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- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\183120092017BU.vmf"
- Valve Software - vbsp.exe (May 15 2014)
- 4 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials
- Loading C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\183120092017BU.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
- 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)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 220 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\183120092017BU.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_ep02_05_hdr*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_ep02_05_hdr*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Overlay touching too many faces (touching 180, max 64)
- Overlay overlays/rationpapers03 at -1912.0 -1528.0 0.0
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\183120092017BU"
- Valve Software - vvis.exe (May 15 2014)
- 4 threads
- reading c:\program files (x86)\steam\steamapps\common\half-life 2\bin\183120092017BU.bsp
- reading c:\program files (x86)\steam\steamapps\common\half-life 2\bin\183120092017BU.prt
- 455 portalclusters
- 1227 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 (5)
- Optimized: 173 visible clusters (0.29%)
- Total clusters visible: 59040
- Average clusters visible: 129
- Building PAS...
- Average clusters audible: 305
- visdatasize:44717 compressed from 58240
- writing c:\program files (x86)\steam\steamapps\common\half-life 2\bin\183120092017BU.bsp
- 5 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
- ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\183120092017BU"
- Valve Software - vrad.exe SSE (May 15 2014)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\half-life 2\bin\183120092017BU.bsp
- Setting up ray-trace acceleration structure... Done (0.46 seconds)
- 2677 faces
- 505817 square feet [72837664.00 square inches]
- 4 Displacements
- 2105 Square Feet [303187.75 Square Inches]
- 2677 patches before subdivision
- 24083 patches after subdivision
- 28 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
- transfers 2330297, max 536
- transfer lists: 17.8 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(42428, 33606, 26691)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(4606, 3758, 2564)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(820, 740, 459)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(201, 196, 115)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(60, 59, 33)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(19, 19, 10)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(7, 6, 3)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(2, 2, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(1, 1, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0069 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
- FinalLightFace Done
- 0 of 10 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 21/1024 1008/49152 ( 2.1%)
- brushes 875/8192 10500/98304 (10.7%)
- brushsides 5956/65536 47648/524288 ( 9.1%)
- planes 2624/65536 52480/1310720 ( 4.0%)
- vertexes 5034/65536 60408/786432 ( 7.7%)
- nodes 1300/65536 41600/2097152 ( 2.0%)
- texinfos 744/12288 53568/884736 ( 6.1%)
- texdata 107/2048 3424/65536 ( 5.2%)
- dispinfos 4/0 704/0 ( 0.0%)
- disp_verts 100/0 2000/0 ( 0.0%)
- disp_tris 128/0 256/0 ( 0.0%)
- disp_lmsamples 5720/0 5720/0 ( 0.0%)
- faces 2677/65536 149912/3670016 ( 4.1%)
- hdr faces 2677/65536 149912/3670016 ( 4.1%)
- origfaces 2012/65536 112672/3670016 ( 3.1%)
- leaves 1322/65536 42304/2097152 ( 2.0%)
- leaffaces 3361/65536 6722/131072 ( 5.1%)
- leafbrushes 1614/65536 3228/131072 ( 2.5%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 21032/512000 84128/2048000 ( 4.1%)
- edges 13835/256000 55340/1024000 ( 5.4%)
- LDR worldlights 28/8192 2464/720896 ( 0.3%)
- HDR worldlights 28/8192 2464/720896 ( 0.3%)
- leafwaterdata 1/32768 12/393216 ( 0.0%)
- waterstrips 256/32768 2560/327680 ( 0.8%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 4455/65536 8910/131072 ( 6.8%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 13/512 4576/180224 ( 2.5%)
- LDR lightdata [variable] 1048592/0 ( 0.0%)
- HDR lightdata [variable] 1048592/0 ( 0.0%)
- visdata [variable] 44717/16777216 ( 0.3%)
- entdata [variable] 109728/393216 (27.9%)
- LDR ambient table 1322/65536 5288/262144 ( 2.0%)
- HDR ambient table 1322/65536 5288/262144 ( 2.0%)
- LDR leaf ambient 4840/65536 135520/1835008 ( 7.4%)
- HDR leaf ambient 4840/65536 135520/1835008 ( 7.4%)
- 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] 1/14790 ( 0.0%)
- pakfile [variable] 213997/0 ( 0.0%)
- physics [variable] 315024/4194304 ( 7.5%)
- physics terrain [variable] 732/1048576 ( 0.1%)
- Level flags = 0
- Total triangle count: 7600
- Writing c:\program files (x86)\steam\steamapps\common\half-life 2\bin\183120092017BU.bsp
- 8 seconds elapsed
- Valve Software - vrad.exe SSE (May 15 2014)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\half-life 2\bin\183120092017BU.bsp
- Setting up ray-trace acceleration structure... Done (0.45 seconds)
- 2677 faces
- 505817 square feet [72837664.00 square inches]
- 4 Displacements
- 2105 Square Feet [303187.75 Square Inches]
- 2677 patches before subdivision
- 24083 patches after subdivision
- 28 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
- transfers 2330297, max 536
- transfer lists: 17.8 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(42427, 33606, 26691)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(4606, 3758, 2564)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(820, 740, 459)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(201, 196, 115)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(60, 59, 33)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(19, 19, 10)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(7, 6, 3)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(2, 2, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #9 added RGB(1, 1, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0061 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
- FinalLightFace Done
- 0 of 10 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 21/1024 1008/49152 ( 2.1%)
- brushes 875/8192 10500/98304 (10.7%)
- brushsides 5956/65536 47648/524288 ( 9.1%)
- planes 2624/65536 52480/1310720 ( 4.0%)
- vertexes 5034/65536 60408/786432 ( 7.7%)
- nodes 1300/65536 41600/2097152 ( 2.0%)
- texinfos 744/12288 53568/884736 ( 6.1%)
- texdata 107/2048 3424/65536 ( 5.2%)
- dispinfos 4/0 704/0 ( 0.0%)
- disp_verts 100/0 2000/0 ( 0.0%)
- disp_tris 128/0 256/0 ( 0.0%)
- disp_lmsamples 5720/0 5720/0 ( 0.0%)
- faces 2677/65536 149912/3670016 ( 4.1%)
- hdr faces 2677/65536 149912/3670016 ( 4.1%)
- origfaces 2012/65536 112672/3670016 ( 3.1%)
- leaves 1322/65536 42304/2097152 ( 2.0%)
- leaffaces 3361/65536 6722/131072 ( 5.1%)
- leafbrushes 1614/65536 3228/131072 ( 2.5%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 21032/512000 84128/2048000 ( 4.1%)
- edges 13835/256000 55340/1024000 ( 5.4%)
- LDR worldlights 28/8192 2464/720896 ( 0.3%)
- HDR worldlights 28/8192 2464/720896 ( 0.3%)
- leafwaterdata 1/32768 12/393216 ( 0.0%)
- waterstrips 256/32768 2560/327680 ( 0.8%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 4455/65536 8910/131072 ( 6.8%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 13/512 4576/180224 ( 2.5%)
- LDR lightdata [variable] 1048592/0 ( 0.0%)
- HDR lightdata [variable] 1048592/0 ( 0.0%)
- visdata [variable] 44717/16777216 ( 0.3%)
- entdata [variable] 109728/393216 (27.9%)
- LDR ambient table 1322/65536 5288/262144 ( 2.0%)
- HDR ambient table 1322/65536 5288/262144 ( 2.0%)
- LDR leaf ambient 4840/65536 135520/1835008 ( 7.4%)
- HDR leaf ambient 4840/65536 135520/1835008 ( 7.4%)
- 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] 1/14790 ( 0.0%)
- pakfile [variable] 213997/0 ( 0.0%)
- physics [variable] 315024/4194304 ( 7.5%)
- physics terrain [variable] 732/1048576 ( 0.1%)
- Level flags = 0
- Total triangle count: 7600
- Writing c:\program files (x86)\steam\steamapps\common\half-life 2\bin\183120092017BU.bsp
- 9 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\183120092017BU.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\maps\183120092017BU.bsp"
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" -toconsole -dev -console +sv_lan 1 +map "183120092017BU" -steam
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