Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ** Executing...
- ** Command: "c:\program files (x86)\steam\steamapps\spiderslasher\sourcesdk\bin\orangebox\bin\vbsp.exe"
- ** Parameters: -game "c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf" "C:\Users\Family\Desktop\Hey_you.vmf"
- Valve Software - vbsp.exe (Jul 7 2010)
- 4 threads
- materialPath: c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\materials
- Loading C:\Users\Family\Desktop\Hey_you.vmf
- Patching WVT material: maps/hey_you/harvest/blendgrassground001_nosprites_wvt_patch
- Patching WVT material: maps/hey_you/swamp/nature/blendswampmudtodirt001_wvt_patch
- Patching WVT material: maps/hey_you/egypt/sand_floor_blend_04_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5Brush 89218: WARNING, microbrush
- .Brush 112484: WARNING, microbrush
- ..6...7...8...9...10 (0)
- ProcessBlock_Thread: 0...1...2...3...4...5Brush 89218: WARNING, microbrush
- .Brush 112484: WARNING, microbrush
- ..6...7...8...9...10 (1)
- Processing areas...done (0)
- Building Faces...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\Family\Desktop\Hey_you.prt...Building visibility clusters...
- done (0)
- *** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_halloween to build the default cubemap!
- *** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_halloween 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) (73599 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Water found with no water_lod_control entity, creating a default one.
- Compacting texture/material tables...
- Reduced 374 texinfos to 279
- Reduced 34 texdatas to 28 (931 bytes to 717)
- Writing C:\Users\Family\Desktop\Hey_you.bsp
- 2 seconds elapsed
- ** Executing...
- ** Command: "c:\program files (x86)\steam\steamapps\spiderslasher\sourcesdk\bin\orangebox\bin\vvis.exe"
- ** Parameters: -game "c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf" "C:\Users\Family\Desktop\Hey_you"
- Valve Software - vvis.exe (Jul 7 2010)
- 4 threads
- reading c:\users\family\desktop\Hey_you.bsp
- reading c:\users\family\desktop\Hey_you.prt
- 390 portalclusters
- 1078 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 (2)
- Optimized: 483 visible clusters (0.00%)
- Total clusters visible: 45439
- Average clusters visible: 116
- Building PAS...
- Average clusters audible: 324
- visdatasize:38524 compressed from 43680
- writing c:\users\family\desktop\Hey_you.bsp
- 2 seconds elapsed
- ** Executing...
- ** Command: "c:\program files (x86)\steam\steamapps\spiderslasher\sourcesdk\bin\orangebox\bin\vrad.exe"
- ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf" "C:\Users\Family\Desktop\Hey_you"
- Valve Software - vrad.exe SSE (Jul 7 2010)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [34 texlights parsed from 'lights.rad']
- Loading c:\users\family\desktop\Hey_you.bsp
- Setting up ray-trace acceleration structure... Done (0.10 seconds)
- 2268 faces
- 1268368 square feet [182645104.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 2268 patches before subdivision
- 108564 patches after subdivision
- sun extent from map=0.000000
- sun extent from map=0.017452
- 44 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
- transfers 16693424, max 695
- transfer lists: 127.4 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(40026, 39128, 32796)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #2 added RGB(6008, 4714, 2986)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(1577, 950, 430)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #4 added RGB(503, 248, 86)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(178, 73, 20)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(66, 22, 5)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #7 added RGB(25, 7, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(10, 2, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #9 added RGB(4, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #10 added RGB(2, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0533 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
- 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 (2)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 25/1024 1200/49152 ( 2.4%)
- brushes 200/8192 2400/98304 ( 2.4%)
- brushsides 1352/65536 10816/524288 ( 2.1%)
- planes 1466/65536 29320/1310720 ( 2.2%)
- vertexes 3557/65536 42684/786432 ( 5.4%)
- nodes 1026/65536 32832/2097152 ( 1.6%)
- texinfos 279/12288 20088/884736 ( 2.3%)
- texdata 28/2048 896/65536 ( 1.4%)
- 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 2268/65536 127008/3670016 ( 3.5%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 584/65536 32704/3670016 ( 0.9%)
- leaves 1052/65536 33664/2097152 ( 1.6%)
- leaffaces 2508/65536 5016/131072 ( 3.8%)
- leafbrushes 718/65536 1436/131072 ( 1.1%)
- areas 3/256 24/2048 ( 1.2%)
- surfedges 12868/512000 51472/2048000 ( 2.5%)
- edges 6863/256000 27452/1024000 ( 2.7%)
- LDR worldlights 43/8192 3784/720896 ( 0.5%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 1/32768 12/393216 ( 0.0%)
- waterstrips 232/32768 2320/327680 ( 0.7%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 3198/65536 6396/131072 ( 4.9%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 6875668/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 38524/16777216 ( 0.2%)
- entdata [variable] 72176/393216 (18.4%)
- LDR ambient table 1052/65536 4208/262144 ( 1.6%)
- HDR ambient table 1052/65536 4208/262144 ( 1.6%)
- LDR leaf ambient 3662/65536 102536/1835008 ( 5.6%)
- HDR leaf ambient 1052/65536 29456/1835008 ( 1.6%)
- 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] 2310/0 ( 0.0%)
- physics [variable] 73599/4194304 ( 1.8%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 6001
- Writing c:\users\family\desktop\Hey_you.bsp
- 29 seconds elapsed
- Valve Software - vrad.exe SSE (Jul 7 2010)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [34 texlights parsed from 'lights.rad']
- Loading c:\users\family\desktop\Hey_you.bsp
- Setting up ray-trace acceleration structure... Done (0.11 seconds)
- 2268 faces
- 1268368 square feet [182645104.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 2268 patches before subdivision
- 108564 patches after subdivision
- sun extent from map=0.000000
- sun extent from map=0.017452
- 44 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
- transfers 16693424, max 695
- transfer lists: 127.4 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(40026, 39128, 32796)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #2 added RGB(6008, 4714, 2986)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(1577, 950, 430)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #4 added RGB(503, 248, 86)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(178, 73, 20)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(66, 22, 5)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #7 added RGB(25, 7, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(10, 2, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #9 added RGB(4, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(2, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #11 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0600 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
- 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 (3)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 25/1024 1200/49152 ( 2.4%)
- brushes 200/8192 2400/98304 ( 2.4%)
- brushsides 1352/65536 10816/524288 ( 2.1%)
- planes 1466/65536 29320/1310720 ( 2.2%)
- vertexes 3557/65536 42684/786432 ( 5.4%)
- nodes 1026/65536 32832/2097152 ( 1.6%)
- texinfos 279/12288 20088/884736 ( 2.3%)
- texdata 28/2048 896/65536 ( 1.4%)
- 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 2268/65536 127008/3670016 ( 3.5%)
- hdr faces 2268/65536 127008/3670016 ( 3.5%)
- origfaces 584/65536 32704/3670016 ( 0.9%)
- leaves 1052/65536 33664/2097152 ( 1.6%)
- leaffaces 2508/65536 5016/131072 ( 3.8%)
- leafbrushes 718/65536 1436/131072 ( 1.1%)
- areas 3/256 24/2048 ( 1.2%)
- surfedges 12868/512000 51472/2048000 ( 2.5%)
- edges 6863/256000 27452/1024000 ( 2.7%)
- LDR worldlights 43/8192 3784/720896 ( 0.5%)
- HDR worldlights 43/8192 3784/720896 ( 0.5%)
- leafwaterdata 1/32768 12/393216 ( 0.0%)
- waterstrips 232/32768 2320/327680 ( 0.7%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 3198/65536 6396/131072 ( 4.9%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 6875668/0 ( 0.0%)
- HDR lightdata [variable] 6875668/0 ( 0.0%)
- visdata [variable] 38524/16777216 ( 0.2%)
- entdata [variable] 72176/393216 (18.4%)
- LDR ambient table 1052/65536 4208/262144 ( 1.6%)
- HDR ambient table 1052/65536 4208/262144 ( 1.6%)
- LDR leaf ambient 3662/65536 102536/1835008 ( 5.6%)
- HDR leaf ambient 3661/65536 102508/1835008 ( 5.6%)
- 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] 2310/0 ( 0.0%)
- physics [variable] 73599/4194304 ( 1.8%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 6001
- Writing c:\users\family\desktop\Hey_you.bsp
- 28 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "C:\Users\Family\Desktop\Hey_you.bsp" "c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\maps\Hey_you.bsp"
- ** Executing...
- ** Command: c:\program files (x86)\steam\steam.exe
- ** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf" +map "Hey_you"
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement