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  1.  
  2. ** Executing...
  3. ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
  4. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "C:\Users\ProwerKnight\Desktop\Pastas\Mapa kvk 2\achievement_idle_awesomeboxkvkbeta4.vmf"
  5.  
  6. Valve Software - vbsp.exe (Dec 15 2016)
  7. 8 threads
  8. materialPath: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
  9. Loading C:\Users\ProwerKnight\Desktop\Pastas\Mapa kvk 2\achievement_idle_awesomeboxkvkbeta4.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Patching WVT material: maps/achievement_idle_awesomeboxkvkbeta4/dev/dev_blendmeasure_wvt_patch
  12. fixing up env_cubemap materials on brush sides...
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  15. Processing areas...done (0)
  16. Building Faces...done (0)
  17. Chop Details...done (0)
  18. Find Visible Detail Sides...
  19. Merged 94 detail faces...done (0)
  20. Merging details...done (0)
  21. FixTjuncs...
  22. PruneNodes...
  23. WriteBSP...
  24. done (0)
  25. writing C:\Users\ProwerKnight\Desktop\Pastas\Mapa kvk 2\achievement_idle_awesomeboxkvkbeta4.prt...Building visibility clusters...
  26. done (0)
  27. Creating default LDR cubemaps for env_cubemap using skybox materials:
  28. skybox/sky31*.vmt
  29. ! Run buildcubemaps in the engine to get the correct cube maps.
  30. Creating default HDR cubemaps for env_cubemap using skybox materials:
  31. skybox/sky31*.vmt
  32. ! Run buildcubemaps in the engine to get the correct cube maps.
  33. Finding displacement neighbors...
  34. Finding lightmap sample positions...
  35. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  36. Building Physics collision data...
  37. done (0) (415596 bytes)
  38. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  39. Compacting texture/material tables...
  40. Reduced 731 texinfos to 459
  41. Reduced 68 texdatas to 55 (2959 bytes to 2372)
  42. Writing C:\Users\ProwerKnight\Desktop\Pastas\Mapa kvk 2\achievement_idle_awesomeboxkvkbeta4.bsp
  43. Wrote ZIP buffer, estimated size 671821, actual size 666247
  44. 4 seconds elapsed
  45.  
  46. ** Executing...
  47. ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
  48. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\ProwerKnight\Desktop\Pastas\Mapa kvk 2\achievement_idle_awesomeboxkvkbeta4"
  49.  
  50. Valve Software - vvis.exe (Dec 15 2016)
  51. fastvis = true
  52. 8 threads
  53. reading c:\users\prowerknight\desktop\pastas\mapa kvk 2\achievement_idle_awesomeboxkvkbeta4.bsp
  54. reading c:\users\prowerknight\desktop\pastas\mapa kvk 2\achievement_idle_awesomeboxkvkbeta4.prt
  55. 2193 portalclusters
  56. 7855 numportals
  57. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
  58. Optimized: 357969 visible clusters (8.48%)
  59. Total clusters visible: 4223453
  60. Average clusters visible: 1925
  61. Building PAS...
  62. Average clusters audible: 2190
  63. visdatasize:1169381 compressed from 1228080
  64. writing c:\users\prowerknight\desktop\pastas\mapa kvk 2\achievement_idle_awesomeboxkvkbeta4.bsp
  65. 2 seconds elapsed
  66.  
  67. ** Executing...
  68. ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
  69. ** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "C:\Users\ProwerKnight\Desktop\Pastas\Mapa kvk 2\achievement_idle_awesomeboxkvkbeta4"
  70.  
  71. Valve Software - vrad.exe SSE (Dec 15 2016)
  72.  
  73. Valve Radiosity Simulator
  74. 8 threads
  75. [Reading texlights from 'lights.rad']
  76. unknown light specifier type - lights
  77.  
  78. [56 texlights parsed from 'lights.rad']
  79.  
  80. Loading c:\users\prowerknight\desktop\pastas\mapa kvk 2\achievement_idle_awesomeboxkvkbeta4.bsp
  81. Setting up ray-trace acceleration structure... Done (0.88 seconds)
  82. 7108 faces
  83. 14 degenerate faces
  84. 2250900 square feet [324129696.00 square inches]
  85. 0 Displacements
  86. 0 Square Feet [0.00 Square Inches]
  87. 7094 patches before subdivision
  88. zero area child patch
  89. zero area child patch
  90. zero area child patch
  91. zero area child patch
  92. zero area child patch
  93. zero area child patch
  94. zero area child patch
  95. 77960 patches after subdivision
  96. sun extent from map=0.000000
  97. 45 direct lights
  98. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
  99. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
  100. transfers 13055911, max 1205
  101. transfer lists: 99.6 megs
  102. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  103. Bounce #1 added RGB(594254, 328796, 254137)
  104. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  105. Bounce #2 added RGB(133445, 51965, 34182)
  106. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  107. Bounce #3 added RGB(37618, 10591, 6215)
  108. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  109. Bounce #4 added RGB(11252, 2091, 1102)
  110. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  111. Bounce #5 added RGB(3643, 508, 240)
  112. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  113. Bounce #6 added RGB(1225, 130, 55)
  114. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  115. Bounce #7 added RGB(430, 42, 15)
  116. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  117. Bounce #8 added RGB(155, 15, 5)
  118. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  119. Bounce #9 added RGB(57, 6, 2)
  120. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  121. Bounce #10 added RGB(22, 3, 1)
  122. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  123. Bounce #11 added RGB(8, 1, 0)
  124. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  125. Bounce #12 added RGB(3, 1, 0)
  126. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  127. Bounce #13 added RGB(1, 0, 0)
  128. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  129. Bounce #14 added RGB(1, 0, 0)
  130. Build Patch/Sample Hash Table(s).....Done<0.0179 sec>
  131. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
  132. FinalLightFace Done
  133. 0 of 4 (0% of) surface lights went in leaf ambient cubes.
  134. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
  135. Writing leaf ambient...done
  136. Ready to Finish
  137.  
  138. Object names Objects/Maxobjs Memory / Maxmem Fullness
  139. ------------ --------------- --------------- --------
  140. models 118/1024 5664/49152 (11.5%)
  141. brushes 1082/8192 12984/98304 (13.2%)
  142. brushsides 7406/65536 59248/524288 (11.3%)
  143. planes 4294/65536 85880/1310720 ( 6.6%)
  144. vertexes 9885/65536 118620/786432 (15.1%)
  145. nodes 4380/65536 140160/2097152 ( 6.7%)
  146. texinfos 459/12288 33048/884736 ( 3.7%)
  147. texdata 55/2048 1760/65536 ( 2.7%)
  148. dispinfos 0/0 0/0 ( 0.0%)
  149. disp_verts 0/0 0/0 ( 0.0%)
  150. disp_tris 0/0 0/0 ( 0.0%)
  151. disp_lmsamples 0/0 0/0 ( 0.0%)
  152. faces 7108/65536 398048/3670016 (10.8%)
  153. hdr faces 0/65536 0/3670016 ( 0.0%)
  154. origfaces 3946/65536 220976/3670016 ( 6.0%)
  155. leaves 4499/65536 143968/2097152 ( 6.9%)
  156. leaffaces 8166/65536 16332/131072 (12.5%)
  157. leafbrushes 2693/65536 5386/131072 ( 4.1%)
  158. areas 3/256 24/2048 ( 1.2%)
  159. surfedges 48716/512000 194864/2048000 ( 9.5%)
  160. edges 27978/256000 111912/1024000 (10.9%)
  161. LDR worldlights 45/8192 3960/720896 ( 0.5%)
  162. HDR worldlights 0/8192 0/720896 ( 0.0%)
  163. leafwaterdata 2/32768 24/393216 ( 0.0%)
  164. waterstrips 662/32768 6620/327680 ( 2.0%)
  165. waterverts 0/65536 0/786432 ( 0.0%)
  166. waterindices 10302/65536 20604/131072 (15.7%)
  167. cubemapsamples 7/1024 112/16384 ( 0.7%)
  168. overlays 2/512 704/180224 ( 0.4%)
  169. LDR lightdata [variable] 1977540/0 ( 0.0%)
  170. HDR lightdata [variable] 0/0 ( 0.0%)
  171. visdata [variable] 1169381/16777216 ( 7.0%)
  172. entdata [variable] 61214/393216 (15.6%)
  173. LDR ambient table 4499/65536 17996/262144 ( 6.9%)
  174. HDR ambient table 4499/65536 17996/262144 ( 6.9%)
  175. LDR leaf ambient 25533/65536 714924/1835008 (39.0%)
  176. HDR leaf ambient 4499/65536 125972/1835008 ( 6.9%)
  177. occluders 0/0 0/0 ( 0.0%)
  178. occluder polygons 0/0 0/0 ( 0.0%)
  179. occluder vert ind 0/0 0/0 ( 0.0%)
  180. detail props [variable] 1/12 ( 8.3%)
  181. static props [variable] 1/17096 ( 0.0%)
  182. pakfile [variable] 666247/0 ( 0.0%)
  183. physics [variable] 415596/4194304 ( 9.9%)
  184. physics terrain [variable] 2/1048576 ( 0.0%)
  185.  
  186. Level flags = 0
  187.  
  188. Total triangle count: 18723
  189. Writing c:\users\prowerknight\desktop\pastas\mapa kvk 2\achievement_idle_awesomeboxkvkbeta4.bsp
  190. 29 seconds elapsed
  191.  
  192. ** Executing...
  193. ** Command: Copy File
  194. ** Parameters: "C:\Users\ProwerKnight\Desktop\Pastas\Mapa kvk 2\achievement_idle_awesomeboxkvkbeta4.bsp" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\achievement_idle_awesomeboxkvkbeta4.bsp"
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