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  1.  
  2. ** Executing...
  3. ** Command: "D:\Program Files (x86)\Common Files\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
  4. ** Parameters: -game "D:\Program Files (x86)\Common Files\Steam\steamapps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Common Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\hallway8.vmf"
  5.  
  6. Valve Software - vbsp.exe (Aug 2 2018)
  7. 4 threads
  8. materialPath: D:\Program Files (x86)\Common Files\Steam\steamapps\common\Team Fortress 2\tf\materials
  9. Loading D:\Program Files (x86)\Common Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\hallway8.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. Chop Details...done (0)
  16. Find Visible Detail Sides...
  17. Merged 276 detail faces...done (0)
  18. Merging details...done (0)
  19. FixTjuncs...
  20. PruneNodes...
  21. WriteBSP...
  22. done (0)
  23. writing D:\Program Files (x86)\Common Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\hallway8.prt...Building visibility clusters...
  24. done (0)
  25. Creating default LDR cubemaps for env_cubemap using skybox materials:
  26. skybox/sky_day01_01*.vmt
  27. ! Run buildcubemaps in the engine to get the correct cube maps.
  28. Creating default HDR cubemaps for env_cubemap using skybox materials:
  29. skybox/sky_day01_01*.vmt
  30. ! Run buildcubemaps in the engine to get the correct cube maps.
  31. Finding displacement neighbors...
  32. Found a displacement edge abutting multiple other edges.
  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) (125143 bytes)
  37. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  38. Compacting texture/material tables...
  39. Reduced 861 texinfos to 418
  40. Reduced 36 texdatas to 32 (897 bytes to 789)
  41. Writing D:\Program Files (x86)\Common Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\hallway8.bsp
  42. Wrote ZIP buffer, estimated size 214225, actual size 213073
  43. 0 seconds elapsed
  44.  
  45. ** Executing...
  46. ** Command: "D:\Program Files (x86)\Common Files\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
  47. ** Parameters: -game "D:\Program Files (x86)\Common Files\Steam\steamapps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Common Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\hallway8"
  48.  
  49. Valve Software - vvis.exe (Aug 2 2018)
  50. 4 threads
  51. reading d:\program files (x86)\common files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\hallway8.bsp
  52. reading d:\program files (x86)\common files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\hallway8.prt
  53. 35 portalclusters
  54. 76 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: 473
  59. Average clusters visible: 13
  60. Building PAS...
  61. Average clusters audible: 18
  62. visdatasize:680 compressed from 560
  63. writing d:\program files (x86)\common files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\hallway8.bsp
  64. 0 seconds elapsed
  65.  
  66. ** Executing...
  67. ** Command: "D:\Program Files (x86)\Common Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
  68. ** Parameters: -game "D:\Program Files (x86)\Common Files\Steam\steamapps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Common Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\hallway8"
  69.  
  70. Valve Software - vrad.exe SSE (Jul 18 2018)
  71.  
  72. Valve Radiosity Simulator
  73. 4 threads
  74. [Reading texlights from 'lights.rad']
  75. unknown light specifier type - lights
  76.  
  77. [56 texlights parsed from 'lights.rad']
  78.  
  79. Loading d:\program files (x86)\common files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\hallway8.bsp
  80. Setting up ray-trace acceleration structure... Done (0.84 seconds)
  81. 1206 faces
  82. 44030 square feet [6340432.00 square inches]
  83. 307 Displacements
  84. 702 Square Feet [101175.05 Square Inches]
  85. 1206 patches before subdivision
  86. 4772 patches after subdivision
  87. light has _fifty_percent_distance of 128.000000 but _zero_percent_distance of 0.000000
  88. light has _fifty_percent_distance of 48.000000 but _zero_percent_distance of 0.000000
  89. light has _fifty_percent_distance of 12.000000 but _zero_percent_distance of 0.000000
  90. light has _fifty_percent_distance of 48.000000 but _zero_percent_distance of 0.000000
  91. light has _fifty_percent_distance of 12.000000 but _zero_percent_distance of 0.000000
  92. sun extent from map=0.258819
  93. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  94. light has _fifty_percent_distance of 32.000000 but _zero_percent_distance of 0.000000
  95. light has _fifty_percent_distance of 32.000000 but _zero_percent_distance of 0.000000
  96. light has _fifty_percent_distance of 128.000000 but _zero_percent_distance of 0.000000
  97. light has _fifty_percent_distance of 128.000000 but _zero_percent_distance of 0.000000
  98. 14 direct lights
  99. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  100. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
  101. transfers 315785, max 299
  102. transfer lists: 2.4 megs
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Bounce #1 added RGB(8437, 3476, 3074)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  106. Bounce #2 added RGB(3351, 1306, 1102)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  108. Bounce #3 added RGB(1363, 536, 440)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  110. Bounce #4 added RGB(553, 217, 174)
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  112. Bounce #5 added RGB(226, 90, 71)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  114. Bounce #6 added RGB(93, 37, 29)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  116. Bounce #7 added RGB(38, 16, 12)
  117. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  118. Bounce #8 added RGB(16, 7, 5)
  119. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  120. Bounce #9 added RGB(6, 3, 2)
  121. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  122. Bounce #10 added RGB(3, 1, 1)
  123. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  124. Bounce #11 added RGB(1, 0, 0)
  125. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  126. Bounce #12 added RGB(0, 0, 0)
  127. Build Patch/Sample Hash Table(s).....Done<0.0013 sec>
  128. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
  129. FinalLightFace Done
  130. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  131. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
  132. Writing leaf ambient...done
  133. Ready to Finish
  134.  
  135. Object names Objects/Maxobjs Memory / Maxmem Fullness
  136. ------------ --------------- --------------- --------
  137. models 67/1024 3216/49152 ( 6.5%)
  138. brushes 294/8192 3528/98304 ( 3.6%)
  139. brushsides 1955/65536 15640/524288 ( 3.0%)
  140. planes 1458/65536 29160/1310720 ( 2.2%)
  141. vertexes 2341/65536 28092/786432 ( 3.6%)
  142. nodes 490/65536 15680/2097152 ( 0.7%)
  143. texinfos 418/12288 30096/884736 ( 3.4%)
  144. texdata 32/2048 1024/65536 ( 1.6%)
  145. dispinfos 307/0 54032/0 ( 0.0%)
  146. disp_verts 12435/0 248700/0 ( 0.0%)
  147. disp_tris 17984/0 35968/0 ( 0.0%)
  148. disp_lmsamples 13296/0 13296/0 ( 0.0%)
  149. faces 1206/65536 67536/3670016 ( 1.8%)
  150. hdr faces 0/65536 0/3670016 ( 0.0%)
  151. origfaces 1134/65536 63504/3670016 ( 1.7%)
  152. leaves 558/65536 17856/2097152 ( 0.9%)
  153. leaffaces 1021/65536 2042/131072 ( 1.6%)
  154. leafbrushes 376/65536 752/131072 ( 0.6%)
  155. areas 4/256 32/2048 ( 1.6%)
  156. surfedges 10040/512000 40160/2048000 ( 2.0%)
  157. edges 6149/256000 24596/1024000 ( 2.4%)
  158. LDR worldlights 14/8192 1232/720896 ( 0.2%)
  159. HDR worldlights 0/8192 0/720896 ( 0.0%)
  160. leafwaterdata 0/32768 0/393216 ( 0.0%)
  161. waterstrips 90/32768 900/327680 ( 0.3%)
  162. waterverts 0/65536 0/786432 ( 0.0%)
  163. waterindices 1590/65536 3180/131072 ( 2.4%)
  164. cubemapsamples 1/1024 16/16384 ( 0.1%)
  165. overlays 40/512 14080/180224 ( 7.8%)
  166. LDR lightdata [variable] 156756/0 ( 0.0%)
  167. HDR lightdata [variable] 0/0 ( 0.0%)
  168. visdata [variable] 680/16777216 ( 0.0%)
  169. entdata [variable] 69569/393216 (17.7%)
  170. LDR ambient table 558/65536 2232/262144 ( 0.9%)
  171. HDR ambient table 558/65536 2232/262144 ( 0.9%)
  172. LDR leaf ambient 598/65536 16744/1835008 ( 0.9%)
  173. HDR leaf ambient 558/65536 15624/1835008 ( 0.9%)
  174. occluders 0/0 0/0 ( 0.0%)
  175. occluder polygons 0/0 0/0 ( 0.0%)
  176. occluder vert ind 0/0 0/0 ( 0.0%)
  177. detail props [variable] 1/12 ( 8.3%)
  178. static props [variable] 1/2118 ( 0.0%)
  179. pakfile [variable] 213073/0 ( 0.0%)
  180. physics [variable] 125143/4194304 ( 3.0%)
  181. physics terrain [variable] 85069/1048576 ( 8.1%)
  182.  
  183. Level flags = 0
  184.  
  185. Total triangle count: 3040
  186. Writing d:\program files (x86)\common files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\hallway8.bsp
  187. 2 seconds elapsed
  188.  
  189. ** Executing...
  190. ** Command: Copy File
  191. ** Parameters: "D:\Program Files (x86)\Common Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\hallway8.bsp" "D:\Program Files (x86)\Common Files\Steam\steamapps\common\Team Fortress 2\tf\maps\hallway8.bsp"
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