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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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_ball.vmf"
- Valve Software - vbsp.exe (Aug 2 2018)
- 2 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
- Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_ball.vmf
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Processing areas...done (0)
- Building Faces...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_ball.prt...Building visibility clusters...
- done (0)
- *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
- *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
- 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 (0) (11431 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 9 texinfos to 7
- Reduced 3 texdatas to 3 (60 bytes to 60)
- Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_ball.bsp
- ZIP Output overshot buffer estimate: Estimated 0, actual 54
- 1 second 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_ball"
- Valve Software - vvis.exe (Aug 2 2018)
- 2 threads
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_ball.bsp
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_ball.prt
- 44 portalclusters
- 107 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Optimized: 0 visible clusters (0.00%)
- Total clusters visible: 1690
- Average clusters visible: 38
- Building PAS...
- Average clusters audible: 44
- visdatasize:884 compressed from 704
- writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_ball.bsp
- ZIP Output overshot buffer estimate: Estimated 0, actual 54
- 0 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
- ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_ball"
- Valve Software - vrad.exe SSE (Jul 18 2018)
- Valve Radiosity Simulator
- 2 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_ball.bsp
- Setting up ray-trace acceleration structure... Done (0.01 seconds)
- 165 faces
- 198242 square feet [28546896.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 165 patches before subdivision
- 4767 patches after subdivision
- sun extent from map=0.000000
- 2 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
- transfers 92379, max 181
- transfer lists: 0.7 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(7747, 7743, 7741)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(1110, 1109, 1108)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(170, 169, 169)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(33, 33, 33)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(7, 7, 7)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(2, 2, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0017 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
- FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 1/1024 48/49152 ( 0.1%)
- brushes 31/8192 372/98304 ( 0.4%)
- brushsides 204/65536 1632/524288 ( 0.3%)
- planes 240/65536 4800/1310720 ( 0.4%)
- vertexes 250/65536 3000/786432 ( 0.4%)
- nodes 122/65536 3904/2097152 ( 0.2%)
- texinfos 7/12288 504/884736 ( 0.1%)
- texdata 3/2048 96/65536 ( 0.1%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 165/65536 9240/3670016 ( 0.3%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 116/65536 6496/3670016 ( 0.2%)
- leaves 124/65536 3968/2097152 ( 0.2%)
- leaffaces 202/65536 404/131072 ( 0.3%)
- leafbrushes 173/65536 346/131072 ( 0.3%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 1260/512000 5040/2048000 ( 0.2%)
- edges 690/256000 2760/1024000 ( 0.3%)
- LDR worldlights 2/8192 176/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 25/32768 250/327680 ( 0.1%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 372/65536 744/131072 ( 0.6%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 66388/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 884/16777216 ( 0.0%)
- entdata [variable] 1586/393216 ( 0.4%)
- LDR ambient table 124/65536 496/262144 ( 0.2%)
- HDR ambient table 124/65536 496/262144 ( 0.2%)
- LDR leaf ambient 400/65536 11200/1835008 ( 0.6%)
- HDR leaf ambient 124/65536 3472/1835008 ( 0.2%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 54/0 ( 0.0%)
- physics [variable] 11431/4194304 ( 0.3%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 466
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_ball.bsp
- ZIP Output overshot buffer estimate: Estimated 0, actual 54
- 2 seconds elapsed
- Valve Software - vrad.exe SSE (Jul 18 2018)
- Valve Radiosity Simulator
- 2 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_ball.bsp
- Setting up ray-trace acceleration structure... Done (0.01 seconds)
- 165 faces
- 198242 square feet [28546896.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 165 patches before subdivision
- 4767 patches after subdivision
- sun extent from map=0.000000
- 2 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
- transfers 92379, max 181
- transfer lists: 0.7 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(7747, 7743, 7741)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(1110, 1109, 1108)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(170, 169, 169)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(33, 33, 33)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(7, 7, 7)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(2, 2, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0012 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
- FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 1/1024 48/49152 ( 0.1%)
- brushes 31/8192 372/98304 ( 0.4%)
- brushsides 204/65536 1632/524288 ( 0.3%)
- planes 240/65536 4800/1310720 ( 0.4%)
- vertexes 250/65536 3000/786432 ( 0.4%)
- nodes 122/65536 3904/2097152 ( 0.2%)
- texinfos 7/12288 504/884736 ( 0.1%)
- texdata 3/2048 96/65536 ( 0.1%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 165/65536 9240/3670016 ( 0.3%)
- hdr faces 165/65536 9240/3670016 ( 0.3%)
- origfaces 116/65536 6496/3670016 ( 0.2%)
- leaves 124/65536 3968/2097152 ( 0.2%)
- leaffaces 202/65536 404/131072 ( 0.3%)
- leafbrushes 173/65536 346/131072 ( 0.3%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 1260/512000 5040/2048000 ( 0.2%)
- edges 690/256000 2760/1024000 ( 0.3%)
- LDR worldlights 2/8192 176/720896 ( 0.0%)
- HDR worldlights 2/8192 176/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 25/32768 250/327680 ( 0.1%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 372/65536 744/131072 ( 0.6%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 66388/0 ( 0.0%)
- HDR lightdata [variable] 66388/0 ( 0.0%)
- visdata [variable] 884/16777216 ( 0.0%)
- entdata [variable] 1586/393216 ( 0.4%)
- LDR ambient table 124/65536 496/262144 ( 0.2%)
- HDR ambient table 124/65536 496/262144 ( 0.2%)
- LDR leaf ambient 400/65536 11200/1835008 ( 0.6%)
- HDR leaf ambient 400/65536 11200/1835008 ( 0.6%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 54/0 ( 0.0%)
- physics [variable] 11431/4194304 ( 0.3%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 466
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_ball.bsp
- ZIP Output overshot buffer estimate: Estimated 0, actual 54
- 2 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_ball.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_ball.bsp"
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