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  1. Executing...
  2. ** Command: "c:\program files (x86)\steam\steamapps\rocket_50\sourcesdk\bin\source2009\bin\vbsp.exe"
  3. ** Parameters: -game "c:\program files (x86)\steam\steamapps\rocket_50\half-life 2 episode two\ep2" "C:\Users\admin\Desktop\Kevin's Stuff\VM\SH_R50-Outback.vmf"
  4.  
  5. Valve Software - vbsp.exe (Sep 15 2011)
  6. 4 threads
  7. materialPath: c:\program files (x86)\steam\steamapps\rocket_50\half-life 2 episode two\ep2\materials
  8. Loading C:\Users\admin\Desktop\Kevin's Stuff\VM\SH_R50-Outback.vmf
  9. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\rocket_50\half-life 2 episode two\ep2\gameinfo.txt
  10. Patching WVT material: maps/sh_r50-outback/nature/blendsandsand008a_wvt_patch
  11. Patching WVT material: maps/sh_r50-outback/dev/dev_blendmeasure_wvt_patch
  12. Patching WVT material: maps/sh_r50-outback/dev/dev_blendmeasure2_wvt_patch
  13. fixing up env_cubemap materials on brush sides...
  14. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  15. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  16. Processing areas...done (0)
  17. Building Faces...ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  18. done (0)
  19. Chop Details...done (0)
  20. Find Visible Detail Sides...
  21. Merged 308 detail faces...done (0)
  22. Merging details...done (0)
  23. FixTjuncs...
  24. PruneNodes...
  25. WriteBSP...
  26. done (0)
  27. writing C:\Users\admin\Desktop\Kevin's Stuff\VM\SH_R50-Outback.prt...Building visibility clusters...
  28. done (1)
  29. Creating default LDR 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. Creating default HDR cubemaps for env_cubemap using skybox materials:
  33. skybox/sky_day01_01*.vmt
  34. ! Run buildcubemaps in the engine to get the correct cube maps.
  35. Finding displacement neighbors...
  36. Finding lightmap sample positions...
  37. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  38. Building Physics collision data...
  39. Displacement 5 has bad geometry near -6508.75 -5562.00 354.39
  40. Can't compile displacement physics, exiting. Texture is NATURE/GRASSFLOOR002A
  41.  
  42.  
  43. ** Executing...
  44. ** Command: "c:\program files (x86)\steam\steamapps\rocket_50\sourcesdk\bin\source2009\bin\vvis.exe"
  45. ** Parameters: -game "c:\program files (x86)\steam\steamapps\rocket_50\half-life 2 episode two\ep2" -fast "C:\Users\admin\Desktop\Kevin's Stuff\VM\SH_R50-Outback"
  46.  
  47. Valve Software - vvis.exe (Sep 15 2011)
  48. fastvis = true
  49. 4 threads
  50. reading c:\users\admin\desktop\kevin's stuff\vm\SH_R50-Outback.bsp
  51. reading c:\users\admin\desktop\kevin's stuff\vm\SH_R50-Outback.prt
  52. 480 portalclusters
  53. 1762 numportals
  54. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  55. Optimized: 743 visible clusters (0.00%)
  56. Total clusters visible: 225318
  57. Average clusters visible: 469
  58. Building PAS...
  59. Average clusters audible: 478
  60. visdatasize:61301 compressed from 61440
  61. writing c:\users\admin\desktop\kevin's stuff\vm\SH_R50-Outback.bsp
  62. 0 seconds elapsed
  63.  
  64. ** Executing...
  65. ** Command: "c:\program files (x86)\steam\steamapps\rocket_50\sourcesdk\bin\source2009\bin\vrad.exe"
  66. ** Parameters: -game "c:\program files (x86)\steam\steamapps\rocket_50\half-life 2 episode two\ep2" -noextra "C:\Users\admin\Desktop\Kevin's Stuff\VM\SH_R50-Outback"
  67.  
  68. Valve Software - vrad.exe SSE (Sep 15 2011)
  69.  
  70. Valve Radiosity Simulator
  71. 4 threads
  72. [Reading texlights from 'lights.rad']
  73. [48 texlights parsed from 'lights.rad']
  74.  
  75. Loading c:\users\admin\desktop\kevin's stuff\vm\SH_R50-Outback.bsp
  76. Patch Sample Radius Clamped!
  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. Setting up ray-trace acceleration structure... Done (0.82 seconds)
  83. 1928 faces
  84. 2 degenerate faces
  85. 1696557 square feet [244304304.00 square inches]
  86. 12 Displacements
  87. 571379 Square Feet [82278592.00 Square Inches]
  88. 1926 patches before subdivision
  89. 16784 patches after subdivision
  90. 0 direct lights
  91. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
  92. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
  93. transfers 505468, max 454
  94. transfer lists: 3.9 megs
  95. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  96. Bounce #1 added RGB(0, 0, 0)
  97. Build Patch/Sample Hash Table(s).....Done<0.0150 sec>
  98. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
  99. FinalLightFace Done
  100. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  101. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7)
  102. Writing leaf ambient...done
  103. Ready to Finish
  104.  
  105. Object names Objects/Maxobjs Memory / Maxmem Fullness
  106. ------------ --------------- --------------- --------
  107. models 1/1024 48/49152 ( 0.1%)
  108. brushes 274/8192 3288/98304 ( 3.3%)
  109. brushsides 3106/65536 24848/524288 ( 4.7%)
  110. planes 4474/65536 89480/1310720 ( 6.8%)
  111. vertexes 2809/65536 33708/786432 ( 4.3%)
  112. nodes 952/65536 30464/2097152 ( 1.5%)
  113. texinfos 395/12288 28440/884736 ( 3.2%)
  114. texdata 15/2048 480/65536 ( 0.7%)
  115. dispinfos 12/0 2112/0 ( 0.0%)
  116. disp_verts 3468/0 69360/0 ( 0.0%)
  117. disp_tris 6144/0 12288/0 ( 0.0%)
  118. disp_lmsamples 163293/0 163293/0 ( 0.0%)
  119. faces 1928/65536 107968/3670016 ( 2.9%)
  120. hdr faces 0/65536 0/3670016 ( 0.0%)
  121. origfaces 1155/65536 64680/3670016 ( 1.8%)
  122. leaves 954/65536 30528/2097152 ( 1.5%)
  123. leaffaces 2592/65536 5184/131072 ( 4.0%)
  124. leafbrushes 938/65536 1876/131072 ( 1.4%)
  125. areas 3/256 24/2048 ( 1.2%)
  126. surfedges 14662/512000 58648/2048000 ( 2.9%)
  127. edges 8254/256000 33016/1024000 ( 3.2%)
  128. LDR worldlights 0/8192 0/720896 ( 0.0%)
  129. HDR worldlights 0/8192 0/720896 ( 0.0%)
  130. leafwaterdata 2/32768 24/393216 ( 0.0%)
  131. waterstrips 291/32768 2910/327680 ( 0.9%)
  132. waterverts 0/65536 0/786432 ( 0.0%)
  133. waterindices 5517/65536 11034/131072 ( 8.4%)
  134. cubemapsamples 2/1024 32/16384 ( 0.2%)
  135. overlays 0/512 0/180224 ( 0.0%)
  136. LDR lightdata [variable] 471372/0 ( 0.0%)
  137. HDR lightdata [variable] 0/0 ( 0.0%)
  138. visdata [variable] 61301/16777216 ( 0.4%)
  139. entdata [variable] 1827/393216 ( 0.5%)
  140. LDR ambient table 954/65536 3816/262144 ( 1.5%)
  141. HDR ambient table 954/65536 3816/262144 ( 1.5%)
  142. LDR leaf ambient 485/65536 13580/1835008 ( 0.7%)
  143. HDR leaf ambient 954/65536 26712/1835008 ( 1.5%)
  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] 1/282 ( 0.4%)
  149. pakfile [variable] 320298/0 ( 0.0%)
  150. physics [variable] 790718/4194304 (18.9%)
  151. physics terrain [variable] 0/1048576 ( 0.0%)
  152.  
  153. Level flags = 0
  154.  
  155. Total triangle count: 6162
  156. Writing c:\users\admin\desktop\kevin's stuff\vm\SH_R50-Outback.bsp
  157. 17 seconds elapsed
  158.  
  159. ** Executing...
  160. ** Command: Copy File
  161. ** Parameters: "C:\Users\admin\Desktop\Kevin's Stuff\VM\SH_R50-Outback
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