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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vbsp.exe"
  4. ** 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"
  5.  
  6. Valve Software - vbsp.exe (Jun 14 2017)
  7. 4 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\materials
  9. Loading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Patching WVT material: maps/dm_basebunker_v1/nature/blenddirtmud01_wvt_patch
  12. Patching WVT material: maps/dm_basebunker_v1/nature/blenddirtmud02a_wvt_patch
  13. Patching WVT material: maps/dm_basebunker_v1/bunker_blend/blend_grass_01_wvt_patch
  14. Patching WVT material: maps/dm_basebunker_v1/bunker_blend/blend_grass_02_wvt_patch
  15. fixing up env_cubemap materials on brush sides...
  16. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  17. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  18. Processing areas...done (0)
  19. Building Faces...done (0)
  20. Chop Details...done (1)
  21. Find Visible Detail Sides...
  22. Merged 4370 detail faces...done (3)
  23. Merging details...done (0)
  24. FixTjuncs...
  25. PruneNodes...
  26. WriteBSP...
  27. done (3)
  28. writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.prt...Building visibility clusters...
  29. done (0)
  30. Creating default LDR cubemaps for env_cubemap using skybox materials:
  31. skybox/cruel_night_ovl_hq*.vmt
  32. ! Run buildcubemaps in the engine to get the correct cube maps.
  33. Creating default HDR cubemaps for env_cubemap using skybox materials:
  34. skybox/cruel_night_ovl_hq*.vmt
  35. ! Run buildcubemaps in the engine to get the correct cube maps.
  36. Finding displacement neighbors...
  37. Finding lightmap sample positions...
  38. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  39. Building Physics collision data...
  40. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  41. done (1) (7480358 bytes)
  42. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  43. Compacting texture/material tables...
  44. Reduced 17395 texinfos to 10530
  45. Reduced 1104 texdatas to 963 (64643 bytes to 57259)
  46. Writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
  47. Wrote ZIP buffer, estimated size 9396613, actual size 9276201
  48. 22 seconds elapsed
  49.  
  50. ** Executing...
  51. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vvis.exe"
  52. ** 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"
  53.  
  54. Valve Software - vvis.exe (Jun 14 2017)
  55. 4 threads
  56. reading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
  57. reading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.prt
  58. 1237 portalclusters
  59. 2853 numportals
  60. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  61. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (32)
  62. Optimized: 430 visible clusters (0.14%)
  63. Total clusters visible: 318327
  64. Average clusters visible: 257
  65. Building PAS...
  66. Average clusters audible: 412
  67. visdatasize:175427 compressed from 395840
  68. writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
  69. 33 seconds elapsed
  70.  
  71. ** Executing...
  72. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vrad.exe"
  73. ** 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"
  74.  
  75. Valve Software - vrad.exe SSE (Jun 14 2017)
  76.  
  77. Valve Radiosity Simulator
  78. 4 threads
  79. [Reading texlights from 'lights.rad']
  80. [48 texlights parsed from 'lights.rad']
  81.  
  82. Loading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
  83. Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf
  84. Loaded alpha texture materials\models\Cliffs\ferns01.vtf
  85. Loaded alpha texture materials\models\props_foliage\rocks_vegetation.vtf
  86. Loaded alpha texture materials\models\props_forest\fern01.vtf
  87. Loaded alpha texture materials\models\props_foliage\arbre01.vtf
  88. Loaded alpha texture materials\models\props_foliage\arbre01.vtf
  89. Loaded alpha texture materials\Models\props_forest\fence_chicken_alpha.vtf
  90. Setting up ray-trace acceleration structure... Done (48.86 seconds)
  91. 22182 faces
  92. 18 degenerate faces
  93. 1223614 square feet [176200544.00 square inches]
  94. 352 Displacements
  95. 228983 Square Feet [32973618.00 Square Inches]
  96. 22164 patches before subdivision
  97. 433960 patches after subdivision
  98. 432 direct lights
  99. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (118)
  100. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (153)
  101. transfers 71983972, max 1792
  102. transfer lists: 549.2 megs
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  104. Bounce #1 added RGB(950543, 375739, 116301)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  106. Bounce #2 added RGB(186591, 74864, 19907)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  108. Bounce #3 added RGB(29650, 11969, 2856)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  110. Bounce #4 added RGB(6000, 2550, 544)
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  112. Bounce #5 added RGB(1211, 522, 103)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  114. Bounce #6 added RGB(272, 124, 23)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  116. Bounce #7 added RGB(66, 30, 5)
  117. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  118. Bounce #8 added RGB(16, 8, 1)
  119. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  120. Bounce #9 added RGB(5, 2, 0)
  121. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  122. Bounce #10 added RGB(1, 1, 0)
  123. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  124. Bounce #11 added RGB(0, 0, 0)
  125. Build Patch/Sample Hash Table(s).....Done<0.1019 sec>
  126. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
  127. FinalLightFace Done
  128. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  129. 2 of 2 (100% of) surface lights went in leaf ambient cubes.
  130. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11)
  131. Writing leaf ambient...done
  132. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (133)
  133.  
  134. Ready to Finish
  135.  
  136. Object names Objects/Maxobjs Memory / Maxmem Fullness
  137. ------------ --------------- --------------- --------
  138. models 33/1024 1584/49152 ( 3.2%)
  139. brushes 6677/8192 80124/98304 (81.5%) VERY FULL!
  140. brushsides 58933/65536 471464/524288 (89.9%) VERY FULL!
  141. planes 40028/65536 800560/1310720 (61.1%)
  142. vertexes 37947/65536 455364/786432 (57.9%)
  143. nodes 3386/65536 108352/2097152 ( 5.2%)
  144. texinfos 10530/12288 758160/884736 (85.7%) VERY FULL!
  145. texdata 963/2048 30816/65536 (47.0%)
  146. dispinfos 352/0 61952/0 ( 0.0%)
  147. disp_verts 28040/0 560800/0 ( 0.0%)
  148. disp_tris 44576/0 89152/0 ( 0.0%)
  149. disp_lmsamples 69737/0 69737/0 ( 0.0%)
  150. faces 22182/65536 1242192/3670016 (33.8%)
  151. hdr faces 0/65536 0/3670016 ( 0.0%)
  152. origfaces 17317/65536 969752/3670016 (26.4%)
  153. leaves 3420/65536 109440/2097152 ( 5.2%)
  154. leaffaces 28323/65536 56646/131072 (43.2%)
  155. leafbrushes 12327/65536 24654/131072 (18.8%)
  156. areas 26/256 208/2048 (10.2%)
  157. surfedges 179860/512000 719440/2048000 (35.1%)
  158. edges 112352/256000 449408/1024000 (43.9%)
  159. LDR worldlights 432/8192 38016/720896 ( 5.3%)
  160. HDR worldlights 0/8192 0/720896 ( 0.0%)
  161. leafwaterdata 6/32768 72/393216 ( 0.0%)
  162. waterstrips 2476/32768 24760/327680 ( 7.6%)
  163. waterverts 0/65536 0/786432 ( 0.0%)
  164. waterindices 55047/65536 110094/131072 (84.0%) VERY FULL!
  165. cubemapsamples 84/1024 1344/16384 ( 8.2%)
  166. overlays 477/512 167904/180224 (93.2%) VERY FULL!
  167. LDR lightdata [variable] 39329704/0 ( 0.0%)
  168. HDR lightdata [variable] 0/0 ( 0.0%)
  169. visdata [variable] 175427/16777216 ( 1.0%)
  170. entdata [variable] 453970/393216 (115.5%) VERY FULL!
  171. LDR ambient table 3420/65536 13680/262144 ( 5.2%)
  172. HDR ambient table 3420/65536 13680/262144 ( 5.2%)
  173. LDR leaf ambient 15763/65536 441364/1835008 (24.1%)
  174. HDR leaf ambient 3420/65536 95760/1835008 ( 5.2%)
  175. occluders 0/0 0/0 ( 0.0%)
  176. occluder polygons 0/0 0/0 ( 0.0%)
  177. occluder vert ind 0/0 0/0 ( 0.0%)
  178. detail props [variable] 1/985212 ( 0.0%)
  179. dtl prp lght [variable] 1/4 (25.0%)
  180. HDR dtl prp lght [variable] 1/4 (25.0%)
  181. static props [variable] 1/299892 ( 0.0%)
  182. pakfile [variable] 24801735/0 ( 0.0%)
  183. physics [variable] 7480358/4194304 (178.3%) VERY FULL!
  184. physics terrain [variable] 0/1048576 ( 0.0%)
  185.  
  186. Level flags = 1
  187.  
  188. Total triangle count: 65279
  189. Writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
  190. 8 minutes, 29 seconds elapsed
  191.  
  192. ** Executing...
  193. ** Command: Copy File
  194. ** 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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