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  1. ============================================================================================================================================
  2. ** Executing...
  3. ** Command: "E:\Program Files (x86)\Steam\steamapps\common\Black Mesa\bin\vbsp.exe"
  4. ** Parameters: -game "E:\Program Files (x86)\Steam\steamapps\common\Black Mesa\bms" "E:\Users\Billy Fredericks II\Desktop\Half-Life 2 Stuff\op4_welcome_to_bms\bm_of1a1.vmf"
  5. ============================================================================================================================================
  6. Valve Software - vbsp.exe (Dec 17 2018)
  7. 8 threads
  8. materialPath: E:\Program Files (x86)\Steam\steamapps\common\Black Mesa\bms\materials
  9. Loading E:\Users\Billy Fredericks II\Desktop\Half-Life 2 Stuff\op4_welcome_to_bms\bm_of1a1.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. "/gonarch_bomb" - "materials//gonarch_bomb.vtf": cached version doesn't exist
  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...done (0)
  19. Merging details...done (0)
  20. FixTjuncs...
  21. PruneNodes...
  22. WriteBSP...
  23. done (0)
  24. writing E:\Users\Billy Fredericks II\Desktop\Half-Life 2 Stuff\op4_welcome_to_bms\bm_of1a1.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) (124172 bytes)
  37. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  38. Compacting texture/material tables...
  39. Reduced 1049 texinfos to 431
  40. Reduced 108 texdatas to 80 (4209 bytes to 3440)
  41. Writing E:\Users\Billy Fredericks II\Desktop\Half-Life 2 Stuff\op4_welcome_to_bms\bm_of1a1.bsp
  42. Wrote ZIP buffer, estimated size 662623, actual size 653297
  43. 0 seconds elapsed
  44. ============================================================================================================================================
  45. ** Executing...
  46. ** Command: "E:\Program Files (x86)\Steam\steamapps\common\Black Mesa\bin\vvis.exe"
  47. ** Parameters: -game "E:\Program Files (x86)\Steam\steamapps\common\Black Mesa\bms" "E:\Users\Billy Fredericks II\Desktop\Half-Life 2 Stuff\op4_welcome_to_bms\bm_of1a1"
  48. ============================================================================================================================================
  49. Valve Software - vvis.exe (Nov 1 2018)
  50. 8 threads
  51. reading e:\users\billy fredericks ii\desktop\half-life 2 stuff\op4_welcome_to_bms\bm_of1a1.bsp
  52. reading e:\users\billy fredericks ii\desktop\half-life 2 stuff\op4_welcome_to_bms\bm_of1a1.prt
  53. 582 portalclusters
  54. 1573 numportals
  55. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  56. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1)
  57. Optimized: 429 visible clusters (0.51%)
  58. Total clusters visible: 83439
  59. Average clusters visible: 143
  60. Building PAS...
  61. Average clusters audible: 455
  62. visdatasize:72510 compressed from 93120
  63. writing e:\users\billy fredericks ii\desktop\half-life 2 stuff\op4_welcome_to_bms\bm_of1a1.bsp
  64. 1 second elapsed
  65. ============================================================================================================================================
  66. ** Executing...
  67. ** Command: "E:\Program Files (x86)\Steam\steamapps\common\Black Mesa\bin\vrad.exe"
  68. ** Parameters: -cascadeshadows -game "E:\Program Files (x86)\Steam\steamapps\common\Black Mesa\bms" -smooth 45 "E:\Users\Billy Fredericks II\Desktop\Half-Life 2 Stuff\op4_welcome_to_bms\bm_of1a1"
  69. ============================================================================================================================================
  70. Valve Software - vrad.exe SSE (Nov 1 2018)
  71. -------------------------------------------------------------------------------
  72.  
  73. Valve Radiosity Simulator
  74.  
  75. Now with more Dr. Kliener!
  76.  
  77. -------------------------------------------------------------------------------
  78. 8 threads
  79. [Reading texlights from 'lights.rad']
  80. [50 texlights parsed from 'lights.rad']
  81.  
  82. Loading e:\users\billy fredericks ii\desktop\half-life 2 stuff\op4_welcome_to_bms\bm_of1a1.bsp
  83. Setting up ray-trace acceleration structure... Done (0.09 seconds)
  84. 1662 faces
  85. 144354 square feet [20787080.00 square inches]
  86. 0 Displacements
  87. 0 Square Feet [0.00 Square Inches]
  88. 1662 patches before subdivision
  89. 8500 patches after subdivision
  90. 34 direct lights
  91. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  92. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
  93. transfers 739313, max 409
  94. transfer lists: 5.6 megs
  95. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  96. Bounce #1 added RGB(15718, 22756, 24522)
  97. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  98. Bounce #2 added RGB(3249, 5311, 5260)
  99. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  100. Bounce #3 added RGB(631, 1181, 1090)
  101. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  102. Bounce #4 added RGB(132, 270, 227)
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Bounce #5 added RGB(27, 61, 48)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  106. Bounce #6 added RGB(6, 14, 10)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  108. Bounce #7 added RGB(1, 3, 2)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  110. Bounce #8 added RGB(0, 1, 0)
  111. Build Patch/Sample Hash Table(s).....Done<0.0020 sec>
  112. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
  113. FinalLightFace Done
  114. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  115. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  116. Writing leaf ambient...done
  117. Ready to Finish
  118.  
  119. Object names Objects/Maxobjs Memory / Maxmem Fullness
  120. ------------ --------------- --------------- --------
  121. models 12/1024 576/49152 ( 1.2%)
  122. brushes 321/8192 3852/98304 ( 3.9%)
  123. brushsides 2221/65536 17768/524288 ( 3.4%)
  124. planes 1126/65536 22520/1310720 ( 1.7%)
  125. vertexes 2916/65536 34992/786432 ( 4.4%)
  126. nodes 1180/65536 37760/2097152 ( 1.8%)
  127. texinfos 431/12288 31032/884736 ( 3.5%)
  128. texdata 80/4096 2560/131072 ( 2.0%)
  129. dispinfos 0/0 0/0 ( 0.0%)
  130. disp_verts 0/0 0/0 ( 0.0%)
  131. disp_tris 0/0 0/0 ( 0.0%)
  132. disp_multiblend 0/0 0/0 ( 0.0%)
  133. disp_lmsamples 0/0 0/0 ( 0.0%)
  134. faces 1662/65536 93072/3670016 ( 2.5%)
  135. hdr faces 1662/65536 93072/3670016 ( 2.5%)
  136. origfaces 832/65536 46592/3670016 ( 1.3%)
  137. leaves 1193/65536 38176/2097152 ( 1.8%)
  138. leaffaces 1902/65536 3804/131072 ( 2.9%)
  139. leafbrushes 697/65536 1394/131072 ( 1.1%)
  140. areas 2/256 16/2048 ( 0.8%)
  141. surfedges 11244/512000 44976/2048000 ( 2.2%)
  142. edges 6642/256000 26568/1024000 ( 2.6%)
  143. LDR worldlights 0/8192 0/819200 ( 0.0%)
  144. HDR worldlights 34/8192 3400/819200 ( 0.4%)
  145. leafwaterdata 0/32768 0/393216 ( 0.0%)
  146. waterstrips 126/32768 1260/327680 ( 0.4%)
  147. waterverts 0/65536 0/786432 ( 0.0%)
  148. waterindices 2409/65536 4818/131072 ( 3.7%)
  149. cubemapsamples 5/1024 80/16384 ( 0.5%)
  150. overlays 10/512 3520/180224 ( 2.0%)
  151. LDR lightdata [variable] 0/0 ( 0.0%)
  152. HDR lightdata [variable] 958464/0 ( 0.0%)
  153. visdata [variable] 72510/16777216 ( 0.4%)
  154. entdata [variable] 39159/393216 (10.0%)
  155. LDR ambient table 1193/65536 4772/262144 ( 1.8%)
  156. HDR ambient table 1193/65536 4772/262144 ( 1.8%)
  157. LDR leaf ambient 1193/65536 33404/1835008 ( 1.8%)
  158. HDR leaf ambient 3798/65536 106344/1835008 ( 5.8%)
  159. occluders 0/0 0/0 ( 0.0%)
  160. occluder polygons 0/0 0/0 ( 0.0%)
  161. occluder vert ind 0/0 0/0 ( 0.0%)
  162. detail props [variable] 1/12 ( 8.3%)
  163. static props [variable] 1/3482 ( 0.0%)
  164. pakfile [variable] 653297/0 ( 0.0%)
  165. physics [variable] 124172/4194304 ( 3.0%)
  166. physics terrain [variable] 2/1048576 ( 0.0%)
  167.  
  168. Level flags = 34
  169.  
  170. Total triangle count: 4544
  171. Writing e:\users\billy fredericks ii\desktop\half-life 2 stuff\op4_welcome_to_bms\bm_of1a1.bsp
  172. 4 seconds elapsed
  173. ============================================================================================================================================
  174. ** Executing...
  175. ** Command: Copy File
  176. ** Parameters: "E:\Users\Billy Fredericks II\Desktop\Half-Life 2 Stuff\op4_welcome_to_bms\bm_of1a1.bsp" "E:\Program Files (x86)\Steam\steamapps\common\Black Mesa\bms\maps\bm_of1a1.bsp"
  177. ============================================================================================================================================
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