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  1.  
  2. ** Executing...
  3. ** Command: "c:\program files\steam\steamapps\lordhannest\sourcesdk\bin\orangebox\bin\vbsp.exe"
  4. ** Parameters: -game "c:\program files\steam\steamapps\lordhannest\team fortress 2\tf" "C:\Program Files\Steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.vmf"
  5.  
  6. Valve Software - vbsp.exe (Apr 28 2010)
  7. 2 threads
  8. materialPath: c:\program files\steam\steamapps\lordhannest\team fortress 2\tf\materials
  9. Loading C:\Program Files\Steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.vmf
  10. Patching WVT material: maps/ctf_stockpile_a11/nature/blendgrassground001_wvt_patch
  11. fixing up env_cubemap materials on brush sides...
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. Processing areas...done (0)
  15. Building Faces...done (0)
  16. Chop Details...done (0)
  17. Find Visible Detail Sides...
  18. Merged 616 detail faces...done (0)
  19. Merging details...done (0)
  20. FixTjuncs...
  21. PruneNodes...
  22. WriteBSP...
  23. done (0)
  24. writing C:\Program Files\Steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.prt...Building visibility clusters...
  25. done (0)
  26. Creating default LDR cubemaps for env_cubemap using skybox materials:
  27.    skybox/sky_hydro_01*.vmt
  28.  ! Run buildcubemaps in the engine to get the correct cube maps.
  29. Creating default HDR cubemaps for env_cubemap using skybox materials:
  30.    skybox/sky_hydro_01*.vmt
  31.  ! Run buildcubemaps in the engine to get the correct cube maps.
  32. Finding displacement neighbors...
  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 (1) (740977 bytes)
  37. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  38. Compacting texture/material tables...
  39. Reduced 3185 texinfos to 2614
  40. Reduced 147 texdatas to 141 (3192 bytes to 3009)
  41. Writing C:\Program Files\Steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  42. 14 seconds elapsed
  43.  
  44. ** Executing...
  45. ** Command: "c:\program files\steam\steamapps\lordhannest\sourcesdk\bin\orangebox\bin\vvis.exe"
  46. ** Parameters: -game "c:\program files\steam\steamapps\lordhannest\team fortress 2\tf" "C:\Program Files\Steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11"
  47.  
  48. Valve Software - vvis.exe (Apr 28 2010)
  49. 2 threads
  50. reading c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  51. reading c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.prt
  52. 1174 portalclusters
  53. 3231 numportals
  54. BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
  55. PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (316)
  56. Optimized: 3598 visible clusters (0.00%)
  57. Total clusters visible: 361756
  58. Average clusters visible: 308
  59. Building PAS...
  60. Average clusters audible: 1046
  61. visdatasize:289592  compressed from 356896
  62. writing c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  63. 5 minutes, 16 seconds elapsed
  64.  
  65. ** Executing...
  66. ** Command: "c:\program files\steam\steamapps\lordhannest\sourcesdk\bin\orangebox\bin\vrad.exe"
  67. ** Parameters:  -game "c:\program files\steam\steamapps\lordhannest\team fortress 2\tf" "C:\Program Files\Steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11"
  68.  
  69. Valve Software - vrad.exe SSE (Apr 28 2010)
  70.  
  71.       Valve Radiosity Simulator    
  72. 2 threads
  73. [Reading texlights from 'lights.rad']
  74. [34 texlights parsed from 'lights.rad']
  75.  
  76. Loading c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  77. Patch Sample Radius Clamped!
  78. Patch Sample Radius Clamped!
  79. Patch Sample Radius Clamped!
  80. Patch Sample Radius Clamped!
  81. Patch Sample Radius Clamped!
  82. Patch Sample Radius Clamped!
  83. Patch Sample Radius Clamped!
  84. Patch Sample Radius Clamped!
  85. Setting up ray-trace acceleration structure... Done (4.74 seconds)
  86. 6306 faces
  87. 1214469 square feet [174883536.00 square inches]
  88. 95 Displacements
  89. 190707 Square Feet [27461926.00 Square Inches]
  90. 6306 patches before subdivision
  91. 88412 patches after subdivision
  92. 55 direct lights
  93. BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (21)
  94. BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (21)
  95. transfers 7925088, max 752
  96. transfer lists:  60.5 megs
  97. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  98.     Bounce #1 added RGB(596190, 368408, 250383)
  99. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  100.     Bounce #2 added RGB(104327, 60832, 40083)
  101. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  102.     Bounce #3 added RGB(26870, 15268, 9492)
  103. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  104.     Bounce #4 added RGB(8084, 4691, 2744)
  105. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  106.     Bounce #5 added RGB(2886, 1664, 883)
  107. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  108.     Bounce #6 added RGB(1135, 636, 301)
  109. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  110.     Bounce #7 added RGB(479, 255, 106)
  111. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  112.     Bounce #8 added RGB(211, 105, 38)
  113. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  114.     Bounce #9 added RGB(96, 44, 14)
  115. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  116.     Bounce #10 added RGB(45, 19, 5)
  117. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  118.     Bounce #11 added RGB(21, 8, 2)
  119. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  120.     Bounce #12 added RGB(10, 4, 1)
  121. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  122.     Bounce #13 added RGB(5, 2, 0)
  123. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  124.     Bounce #14 added RGB(2, 1, 0)
  125. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
  126.     Bounce #15 added RGB(1, 0, 0)
  127. GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
  128.     Bounce #16 added RGB(1, 0, 0)
  129. Build Patch/Sample Hash Table(s).....Done<0.0440 sec>
  130. FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (11)
  131. FinalLightFace Done
  132. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  133. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  134. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (16)
  135. Writing leaf ambient...done
  136. Ready to Finish
  137.  
  138. Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
  139. ------------       ---------------  ---------------  --------
  140. models                  35/1024         1680/49152    ( 3.4%)
  141. brushes               2154/8192        25848/98304    (26.3%)
  142. brushsides           13927/65536      111416/524288   (21.3%)
  143. planes                4080/65536       81600/1310720  ( 6.2%)
  144. vertexes             11538/65536      138456/786432   (17.6%)
  145. nodes                 2885/65536       92320/2097152  ( 4.4%)
  146. texinfos              2614/12288      188208/884736   (21.3%)
  147. texdata                141/2048         4512/65536    ( 6.9%)
  148. dispinfos               95/0           16720/0        ( 0.0%)
  149. disp_verts            2375/0           47500/0        ( 0.0%)
  150. disp_tris             3040/0            6080/0        ( 0.0%)
  151. disp_lmsamples      416032/0          416032/0        ( 0.0%)
  152. faces                 6306/65536      353136/3670016  ( 9.6%)
  153. hdr faces                0/65536           0/3670016  ( 0.0%)
  154. origfaces             4503/65536      252168/3670016  ( 6.9%)
  155. leaves                2921/65536       93472/2097152  ( 4.5%)
  156. leaffaces             7719/65536       15438/131072   (11.8%)
  157. leafbrushes           4686/65536        9372/131072   ( 7.2%)
  158. areas                   13/256           104/2048     ( 5.1%)
  159. surfedges            48648/512000     194592/2048000  ( 9.5%)
  160. edges                31570/256000     126280/1024000  (12.3%)
  161. LDR worldlights         55/8192         4840/720896   ( 0.7%)
  162. HDR worldlights          0/8192            0/720896   ( 0.0%)
  163. leafwaterdata            0/32768           0/393216   ( 0.0%)
  164. waterstrips            740/32768        7400/327680   ( 2.3%)
  165. waterverts               0/65536           0/786432   ( 0.0%)
  166. waterindices         13914/65536       27828/131072   (21.2%)
  167. cubemapsamples           5/1024           80/16384    ( 0.5%)
  168. overlays               177/512         62304/180224   (34.6%)
  169. LDR lightdata         [variable]     4932824/0        ( 0.0%)
  170. HDR lightdata         [variable]           0/0        ( 0.0%)
  171. visdata               [variable]      289592/16777216 ( 1.7%)
  172. entdata               [variable]       79507/393216   (20.2%)
  173. LDR ambient table     2921/65536       11684/262144   ( 4.5%)
  174. HDR ambient table     2921/65536       11684/262144   ( 4.5%)
  175. LDR leaf ambient     13551/65536      379428/1835008  (20.7%)
  176. HDR leaf ambient      2921/65536       81788/1835008  ( 4.5%)
  177. occluders                0/0               0/0        ( 0.0%)
  178. occluder polygons        0/0               0/0        ( 0.0%)
  179. occluder vert ind        0/0               0/0        ( 0.0%)
  180. detail props          [variable]           1/672024   ( 0.0%)
  181. dtl prp lght          [variable]           1/4        (25.0%)
  182. HDR dtl prp lght      [variable]           1/4        (25.0%)
  183. static props          [variable]           1/67614    ( 0.0%)
  184. pakfile               [variable]      636601/0        ( 0.0%)
  185. physics               [variable]      740977/4194304  (17.7%)
  186. physics terrain       [variable]       12821/1048576  ( 1.2%)
  187.  
  188. Level flags = 0
  189.  
  190. Total triangle count: 18165
  191. Writing c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  192. 1 minute, 24 seconds elapsed
  193.  
  194. ** Executing...
  195. ** Command: Copy File
  196. ** Parameters: "C:\Program Files\Steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp" "c:\program files\steam\steamapps\lordhannest\team fortress 2\tf\maps\ctf_stockpile_a11.bsp"
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