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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_b1_detailed"
  5.  
  6. Valve Software - vbsp.exe (Oct 14 2017)
  7. 8 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
  9. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_b1_detailed.vmf
  10. material "japan/grassy_cobblestone01" not found.
  11. Material not found!: JAPAN/GRASSY_COBBLESTONE01
  12. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  13. material "/background" not found.
  14. Material not found!: /BACKGROUND
  15. material "winter/blendwinterrockwalltograss002_nodetail" not found.
  16. Material not found!: WINTER/BLENDWINTERROCKWALLTOGRASS002_NODETAIL
  17. material "maritime/nature/blendrocktoground" not found.
  18. Material not found!: MARITIME/NATURE/BLENDROCKTOGROUND
  19. material "concrete/brokentile003a" not found.
  20. Material not found!: CONCRETE/BROKENTILE003A
  21. material "brick/blenbricktwall002_frontline" not found.
  22. Material not found!: BRICK/BLENBRICKTWALL002_FRONTLINE
  23. material "maritime/brick/oldbrickmaritime001c" not found.
  24. Material not found!: MARITIME/BRICK/OLDBRICKMARITIME001C
  25. Brush 672674: MAX_MAP_BRUSHSIDES
  26. Side 3
  27. Texture: PL_BARNBLITZ/WOODWALL_DARKBROWN001
  28.  
  29.  
  30. ** Executing...
  31. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
  32. ** Parameters: -threads 7 -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_b1_detailed"
  33.  
  34. Valve Software - vvis.exe (Oct 14 2017)
  35. 7 threads
  36. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_b1_detailed.bsp
  37. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_b1_detailed.prt
  38. LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_b1_detailed.prt
  39.  
  40.  
  41. ** Executing...
  42. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
  43. ** Parameters: -lights light.rad -both -staticproppolys -staticproplighting -textureshadows -final -threads 2 -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_b1_detailed"
  44.  
  45. Valve Software - vrad.exe SSE (Oct 14 2017)
  46.  
  47. Valve Radiosity Simulator
  48. 2 threads
  49. [Reading texlights from 'lights.rad']
  50. unknown light specifier type - lights
  51.  
  52. [56 texlights parsed from 'lights.rad']
  53.  
  54. [Reading texlights from 'light.rad']
  55. [0 texlights parsed from 'light.rad']
  56.  
  57. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_b1_detailed.bsp
  58. Loaded alpha texture materials\models\props_vineyard\ivy1.vtf
  59. Loaded alpha texture materials\models\props_vineyard\ivy2.vtf
  60. Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
  61. Loaded alpha texture materials\models\props_foliage\grass_02.vtf
  62. Loaded alpha texture materials\models\props_foliage\grass_02.vtf
  63. Loaded alpha texture materials\models\props_foliage\grass_02_snow.vtf
  64. Loaded alpha texture materials\models\props_foliage\shrub_01a.vtf
  65. Loaded alpha texture materials\models\props_foliage\bramble01a.vtf
  66. Loaded alpha texture materials\models\props_forest\shrub_03.vtf
  67. Error! Unable to load file "models/props_frontline/sandwich_board.dx80.vtx"
  68. Loaded alpha texture materials\models\props_foliage\tree_pine01.vtf
  69. Loaded alpha texture materials\models\props_foliage\tree_pine01_snow.vtf
  70. Loaded alpha texture materials\models\props_foliage\pine_tree_large.vtf
  71. Setting up ray-trace acceleration structure... Done (50.38 seconds)
  72. 31073 faces
  73. 160 degenerate faces
  74. 5054322 square feet [727822464.00 square inches]
  75. 906 Displacements
  76. 659389 Square Feet [94952088.00 Square Inches]
  77. 30913 patches before subdivision
  78. 387323 patches after subdivision
  79. sun extent from map=0.087156
  80. 452 direct lights
  81. BuildFacelights: 0...1...2...3...4...5no samples 16134
  82. ...6...7...8...9...10 (1450)
  83. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (367)
  84. transfers 41061264, max 2841
  85. transfer lists: 313.3 megs
  86. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  87. Bounce #1 added RGB(863298, 555460, 398374)
  88. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  89. Bounce #2 added RGB(122207, 61779, 34453)
  90. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  91. Bounce #3 added RGB(17630, 6816, 3062)
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  93. Bounce #4 added RGB(4399, 1515, 482)
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  95. Bounce #5 added RGB(708, 178, 50)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #6 added RGB(260, 67, 11)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  99. Bounce #7 added RGB(40, 7, 1)
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  101. Bounce #8 added RGB(19, 4, 0)
  102. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  103. Bounce #9 added RGB(3, 0, 0)
  104. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  105. Bounce #10 added RGB(2, 0, 0)
  106. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  107. Bounce #11 added RGB(0, 0, 0)
  108. Build Patch/Sample Hash Table(s).....Done<0.1071 sec>
  109. FinalLightFace: 0...1...2...3...4...5SampleRadial: Punting, Waiting for fix
  110. ...6...7...8...9...10 (14)
  111. FinalLightFace Done
  112. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  113. 0 of 32 (0% of) surface lights went in leaf ambient cubes.
  114. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (34)
  115. Writing leaf ambient...done
  116. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (370)
  117.  
  118. Ready to Finish
  119.  
  120. Object names Objects/Maxobjs Memory / Maxmem Fullness
  121. ------------ --------------- --------------- --------
  122. models 104/1024 4992/49152 (10.2%)
  123. brushes 7896/8192 94752/98304 (96.4%) VERY FULL!
  124. brushsides 61585/65536 492680/524288 (94.0%) VERY FULL!
  125. planes 36192/65536 723840/1310720 (55.2%)
  126. vertexes 60540/65536 726480/786432 (92.4%) VERY FULL!
  127. nodes 5986/65536 191552/2097152 ( 9.1%)
  128. texinfos 11134/12288 801648/884736 (90.6%) VERY FULL!
  129. texdata 306/2048 9792/65536 (14.9%)
  130. dispinfos 906/0 159456/0 ( 0.0%)
  131. disp_verts 40178/0 803560/0 ( 0.0%)
  132. disp_tris 59040/0 118080/0 ( 0.0%)
  133. disp_lmsamples 1806388/0 1806388/0 ( 0.0%)
  134. faces 31073/65536 1740088/3670016 (47.4%)
  135. hdr faces 0/65536 0/3670016 ( 0.0%)
  136. origfaces 23405/65536 1310680/3670016 (35.7%)
  137. leaves 6091/65536 194912/2097152 ( 9.3%)
  138. leaffaces 41702/65536 83404/131072 (63.6%)
  139. leafbrushes 18902/65536 37804/131072 (28.8%)
  140. areas 23/256 184/2048 ( 9.0%)
  141. surfedges 218977/512000 875908/2048000 (42.8%)
  142. edges 152285/256000 609140/1024000 (59.5%)
  143. LDR worldlights 452/8192 39776/720896 ( 5.5%)
  144. HDR worldlights 0/8192 0/720896 ( 0.0%)
  145. leafwaterdata 4/32768 48/393216 ( 0.0%)
  146. waterstrips 0/32768 0/327680 ( 0.0%)
  147. waterverts 0/65536 0/786432 ( 0.0%)
  148. waterindices 0/65536 0/131072 ( 0.0%)
  149. cubemapsamples 33/1024 528/16384 ( 3.2%)
  150. overlays 154/512 54208/180224 (30.1%)
  151. LDR lightdata [variable] 26632936/0 ( 0.0%)
  152. HDR lightdata [variable] 0/0 ( 0.0%)
  153. visdata [variable] 1109967/16777216 ( 6.6%)
  154. entdata [variable] 476877/393216 (121.3%) VERY FULL!
  155. LDR ambient table 6091/65536 24364/262144 ( 9.3%)
  156. HDR ambient table 6091/65536 24364/262144 ( 9.3%)
  157. LDR leaf ambient 31247/65536 874916/1835008 (47.7%)
  158. HDR leaf ambient 6091/65536 170548/1835008 ( 9.3%)
  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] 1/13296 ( 0.0%)
  163. dtl prp lght [variable] 1/4 (25.0%)
  164. HDR dtl prp lght [variable] 1/4 (25.0%)
  165. static props [variable] 1/265140 ( 0.0%)
  166. pakfile [variable] 17517483/0 ( 0.0%)
  167. physics [variable] 2834111/4194304 (67.6%)
  168. physics terrain [variable] 190162/1048576 (18.1%)
  169.  
  170. Level flags = 1
  171.  
  172. Total triangle count: 62852
  173. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_b1_detailed.bsp
  174. 38 minutes, 13 seconds elapsed
  175. Valve Software - vrad.exe SSE (Oct 14 2017)
  176.  
  177. Valve Radiosity Simulator
  178. 2 threads
  179. [Reading texlights from 'lights.rad']
  180. unknown light specifier type - lights
  181.  
  182. [56 texlights parsed from 'lights.rad']
  183.  
  184. [Reading texlights from 'light.rad']
  185. [0 texlights parsed from 'light.rad']
  186.  
  187. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_b1_detailed.bsp
  188. Loaded alpha texture materials\models\props_vineyard\ivy1.vtf
  189. Loaded alpha texture materials\models\props_vineyard\ivy2.vtf
  190. Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
  191. Loaded alpha texture materials\models\props_foliage\grass_02.vtf
  192. Loaded alpha texture materials\models\props_foliage\grass_02.vtf
  193. Loaded alpha texture materials\models\props_foliage\grass_02_snow.vtf
  194. Loaded alpha texture materials\models\props_foliage\shrub_01a.vtf
  195. Loaded alpha texture materials\models\props_foliage\bramble01a.vtf
  196. Loaded alpha texture materials\models\props_forest\shrub_03.vtf
  197. Error! Unable to load file "models/props_frontline/sandwich_board.dx80.vtx"
  198. Loaded alpha texture materials\models\props_foliage\tree_pine01.vtf
  199. Loaded alpha texture materials\models\props_foliage\tree_pine01_snow.vtf
  200. Loaded alpha texture materials\models\props_foliage\pine_tree_large.vtf
  201. Setting up ray-trace acceleration structure... Done (49.13 seconds)
  202. 31073 faces
  203. 160 degenerate faces
  204. 5054322 square feet [727822464.00 square inches]
  205. 906 Displacements
  206. 659389 Square Feet [94952088.00 Square Inches]
  207. 30913 patches before subdivision
  208. 387323 patches after subdivision
  209. sun extent from map=0.087156
  210. 452 direct lights
  211. BuildFacelights: 0...1...2...3...4...5no samples 16134
  212. ...6...7...8...9...10 (1404)
  213. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (364)
  214. transfers 41061264, max 2841
  215. transfer lists: 313.3 megs
  216. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  217. Bounce #1 added RGB(862820, 555045, 398014)
  218. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  219. Bounce #2 added RGB(122140, 61740, 34426)
  220. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  221. Bounce #3 added RGB(17621, 6812, 3060)
  222. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  223. Bounce #4 added RGB(4398, 1514, 482)
  224. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  225. Bounce #5 added RGB(708, 178, 50)
  226. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  227. Bounce #6 added RGB(260, 67, 11)
  228. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  229. Bounce #7 added RGB(40, 7, 1)
  230. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  231. Bounce #8 added RGB(19, 4, 0)
  232. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  233. Bounce #9 added RGB(3, 0, 0)
  234. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  235. Bounce #10 added RGB(2, 0, 0)
  236. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  237. Bounce #11 added RGB(0, 0, 0)
  238. Build Patch/Sample Hash Table(s).....Done<0.1210 sec>
  239. FinalLightFace: 0...1...2...3...4...5SampleRadial: Punting, Waiting for fix
  240. ...6...7...8...9...10 (14)
  241. FinalLightFace Done
  242. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  243. 0 of 32 (0% of) surface lights went in leaf ambient cubes.
  244. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (35)
  245. Writing leaf ambient...done
  246. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (370)
  247.  
  248. Ready to Finish
  249.  
  250. Object names Objects/Maxobjs Memory / Maxmem Fullness
  251. ------------ --------------- --------------- --------
  252. models 104/1024 4992/49152 (10.2%)
  253. brushes 7896/8192 94752/98304 (96.4%) VERY FULL!
  254. brushsides 61585/65536 492680/524288 (94.0%) VERY FULL!
  255. planes 36192/65536 723840/1310720 (55.2%)
  256. vertexes 60540/65536 726480/786432 (92.4%) VERY FULL!
  257. nodes 5986/65536 191552/2097152 ( 9.1%)
  258. texinfos 11134/12288 801648/884736 (90.6%) VERY FULL!
  259. texdata 306/2048 9792/65536 (14.9%)
  260. dispinfos 906/0 159456/0 ( 0.0%)
  261. disp_verts 40178/0 803560/0 ( 0.0%)
  262. disp_tris 59040/0 118080/0 ( 0.0%)
  263. disp_lmsamples 1806388/0 1806388/0 ( 0.0%)
  264. faces 31073/65536 1740088/3670016 (47.4%)
  265. hdr faces 31073/65536 1740088/3670016 (47.4%)
  266. origfaces 23405/65536 1310680/3670016 (35.7%)
  267. leaves 6091/65536 194912/2097152 ( 9.3%)
  268. leaffaces 41702/65536 83404/131072 (63.6%)
  269. leafbrushes 18902/65536 37804/131072 (28.8%)
  270. areas 23/256 184/2048 ( 9.0%)
  271. surfedges 218977/512000 875908/2048000 (42.8%)
  272. edges 152285/256000 609140/1024000 (59.5%)
  273. LDR worldlights 452/8192 39776/720896 ( 5.5%)
  274. HDR worldlights 452/8192 39776/720896 ( 5.5%)
  275. leafwaterdata 4/32768 48/393216 ( 0.0%)
  276. waterstrips 0/32768 0/327680 ( 0.0%)
  277. waterverts 0/65536 0/786432 ( 0.0%)
  278. waterindices 0/65536 0/131072 ( 0.0%)
  279. cubemapsamples 33/1024 528/16384 ( 3.2%)
  280. overlays 154/512 54208/180224 (30.1%)
  281. LDR lightdata [variable] 26632936/0 ( 0.0%)
  282. HDR lightdata [variable] 26632936/0 ( 0.0%)
  283. visdata [variable] 1109967/16777216 ( 6.6%)
  284. entdata [variable] 476877/393216 (121.3%) VERY FULL!
  285. LDR ambient table 6091/65536 24364/262144 ( 9.3%)
  286. HDR ambient table 6091/65536 24364/262144 ( 9.3%)
  287. LDR leaf ambient 31247/65536 874916/1835008 (47.7%)
  288. HDR leaf ambient 31252/65536 875056/1835008 (47.7%)
  289. occluders 0/0 0/0 ( 0.0%)
  290. occluder polygons 0/0 0/0 ( 0.0%)
  291. occluder vert ind 0/0 0/0 ( 0.0%)
  292. detail props [variable] 1/13296 ( 0.0%)
  293. dtl prp lght [variable] 1/4 (25.0%)
  294. HDR dtl prp lght [variable] 1/4 (25.0%)
  295. static props [variable] 1/265140 ( 0.0%)
  296. pakfile [variable] 34982349/0 ( 0.0%)
  297. physics [variable] 2834111/4194304 (67.6%)
  298. physics terrain [variable] 190162/1048576 (18.1%)
  299.  
  300. Level flags = 3
  301.  
  302. Total triangle count: 62852
  303. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_b1_detailed.bsp
  304. 37 minutes, 24 seconds elapsed
  305.  
  306. ** Executing...
  307. ** Command: Copy File
  308. ** Parameters: "c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_b1_detailed.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_shoreleave_b1_detailed.bsp"
  309.  
  310.  
  311. ** Executing...
  312. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
  313. ** Parameters: -dev -console -allowdebug -windowed -noborder -w 1920 -h 1080 -novid -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "pl_shoreleave_b1_detailed"
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