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  1.  
  2. ** Executing...
  3. ** Command: "c:\program files\steam\steamapps\adamspurgin\sourcesdk\bin\orangebox\bin\vbsp.exe"
  4. ** Parameters: -game "c:\program files\steam\steamapps\adamspurgin\team fortress 2\tf" "C:\Program Files\Steam\steamapps\adamspurgin\sourcesdk_content\tf\mapsrc\konami.vmf"
  5.  
  6. Valve Software - vbsp.exe (Jul 7 2010)
  7. 2 threads
  8. materialPath: c:\program files\steam\steamapps\adamspurgin\team fortress 2\tf\materials
  9. Loading C:\Program Files\Steam\steamapps\adamspurgin\sourcesdk_content\tf\mapsrc\konami.vmf
  10. Patching WVT material: maps/konami/dev/dev_blendmeasure_wvt_patch
  11. fixing up env_cubemap materials on brush sides...
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. Processing areas...done (0)
  15. Building Faces...done (0)
  16. Chop Details...done (0)
  17. Find Visible Detail Sides...
  18. Merged 90 detail faces...done (0)
  19. Merging details...done (0)
  20. FixTjuncs...
  21. PruneNodes...
  22. WriteBSP...
  23. done (0)
  24. writing C:\Program Files\Steam\steamapps\adamspurgin\sourcesdk_content\tf\mapsrc\konami.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) (169197 bytes)
  37. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  38. Water found with no water_lod_control entity, creating a default one.
  39. Compacting texture/material tables...
  40. Reduced 230 texinfos to 147
  41. Reduced 21 texdatas to 18 (519 bytes to 437)
  42. Writing C:\Program Files\Steam\steamapps\adamspurgin\sourcesdk_content\tf\mapsrc\konami.bsp
  43. 1 second elapsed
  44.  
  45. ** Executing...
  46. ** Command: "c:\program files\steam\steamapps\adamspurgin\sourcesdk\bin\orangebox\bin\vvis.exe"
  47. ** Parameters: -game "c:\program files\steam\steamapps\adamspurgin\team fortress 2\tf" "C:\Program Files\Steam\steamapps\adamspurgin\sourcesdk_content\tf\mapsrc\konami"
  48.  
  49. Valve Software - vvis.exe (Jul 7 2010)
  50. 2 threads
  51. reading c:\program files\steam\steamapps\adamspurgin\sourcesdk_content\tf\mapsrc\konami.bsp
  52. reading c:\program files\steam\steamapps\adamspurgin\sourcesdk_content\tf\mapsrc\konami.prt
  53. 55 portalclusters
  54. 117 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 (0)
  57. Optimized: 0 visible clusters (0.00%)
  58. Total clusters visible: 2033
  59. Average clusters visible: 36
  60. Building PAS...
  61. Average clusters audible: 55
  62. visdatasize:1222 compressed from 880
  63. writing c:\program files\steam\steamapps\adamspurgin\sourcesdk_content\tf\mapsrc\konami.bsp
  64. 0 seconds elapsed
  65.  
  66. ** Executing...
  67. ** Command: "c:\program files\steam\steamapps\adamspurgin\sourcesdk\bin\orangebox\bin\vrad.exe"
  68. ** Parameters: -both -game "c:\program files\steam\steamapps\adamspurgin\team fortress 2\tf" "C:\Program Files\Steam\steamapps\adamspurgin\sourcesdk_content\tf\mapsrc\konami"
  69.  
  70. Valve Software - vrad.exe SSE (Jul 7 2010)
  71.  
  72. Valve Radiosity Simulator
  73. 2 threads
  74. [Reading texlights from 'lights.rad']
  75. [34 texlights parsed from 'lights.rad']
  76.  
  77. Loading c:\program files\steam\steamapps\adamspurgin\sourcesdk_content\tf\mapsrc\konami.bsp
  78. Setting up ray-trace acceleration structure... Done (0.37 seconds)
  79. 1058 faces
  80. 128228 square feet [18464946.00 square inches]
  81. 0 Displacements
  82. 0 Square Feet [0.00 Square Inches]
  83. 1058 patches before subdivision
  84. 12460 patches after subdivision
  85. 50 direct lights
  86. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
  87. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
  88. transfers 2251721, max 757
  89. transfer lists: 17.2 megs
  90. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  91. Bounce #1 added RGB(348830, 103220, 8132)
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  93. Bounce #2 added RGB(253688, 20927, 740)
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  95. Bounce #3 added RGB(187625, 4361, 119)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #4 added RGB(138869, 914, 24)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  99. Bounce #5 added RGB(102735, 192, 6)
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  101. Bounce #6 added RGB(75922, 41, 2)
  102. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  103. Bounce #7 added RGB(56054, 9, 1)
  104. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  105. Bounce #8 added RGB(41347, 2, 0)
  106. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  107. Bounce #9 added RGB(30476, 0, 0)
  108. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  109. Bounce #10 added RGB(22449, 0, 0)
  110. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  111. Bounce #11 added RGB(16527, 0, 0)
  112. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  113. Bounce #12 added RGB(12163, 0, 0)
  114. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  115. Bounce #13 added RGB(8948, 0, 0)
  116. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  117. Bounce #14 added RGB(6582, 0, 0)
  118. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  119. Bounce #15 added RGB(4840, 0, 0)
  120. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  121. Bounce #16 added RGB(3559, 0, 0)
  122. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  123. Bounce #17 added RGB(2617, 0, 0)
  124. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  125. Bounce #18 added RGB(1924, 0, 0)
  126. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  127. Bounce #19 added RGB(1414, 0, 0)
  128. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  129. Bounce #20 added RGB(1040, 0, 0)
  130. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  131. Bounce #21 added RGB(764, 0, 0)
  132. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  133. Bounce #22 added RGB(562, 0, 0)
  134. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  135. Bounce #23 added RGB(413, 0, 0)
  136. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  137. Bounce #24 added RGB(304, 0, 0)
  138. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  139. Bounce #25 added RGB(223, 0, 0)
  140. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  141. Bounce #26 added RGB(164, 0, 0)
  142. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  143. Bounce #27 added RGB(121, 0, 0)
  144. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  145. Bounce #28 added RGB(89, 0, 0)
  146. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  147. Bounce #29 added RGB(65, 0, 0)
  148. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  149. Bounce #30 added RGB(48, 0, 0)
  150. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  151. Bounce #31 added RGB(35, 0, 0)
  152. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  153. Bounce #32 added RGB(26, 0, 0)
  154. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  155. Bounce #33 added RGB(19, 0, 0)
  156. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  157. Bounce #34 added RGB(14, 0, 0)
  158. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  159. Bounce #35 added RGB(10, 0, 0)
  160. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  161. Bounce #36 added RGB(8, 0, 0)
  162. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  163. Bounce #37 added RGB(6, 0, 0)
  164. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  165. Bounce #38 added RGB(4, 0, 0)
  166. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  167. Bounce #39 added RGB(3, 0, 0)
  168. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  169. Bounce #40 added RGB(2, 0, 0)
  170. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  171. Bounce #41 added RGB(2, 0, 0)
  172. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  173. Bounce #42 added RGB(1, 0, 0)
  174. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  175. Bounce #43 added RGB(1, 0, 0)
  176. Build Patch/Sample Hash Table(s).....Done<0.0165 sec>
  177. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
  178. FinalLightFace Done
  179. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  180. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
  181. Writing leaf ambient...done
  182. Ready to Finish
  183.  
  184. Object names Objects/Maxobjs Memory / Maxmem Fullness
  185. ------------ --------------- --------------- --------
  186. models 11/1024 528/49152 ( 1.1%)
  187. brushes 525/8192 6300/98304 ( 6.4%)
  188. brushsides 3170/65536 25360/524288 ( 4.8%)
  189. planes 530/65536 10600/1310720 ( 0.8%)
  190. vertexes 1591/65536 19092/786432 ( 2.4%)
  191. nodes 249/65536 7968/2097152 ( 0.4%)
  192. texinfos 147/12288 10584/884736 ( 1.2%)
  193. texdata 18/2048 576/65536 ( 0.9%)
  194. dispinfos 0/0 0/0 ( 0.0%)
  195. disp_verts 0/0 0/0 ( 0.0%)
  196. disp_tris 0/0 0/0 ( 0.0%)
  197. disp_lmsamples 0/0 0/0 ( 0.0%)
  198. faces 1058/65536 59248/3670016 ( 1.6%)
  199. hdr faces 0/65536 0/3670016 ( 0.0%)
  200. origfaces 860/65536 48160/3670016 ( 1.3%)
  201. leaves 261/65536 8352/2097152 ( 0.4%)
  202. leaffaces 1096/65536 2192/131072 ( 1.7%)
  203. leafbrushes 675/65536 1350/131072 ( 1.0%)
  204. areas 2/256 16/2048 ( 0.8%)
  205. surfedges 8012/512000 32048/2048000 ( 1.6%)
  206. edges 4494/256000 17976/1024000 ( 1.8%)
  207. LDR worldlights 50/8192 4400/720896 ( 0.6%)
  208. HDR worldlights 0/8192 0/720896 ( 0.0%)
  209. leafwaterdata 1/32768 12/393216 ( 0.0%)
  210. waterstrips 23/32768 230/327680 ( 0.1%)
  211. waterverts 0/65536 0/786432 ( 0.0%)
  212. waterindices 315/65536 630/131072 ( 0.5%)
  213. cubemapsamples 0/1024 0/16384 ( 0.0%)
  214. overlays 0/512 0/180224 ( 0.0%)
  215. LDR lightdata [variable] 371880/0 ( 0.0%)
  216. HDR lightdata [variable] 0/0 ( 0.0%)
  217. visdata [variable] 1222/16777216 ( 0.0%)
  218. entdata [variable] 14160/393216 ( 3.6%)
  219. LDR ambient table 261/65536 1044/262144 ( 0.4%)
  220. HDR ambient table 261/65536 1044/262144 ( 0.4%)
  221. LDR leaf ambient 1026/65536 28728/1835008 ( 1.6%)
  222. HDR leaf ambient 261/65536 7308/1835008 ( 0.4%)
  223. occluders 0/0 0/0 ( 0.0%)
  224. occluder polygons 0/0 0/0 ( 0.0%)
  225. occluder vert ind 0/0 0/0 ( 0.0%)
  226. detail props [variable] 1/12 ( 8.3%)
  227. static props [variable] 1/12 ( 8.3%)
  228. pakfile [variable] 106268/0 ( 0.0%)
  229. physics [variable] 169197/4194304 ( 4.0%)
  230. physics terrain [variable] 2/1048576 ( 0.0%)
  231.  
  232. Level flags = 0
  233.  
  234. Total triangle count: 2440
  235. Writing c:\program files\steam\steamapps\adamspurgin\sourcesdk_content\tf\mapsrc\konami.bsp
  236. 21 seconds elapsed
  237.  
  238. ** Executing...
  239. ** Command: Copy File
  240. ** Parameters: "C:\Program Files\Steam\steamapps\adamspurgin\sourcesdk_content\tf\mapsrc\konami.bsp" "c:\program files\steam\steamapps\adamspurgin\team fortress 2\tf\maps\konami.bsp"
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