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- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Menac\Desktop\maps\surf map\surfquackV10.vmf"
- Valve Software - vbsp.exe (Dec 15 2016)
- 8 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
- Loading C:\Users\Menac\Desktop\maps\surf map\surfquackV10.vmf
- ***need to set $abovewater for material dev/dev_water2_cheap
- ***need to set $abovewater for material dev/dev_water2_cheap
- Patching WVT material: maps/surfquackv10/moon/blendspacecraters_spacerock001_wvt_patch
- Patching WVT material: maps/surfquackv10/koth_viaduct_event/blendrockgroundwallforest_viaduct_event002_wvt_patch
- Patching WVT material: maps/surfquackv10/cp_mountainlab/nature/blendrocktograss002_wvt_patch
- Patching WVT material: maps/surfquackv10/nature/blendrockgroundwallforest004_wvt_patch
- Patching WVT material: maps/surfquackv10/nature/blendrockwalldirt001_wvt_patch
- Patching WVT material: maps/surfquackv10/nature/blendrockgroundwallforest_viaduct_event_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 572 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (1)
- writing C:\Users\Menac\Desktop\maps\surf map\surfquackV10.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/lost_at_sea*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/lost_at_sea*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (2) (888198 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 2743 texinfos to 1842
- Reduced 53 texdatas to 41 (1740 bytes to 1241)
- Writing C:\Users\Menac\Desktop\maps\surf map\surfquackV10.bsp
- Wrote ZIP buffer, estimated size 179850, actual size 177894
- 17 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\Menac\Desktop\maps\surf map\surfquackV10"
- Valve Software - vvis.exe (Dec 15 2016)
- fastvis = true
- 8 threads
- reading c:\users\menac\desktop\maps\surf map\surfquackV10.bsp
- reading c:\users\menac\desktop\maps\surf map\surfquackV10.prt
- 6333 portalclusters
- 21224 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (12)
- Optimized: 407783 visible clusters (2.64%)
- Total clusters visible: 15460637
- Average clusters visible: 2441
- Building PAS...
- Average clusters audible: 2825
- visdatasize:5025945 compressed from 10031472
- writing c:\users\menac\desktop\maps\surf map\surfquackV10.bsp
- 16 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Menac\Desktop\maps\surf map\surfquackV10"
- Valve Software - vrad.exe SSE (Dec 15 2016)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading c:\users\menac\desktop\maps\surf map\surfquackV10.bsp
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Setting up ray-trace acceleration structure... Done (2.23 seconds)
- 34016 faces
- 115 degenerate faces
- 59052172 square feet [8503512576.00 square inches]
- 20 Displacements
- 236365 Square Feet [34036564.00 Square Inches]
- 33901 patches before subdivision
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- zero area child patch
- 1404225 patches after subdivision
- sun extent from map=0.000000
- 3 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
- BuildVisLeafs: 0...1...2...Out of memory or address space. Texture quality setting may be too high.
- ** Executing...
- ** Command: Copy File
- ** Parameters: "C:\Users\Menac\Desktop\maps\surf map\surfquackV10.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\surfquackV10.bsp"
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