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- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vbsp.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1"
- Valve Software - vbsp.exe (Jun 14 2017)
- 4 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\materials
- Loading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Patching WVT material: maps/dm_basebunker_v1/nature/blenddirtmud01_wvt_patch
- Patching WVT material: maps/dm_basebunker_v1/nature/blenddirtmud02a_wvt_patch
- Patching WVT material: maps/dm_basebunker_v1/bunker_blend/blend_grass_01_wvt_patch
- Patching WVT material: maps/dm_basebunker_v1/bunker_blend/blend_grass_02_wvt_patch
- 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 (1)
- Find Visible Detail Sides...
- Merged 4370 detail faces...done (3)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (3)
- writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/cruel_night_ovl_hq*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/cruel_night_ovl_hq*.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
- Building Physics collision data...
- WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
- done (1) (7480358 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 17395 texinfos to 10530
- Reduced 1104 texdatas to 963 (64643 bytes to 57259)
- Writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
- Wrote ZIP buffer, estimated size 9396613, actual size 9276201
- 22 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vvis.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1"
- Valve Software - vvis.exe (Jun 14 2017)
- 4 threads
- reading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
- reading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.prt
- 1237 portalclusters
- 2853 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 (32)
- Optimized: 430 visible clusters (0.14%)
- Total clusters visible: 318327
- Average clusters visible: 257
- Building PAS...
- Average clusters audible: 412
- visdatasize:175427 compressed from 395840
- writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
- 33 seconds elapsed
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vrad.exe"
- ** Parameters: -textureshadows -StaticPropLighting -StaticPropPolys -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1"
- Valve Software - vrad.exe SSE (Jun 14 2017)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
- Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf
- Loaded alpha texture materials\models\Cliffs\ferns01.vtf
- Loaded alpha texture materials\models\props_foliage\rocks_vegetation.vtf
- Loaded alpha texture materials\models\props_forest\fern01.vtf
- Loaded alpha texture materials\models\props_foliage\arbre01.vtf
- Loaded alpha texture materials\models\props_foliage\arbre01.vtf
- Loaded alpha texture materials\Models\props_forest\fence_chicken_alpha.vtf
- Setting up ray-trace acceleration structure... Done (48.86 seconds)
- 22182 faces
- 18 degenerate faces
- 1223614 square feet [176200544.00 square inches]
- 352 Displacements
- 228983 Square Feet [32973618.00 Square Inches]
- 22164 patches before subdivision
- 433960 patches after subdivision
- 432 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (118)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (153)
- transfers 71983972, max 1792
- transfer lists: 549.2 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(950543, 375739, 116301)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(186591, 74864, 19907)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #3 added RGB(29650, 11969, 2856)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #4 added RGB(6000, 2550, 544)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #5 added RGB(1211, 522, 103)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(272, 124, 23)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(66, 30, 5)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(16, 8, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #9 added RGB(5, 2, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #10 added RGB(1, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.1019 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
- FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 2 of 2 (100% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11)
- Writing leaf ambient...done
- Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (133)
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 33/1024 1584/49152 ( 3.2%)
- brushes 6677/8192 80124/98304 (81.5%) VERY FULL!
- brushsides 58933/65536 471464/524288 (89.9%) VERY FULL!
- planes 40028/65536 800560/1310720 (61.1%)
- vertexes 37947/65536 455364/786432 (57.9%)
- nodes 3386/65536 108352/2097152 ( 5.2%)
- texinfos 10530/12288 758160/884736 (85.7%) VERY FULL!
- texdata 963/2048 30816/65536 (47.0%)
- dispinfos 352/0 61952/0 ( 0.0%)
- disp_verts 28040/0 560800/0 ( 0.0%)
- disp_tris 44576/0 89152/0 ( 0.0%)
- disp_lmsamples 69737/0 69737/0 ( 0.0%)
- faces 22182/65536 1242192/3670016 (33.8%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 17317/65536 969752/3670016 (26.4%)
- leaves 3420/65536 109440/2097152 ( 5.2%)
- leaffaces 28323/65536 56646/131072 (43.2%)
- leafbrushes 12327/65536 24654/131072 (18.8%)
- areas 26/256 208/2048 (10.2%)
- surfedges 179860/512000 719440/2048000 (35.1%)
- edges 112352/256000 449408/1024000 (43.9%)
- LDR worldlights 432/8192 38016/720896 ( 5.3%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 6/32768 72/393216 ( 0.0%)
- waterstrips 2476/32768 24760/327680 ( 7.6%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 55047/65536 110094/131072 (84.0%) VERY FULL!
- cubemapsamples 84/1024 1344/16384 ( 8.2%)
- overlays 477/512 167904/180224 (93.2%) VERY FULL!
- LDR lightdata [variable] 39329704/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 175427/16777216 ( 1.0%)
- entdata [variable] 453970/393216 (115.5%) VERY FULL!
- LDR ambient table 3420/65536 13680/262144 ( 5.2%)
- HDR ambient table 3420/65536 13680/262144 ( 5.2%)
- LDR leaf ambient 15763/65536 441364/1835008 (24.1%)
- HDR leaf ambient 3420/65536 95760/1835008 ( 5.2%)
- 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] 1/985212 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/299892 ( 0.0%)
- pakfile [variable] 24801735/0 ( 0.0%)
- physics [variable] 7480358/4194304 (178.3%) VERY FULL!
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 1
- Total triangle count: 65279
- Writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
- 8 minutes, 29 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\dm_basebunker_v1.bsp"
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