/Sample Hash Table(s).....Done<0.0003 sec>
  184. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
  185. FinalLightFace Done
  186. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  187. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  188. Writing leaf ambient...done
  189. Ready to Finish
  190.  
  191. Object names Objects/Maxobjs Memory / Maxmem Fullness
  192. ------------ --------------- --------------- --------
  193. models 2/1024 96/49152 ( 0.2%)
  194. brushes 23/8192 276/98304 ( 0.3%)
  195. brushsides 138/65536 1104/524288 ( 0.2%)
  196. planes 86/65536 1720/1310720 ( 0.1%)
  197. vertexes 107/65536 1284/786432 ( 0.2%)
  198. nodes 39/65536 1248/2097152 ( 0.1%)
  199. texinfos 17/12288 1224/884736 ( 0.1%)
  200. texdata 5/2048 160/65536 ( 0.2%)
  201. dispinfos 0/0 0/0 ( 0.0%)
  202. disp_verts 0/0 0/0 ( 0.0%)
  203. disp_tris 0/0 0/0 ( 0.0%)
  204. disp_multiblend 0/0 0/0 ( 0.0%)
  205. disp_lmsamples 0/0 0/0 ( 0.0%)
  206. faces 55/65536 3080/3670016 ( 0.1%)
  207. hdr faces 55/65536 3080/3670016 ( 0.1%)
  208. origfaces 31/65536 1736/3670016 ( 0.0%)
  209. leaves 42/65536 1344/2097152 ( 0.1%)
  210. leaffaces 55/65536 110/131072 ( 0.1%)
  211. leafbrushes 40/65536 80/131072 ( 0.1%)
  212. areas 2/256 16/2048 ( 0.8%)
  213. surfedges 372/512000 1488/2048000 ( 0.1%)
  214. edges 229/256000 916/1024000 ( 0.1%)
  215. LDR worldlights 4/8192 400/819200 ( 0.0%)
  216. HDR worldlights 4/8192 400/819200 ( 0.0%)
  217. leafwaterdata 0/32768 0/393216 ( 0.0%)
  218. waterstrips 6/32768 60/327680 ( 0.0%)
  219. waterverts 0/65536 0/786432 ( 0.0%)
  220. waterindices 78/65536 156/131072 ( 0.1%)
  221. cubemapsamples 1/1024 16/16384 ( 0.1%)
  222. overlays 0/512 0/180224 ( 0.0%)
  223. LDR lightdata [variable] 123260/0 ( 0.0%)
  224. HDR lightdata [variable] 123260/0 ( 0.0%)
  225. visdata [variable] 74/16777216 ( 0.0%)
  226. entdata [variable] 5237/393216 ( 1.3%)
  227. LDR ambient table 42/65536 168/262144 ( 0.1%)
  228. HDR ambient table 42/65536 168/262144 ( 0.1%)
  229. LDR leaf ambient 13/65536 364/1835008 ( 0.0%)
  230. HDR leaf ambient 13/65536 364/1835008 ( 0.0%)
  231. occluders 0/0 0/0 ( 0.0%)
  232. occluder polygons 0/0 0/0 ( 0.0%)
  233. occluder vert ind 0/0 0/0 ( 0.0%)
  234. detail props [variable] 1/12 ( 8.3%)
  235. static props [variable] 1/504 ( 0.2%)
  236. pakfile [variable] 212564/0 ( 0.0%)
  237. physics [variable] 8523/4194304 ( 0.2%)
  238. physics terrain [variable] 2/1048576 ( 0.0%)
  239.  
  240. Level flags = 0
  241.  
  242. Total triangle count: 138
  243. Writing d:\steamlibrary\steamapps\common\black mesa\bms\custom\mods\maps\intro.bsp
  244. 0 seconds elapsed
  245.  
  246. ** Executing...
  247. ** Command: Copy File
  248. ** Parameters: "D:\SteamLibrary\steamapps\common\Black Mesa\bms\custom\mods\maps\intro.bsp" "D:\SteamLibrary\steamapps\common\Black Mesa\bms\maps\intro.bsp"
Advertisement
Add Comment
Please, Sign In to add comment