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  1.  
  2. ** Executing...
  3. ** Command: "E:\Games\Steam\SteamApps\common\Black Mesa\bin\vbsp.exe"
  4. ** Parameters: -game "E:\Games\Steam\SteamApps\common\Black Mesa\bms" "E:\Games\Steam\SteamApps\common\Black Mesa\sdk_content\maps\Nova_Project.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jan 23 2016)
  7. 6 threads
  8. materialPath: E:\Games\Steam\SteamApps\common\Black Mesa\bms\materials
  9. Loading E:\Games\Steam\SteamApps\common\Black Mesa\sdk_content\maps\Nova_Project.vmf
  10. fixing up env_cubemap materials on brush sides...
  11. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  13. Processing areas...done (0)
  14. Building Faces...done (0)
  15. FixTjuncs...
  16. PruneNodes...
  17. WriteBSP...
  18. done (0)
  19. writing E:\Games\Steam\SteamApps\common\Black Mesa\sdk_content\maps\Nova_Project.prt...Building visibility clusters...
  20. done (0)
  21. Creating default LDR cubemaps for env_cubemap using skybox materials:
  22.    skybox/sky_st_day_01*.vmt
  23.  ! Run buildcubemaps in the engine to get the correct cube maps.
  24. Creating default HDR cubemaps for env_cubemap using skybox materials:
  25.    skybox/sky_st_day_01*.vmt
  26.  ! Run buildcubemaps in the engine to get the correct cube maps.
  27. Finding displacement neighbors...
  28. Finding lightmap sample positions...
  29. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  30. Building Physics collision data...
  31. done (0) (13352 bytes)
  32. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  33. Compacting texture/material tables...
  34. Reduced 23 texinfos to 10
  35. Reduced 6 texdatas to 6 (125 bytes to 125)
  36. Writing E:\Games\Steam\SteamApps\common\Black Mesa\sdk_content\maps\Nova_Project.bsp
  37. 0 seconds elapsed
  38.  
  39. ** Executing...
  40. ** Command: "E:\Games\Steam\SteamApps\common\Black Mesa\bin\vvis.exe"
  41. ** Parameters: -game "E:\Games\Steam\SteamApps\common\Black Mesa\bms" "E:\Games\Steam\SteamApps\common\Black Mesa\sdk_content\maps\Nova_Project"
  42.  
  43. Valve Software - vvis.exe (Jan 23 2016)
  44. 6 threads
  45. reading e:\games\steam\steamapps\common\black mesa\sdk_content\maps\Nova_Project.bsp
  46. reading e:\games\steam\steamapps\common\black mesa\sdk_content\maps\Nova_Project.prt
  47.    4 portalclusters
  48.    3 numportals
  49. BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
  50. PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
  51. Optimized: 0 visible clusters (0.00%)
  52. Total clusters visible: 10
  53. Average clusters visible: 2
  54. Building PAS...
  55. Average clusters audible: 4
  56. visdatasize:44  compressed from 64
  57. writing e:\games\steam\steamapps\common\black mesa\sdk_content\maps\Nova_Project.bsp
  58. 0 seconds elapsed
  59.  
  60. ** Executing...
  61. ** Command: "E:\Games\Steam\SteamApps\common\Black Mesa\bin\vrad.exe"
  62. ** Parameters: -both -game "E:\Games\Steam\SteamApps\common\Black Mesa\bms" "E:\Games\Steam\SteamApps\common\Black Mesa\sdk_content\maps\Nova_Project"
  63.  
  64. Valve Software - vrad.exe SSE (Jan 23 2016)
  65.  
  66.       Valve Radiosity Simulator    
  67.  
  68.         Now with more Dr. Kliener!     
  69. 6 threads
  70. [Reading texlights from 'lights.rad']
  71. [48 texlights parsed from 'lights.rad']
  72.  
  73. Loading e:\games\steam\steamapps\common\black mesa\sdk_content\maps\Nova_Project.bsp
  74. Setting up ray-trace acceleration structure... Done (0.01 seconds)
  75. 200 faces
  76. 14307 square feet [2060288.00 square inches]
  77. 0 Displacements
  78. 0 Square Feet [0.00 Square Inches]
  79. 200 patches before subdivision
  80. 22174 patches after subdivision
  81. sun extent from map=0.000000
  82. 2 direct lights
  83. BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
  84. BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1)
  85. transfers 3369710, max 398
  86. transfer lists:  25.7 megs
  87. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  88.     Bounce #1 added RGB(9299, 7585, 4409)
  89. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  90.     Bounce #2 added RGB(3063, 2428, 1283)
  91. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  92.     Bounce #3 added RGB(1052, 809, 389)
  93. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  94.     Bounce #4 added RGB(362, 270, 117)
  95. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  96.     Bounce #5 added RGB(125, 90, 36)
  97. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  98.     Bounce #6 added RGB(43, 30, 11)
  99. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  100.     Bounce #7 added RGB(15, 10, 3)
  101. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  102.     Bounce #8 added RGB(5, 3, 1)
  103. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  104.     Bounce #9 added RGB(2, 1, 0)
  105. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  106.     Bounce #10 added RGB(1, 0, 0)
  107. Build Patch/Sample Hash Table(s).....Done<0.0075 sec>
  108. FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
  109. FinalLightFace Done
  110. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  111. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  112. Writing leaf ambient...done
  113. Ready to Finish
  114.  
  115. Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
  116. ------------       ---------------  ---------------  --------
  117. models                   1/1024           48/49152    ( 0.1%)
  118. brushes                 38/8192          456/98304    ( 0.5%)
  119. brushsides             251/65536        2008/524288   ( 0.4%)
  120. planes                 102/65536        2040/1310720  ( 0.2%)
  121. vertexes               286/65536        3432/786432   ( 0.4%)
  122. nodes                   20/65536         640/2097152  ( 0.0%)
  123. texinfos                10/12288         720/884736   ( 0.1%)
  124. texdata                  6/2048          192/65536    ( 0.3%)
  125. dispinfos                0/0               0/0        ( 0.0%)
  126. disp_verts               0/0               0/0        ( 0.0%)
  127. disp_tris                0/0               0/0        ( 0.0%)
  128. disp_multiblend          0/0               0/0        ( 0.0%)
  129. disp_lmsamples           0/0               0/0        ( 0.0%)
  130. faces                  200/65536       11200/3670016  ( 0.3%)
  131. hdr faces                0/65536           0/3670016  ( 0.0%)
  132. origfaces               32/65536        1792/3670016  ( 0.0%)
  133. leaves                  22/65536         704/2097152  ( 0.0%)
  134. leaffaces              200/65536         400/131072   ( 0.3%)
  135. leafbrushes             44/65536          88/131072   ( 0.1%)
  136. areas                    2/256            16/2048     ( 0.8%)
  137. surfedges             1042/512000       4168/2048000  ( 0.2%)
  138. edges                  561/256000       2244/1024000  ( 0.2%)
  139. LDR worldlights          2/8192          200/819200   ( 0.0%)
  140. HDR worldlights          0/8192            0/819200   ( 0.0%)
  141. leafwaterdata            0/32768           0/393216   ( 0.0%)
  142. waterstrips             11/32768         110/327680   ( 0.0%)
  143. waterverts               0/65536           0/786432   ( 0.0%)
  144. waterindices           141/65536         282/131072   ( 0.2%)
  145. cubemapsamples           0/1024            0/16384    ( 0.0%)
  146. overlays                 0/512             0/180224   ( 0.0%)
  147. LDR lightdata         [variable]     1216284/0        ( 0.0%)
  148. HDR lightdata         [variable]           0/0        ( 0.0%)
  149. visdata               [variable]          44/16777216 ( 0.0%)
  150. entdata               [variable]         946/393216   ( 0.2%)
  151. LDR ambient table       22/65536          88/262144   ( 0.0%)
  152. HDR ambient table       22/65536          88/262144   ( 0.0%)
  153. LDR leaf ambient        19/65536         532/1835008  ( 0.0%)
  154. HDR leaf ambient        22/65536         616/1835008  ( 0.0%)
  155. occluders                0/0               0/0        ( 0.0%)
  156. occluder polygons        0/0               0/0        ( 0.0%)
  157. occluder vert ind        0/0               0/0        ( 0.0%)
  158. detail props          [variable]           1/12       ( 8.3%)
  159. static props          [variable]           1/12       ( 8.3%)
  160. pakfile               [variable]       86758/0        ( 0.0%)
  161. physics               [variable]       13352/4194304  ( 0.3%)
  162. physics terrain       [variable]           2/1048576  ( 0.0%)
  163.  
  164. Level flags = 0
  165.  
  166. Total triangle count: 514
  167. Writing e:\games\steam\steamapps\common\black mesa\sdk_content\maps\Nova_Project.bsp
  168. 5 seconds elapsed
  169. Valve Software - vrad.exe SSE (Jan 23 2016)
  170.  
  171.       Valve Radiosity Simulator    
  172.  
  173.         Now with more Dr. Kliener!     
  174. 6 threads
  175. [Reading texlights from 'lights.rad']
  176. [48 texlights parsed from 'lights.rad']
  177.  
  178. Loading e:\games\steam\steamapps\common\black mesa\sdk_content\maps\Nova_Project.bsp
  179. Setting up ray-trace acceleration structure... Done (0.01 seconds)
  180. 200 faces
  181. 14307 square feet [2060288.00 square inches]
  182. 0 Displacements
  183. 0 Square Feet [0.00 Square Inches]
  184. 200 patches before subdivision
  185. 22174 patches after subdivision
  186. sun extent from map=0.000000
  187. 2 direct lights
  188. BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
  189. BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1)
  190. transfers 3369710, max 398
  191. transfer lists:  25.7 megs
  192. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  193.     Bounce #1 added RGB(9299, 7584, 4409)
  194. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  195.     Bounce #2 added RGB(3063, 2428, 1283)
  196. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  197.     Bounce #3 added RGB(1052, 809, 389)
  198. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  199.     Bounce #4 added RGB(362, 270, 117)
  200. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  201.     Bounce #5 added RGB(125, 90, 36)
  202. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  203.     Bounce #6 added RGB(43, 30, 11)
  204. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  205.     Bounce #7 added RGB(15, 10, 3)
  206. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  207.     Bounce #8 added RGB(5, 3, 1)
  208. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  209.     Bounce #9 added RGB(2, 1, 0)
  210. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  211.     Bounce #10 added RGB(1, 0, 0)
  212. Build Patch/Sample Hash Table(s).....Done<0.0067 sec>
  213. FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
  214. FinalLightFace Done
  215. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  216. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  217. Writing leaf ambient...done
  218. Ready to Finish
  219.  
  220. Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
  221. ------------       ---------------  ---------------  --------
  222. models                   1/1024           48/49152    ( 0.1%)
  223. brushes                 38/8192          456/98304    ( 0.5%)
  224. brushsides             251/65536        2008/524288   ( 0.4%)
  225. planes                 102/65536        2040/1310720  ( 0.2%)
  226. vertexes               286/65536        3432/786432   ( 0.4%)
  227. nodes                   20/65536         640/2097152  ( 0.0%)
  228. texinfos                10/12288         720/884736   ( 0.1%)
  229. texdata                  6/2048          192/65536    ( 0.3%)
  230. dispinfos                0/0               0/0        ( 0.0%)
  231. disp_verts               0/0               0/0        ( 0.0%)
  232. disp_tris                0/0               0/0        ( 0.0%)
  233. disp_multiblend          0/0               0/0        ( 0.0%)
  234. disp_lmsamples           0/0               0/0        ( 0.0%)
  235. faces                  200/65536       11200/3670016  ( 0.3%)
  236. hdr faces              200/65536       11200/3670016  ( 0.3%)
  237. origfaces               32/65536        1792/3670016  ( 0.0%)
  238. leaves                  22/65536         704/2097152  ( 0.0%)
  239. leaffaces              200/65536         400/131072   ( 0.3%)
  240. leafbrushes             44/65536          88/131072   ( 0.1%)
  241. areas                    2/256            16/2048     ( 0.8%)
  242. surfedges             1042/512000       4168/2048000  ( 0.2%)
  243. edges                  561/256000       2244/1024000  ( 0.2%)
  244. LDR worldlights          2/8192          200/819200   ( 0.0%)
  245. HDR worldlights          2/8192          200/819200   ( 0.0%)
  246. leafwaterdata            0/32768           0/393216   ( 0.0%)
  247. waterstrips             11/32768         110/327680   ( 0.0%)
  248. waterverts               0/65536           0/786432   ( 0.0%)
  249. waterindices           141/65536         282/131072   ( 0.2%)
  250. cubemapsamples           0/1024            0/16384    ( 0.0%)
  251. overlays                 0/512             0/180224   ( 0.0%)
  252. LDR lightdata         [variable]     1216284/0        ( 0.0%)
  253. HDR lightdata         [variable]     1216284/0        ( 0.0%)
  254. visdata               [variable]          44/16777216 ( 0.0%)
  255. entdata               [variable]         946/393216   ( 0.2%)
  256. LDR ambient table       22/65536          88/262144   ( 0.0%)
  257. HDR ambient table       22/65536          88/262144   ( 0.0%)
  258. LDR leaf ambient        19/65536         532/1835008  ( 0.0%)
  259. HDR leaf ambient        19/65536         532/1835008  ( 0.0%)
  260. occluders                0/0               0/0        ( 0.0%)
  261. occluder polygons        0/0               0/0        ( 0.0%)
  262. occluder vert ind        0/0               0/0        ( 0.0%)
  263. detail props          [variable]           1/12       ( 8.3%)
  264. static props          [variable]           1/12       ( 8.3%)
  265. pakfile               [variable]       86758/0        ( 0.0%)
  266. physics               [variable]       13352/4194304  ( 0.3%)
  267. physics terrain       [variable]           2/1048576  ( 0.0%)
  268.  
  269. Level flags = 0
  270.  
  271. Total triangle count: 514
  272. Writing e:\games\steam\steamapps\common\black mesa\sdk_content\maps\Nova_Project.bsp
  273. 5 seconds elapsed
  274.  
  275. ** Executing...
  276. ** Command: Copy File
  277. ** Parameters: "E:\Games\Steam\SteamApps\common\Black Mesa\sdk_content\maps\Nova_Project.bsp" "E:\Games\Steam\SteamApps\common\Black Mesa\bms\maps\Nova_Project.bsp"
RAW Paste Data
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