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  1.  
  2. ** Executing...
  3. ** Command: "c:\program files\steam\steamapps\lordhannest\sourcesdk\bin\orangebox\bin\vrad.exe"
  4. ** Parameters: -both -staticproppolys -staticproplighting -textureshadows -game "c:\program files\steam\steamapps\lordhannest\team fortress 2\tf" "c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11"
  5.  
  6. Valve Software - vrad.exe SSE (Apr 28 2010)
  7.  
  8. Valve Radiosity Simulator
  9. 2 threads
  10. [Reading texlights from 'lights.rad']
  11. [34 texlights parsed from 'lights.rad']
  12.  
  13. Loading c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  14. Loaded alpha texture materials\Models\props_farm\haypile001_card.vtf
  15. Loaded alpha texture materials\models\props_farm\tree001.vtf
  16. Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
  17. Loaded alpha texture materials\models\props_foliage\corn_plant01.vtf
  18. Loaded alpha texture materials\models\props_foliage\corn_plant02.vtf
  19. Loaded alpha texture materials\models\props_farm\tree001_card.vtf
  20. Loaded alpha texture materials\models\props_farm\tree001_card_skin2.vtf
  21. Patch Sample Radius Clamped!
  22. Patch Sample Radius Clamped!
  23. Patch Sample Radius Clamped!
  24. Patch Sample Radius Clamped!
  25. Patch Sample Radius Clamped!
  26. Patch Sample Radius Clamped!
  27. Patch Sample Radius Clamped!
  28. Patch Sample Radius Clamped!
  29. Setting up ray-trace acceleration structure... Done (30.85 seconds)
  30. 6316 faces
  31. 1215526 square feet [175035856.00 square inches]
  32. 95 Displacements
  33. 190707 Square Feet [27461926.00 Square Inches]
  34. 6316 patches before subdivision
  35. 88512 patches after subdivision
  36. 55 direct lights
  37. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (26)
  38. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25)
  39. transfers 7909673, max 753
  40. transfer lists: 60.3 megs
  41. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  42. Bounce #1 added RGB(597639, 371318, 253696)
  43. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  44. Bounce #2 added RGB(106048, 62221, 41162)
  45. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  46. Bounce #3 added RGB(27628, 15837, 9904)
  47. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  48. Bounce #4 added RGB(8405, 4919, 2899)
  49. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  50. Bounce #5 added RGB(3028, 1760, 943)
  51. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  52. Bounce #6 added RGB(1197, 675, 324)
  53. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  54. Bounce #7 added RGB(507, 271, 115)
  55. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  56. Bounce #8 added RGB(223, 112, 42)
  57. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  58. Bounce #9 added RGB(101, 47, 15)
  59. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  60. Bounce #10 added RGB(47, 20, 6)
  61. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  62. Bounce #11 added RGB(22, 9, 2)
  63. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  64. Bounce #12 added RGB(10, 4, 1)
  65. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  66. Bounce #13 added RGB(5, 2, 0)
  67. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  68. Bounce #14 added RGB(2, 1, 0)
  69. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  70. Bounce #15 added RGB(1, 0, 0)
  71. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  72. Bounce #16 added RGB(1, 0, 0)
  73. Build Patch/Sample Hash Table(s).....Done<0.0438 sec>
  74. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
  75. FinalLightFace Done
  76. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  77. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  78. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (16)
  79. Writing leaf ambient...done
  80. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (34)
  81.  
  82. Ready to Finish
  83.  
  84. Object names Objects/Maxobjs Memory / Maxmem Fullness
  85. ------------ --------------- --------------- --------
  86. models 35/1024 1680/49152 ( 3.4%)
  87. brushes 2154/8192 25848/98304 (26.3%)
  88. brushsides 13927/65536 111416/524288 (21.3%)
  89. planes 4080/65536 81600/1310720 ( 6.2%)
  90. vertexes 11562/65536 138744/786432 (17.6%)
  91. nodes 2902/65536 92864/2097152 ( 4.4%)
  92. texinfos 2615/12288 188280/884736 (21.3%)
  93. texdata 141/2048 4512/65536 ( 6.9%)
  94. dispinfos 95/0 16720/0 ( 0.0%)
  95. disp_verts 2375/0 47500/0 ( 0.0%)
  96. disp_tris 3040/0 6080/0 ( 0.0%)
  97. disp_lmsamples 416032/0 416032/0 ( 0.0%)
  98. faces 6316/65536 353696/3670016 ( 9.6%)
  99. hdr faces 6316/65536 353696/3670016 ( 9.6%)
  100. origfaces 4505/65536 252280/3670016 ( 6.9%)
  101. leaves 2938/65536 94016/2097152 ( 4.5%)
  102. leaffaces 7732/65536 15464/131072 (11.8%)
  103. leafbrushes 4699/65536 9398/131072 ( 7.2%)
  104. areas 13/256 104/2048 ( 5.1%)
  105. surfedges 48717/512000 194868/2048000 ( 9.5%)
  106. edges 31614/256000 126456/1024000 (12.3%)
  107. LDR worldlights 55/8192 4840/720896 ( 0.7%)
  108. HDR worldlights 55/8192 4840/720896 ( 0.7%)
  109. leafwaterdata 0/32768 0/393216 ( 0.0%)
  110. waterstrips 747/32768 7470/327680 ( 2.3%)
  111. waterverts 0/65536 0/786432 ( 0.0%)
  112. waterindices 14028/65536 28056/131072 (21.4%)
  113. cubemapsamples 5/1024 80/16384 ( 0.5%)
  114. overlays 177/512 62304/180224 (34.6%)
  115. LDR lightdata [variable] 4933964/0 ( 0.0%)
  116. HDR lightdata [variable] 4933964/0 ( 0.0%)
  117. visdata [variable] 294695/16777216 ( 1.8%)
  118. entdata [variable] 78931/393216 (20.1%)
  119. LDR ambient table 2938/65536 11752/262144 ( 4.5%)
  120. HDR ambient table 2938/65536 11752/262144 ( 4.5%)
  121. LDR leaf ambient 13673/65536 382844/1835008 (20.9%)
  122. HDR leaf ambient 13684/65536 383152/1835008 (20.9%)
  123. occluders 0/0 0/0 ( 0.0%)
  124. occluder polygons 0/0 0/0 ( 0.0%)
  125. occluder vert ind 0/0 0/0 ( 0.0%)
  126. detail props [variable] 1/672024 ( 0.0%)
  127. dtl prp lght [variable] 1/4 (25.0%)
  128. HDR dtl prp lght [variable] 1/4 (25.0%)
  129. static props [variable] 1/67562 ( 0.0%)
  130. pakfile [variable] 8730473/0 ( 0.0%)
  131. physics [variable] 741041/4194304 (17.7%)
  132. physics terrain [variable] 12821/1048576 ( 1.2%)
  133.  
  134. Level flags = 1
  135.  
  136. Total triangle count: 18206
  137. Writing c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  138. 2 minutes, 34 seconds elapsed
  139. Valve Software - vrad.exe SSE (Apr 28 2010)
  140.  
  141. Valve Radiosity Simulator
  142. 2 threads
  143. [Reading texlights from 'lights.rad']
  144. [34 texlights parsed from 'lights.rad']
  145.  
  146. Loading c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  147. Loaded alpha texture materials\Models\props_farm\haypile001_card.vtf
  148. Loaded alpha texture materials\models\props_farm\tree001.vtf
  149. Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
  150. Loaded alpha texture materials\models\props_foliage\corn_plant01.vtf
  151. Loaded alpha texture materials\models\props_foliage\corn_plant02.vtf
  152. Loaded alpha texture materials\models\props_farm\tree001_card.vtf
  153. Loaded alpha texture materials\models\props_farm\tree001_card_skin2.vtf
  154. Patch Sample Radius Clamped!
  155. Patch Sample Radius Clamped!
  156. Patch Sample Radius Clamped!
  157. Patch Sample Radius Clamped!
  158. Patch Sample Radius Clamped!
  159. Patch Sample Radius Clamped!
  160. Patch Sample Radius Clamped!
  161. Patch Sample Radius Clamped!
  162. Setting up ray-trace acceleration structure... Done (30.85 seconds)
  163. 6316 faces
  164. 1215526 square feet [175035856.00 square inches]
  165. 95 Displacements
  166. 190707 Square Feet [27461926.00 Square Inches]
  167. 6316 patches before subdivision
  168. 88512 patches after subdivision
  169. 55 direct lights
  170. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (26)
  171. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (24)
  172. transfers 7909673, max 753
  173. transfer lists: 60.3 megs
  174. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  175. Bounce #1 added RGB(597639, 371318, 253696)
  176. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  177. Bounce #2 added RGB(106048, 62221, 41162)
  178. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  179. Bounce #3 added RGB(27628, 15837, 9904)
  180. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  181. Bounce #4 added RGB(8405, 4919, 2899)
  182. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  183. Bounce #5 added RGB(3028, 1760, 943)
  184. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  185. Bounce #6 added RGB(1197, 675, 324)
  186. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  187. Bounce #7 added RGB(507, 271, 115)
  188. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  189. Bounce #8 added RGB(223, 112, 42)
  190. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  191. Bounce #9 added RGB(101, 47, 15)
  192. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  193. Bounce #10 added RGB(47, 20, 6)
  194. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  195. Bounce #11 added RGB(22, 9, 2)
  196. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  197. Bounce #12 added RGB(10, 4, 1)
  198. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  199. Bounce #13 added RGB(5, 2, 0)
  200. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  201. Bounce #14 added RGB(2, 1, 0)
  202. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  203. Bounce #15 added RGB(1, 0, 0)
  204. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  205. Bounce #16 added RGB(1, 0, 0)
  206. Build Patch/Sample Hash Table(s).....Done<0.0452 sec>
  207. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
  208. FinalLightFace Done
  209. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  210. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  211. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (16)
  212. Writing leaf ambient...done
  213. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (34)
  214.  
  215. Ready to Finish
  216.  
  217. Object names Objects/Maxobjs Memory / Maxmem Fullness
  218. ------------ --------------- --------------- --------
  219. models 35/1024 1680/49152 ( 3.4%)
  220. brushes 2154/8192 25848/98304 (26.3%)
  221. brushsides 13927/65536 111416/524288 (21.3%)
  222. planes 4080/65536 81600/1310720 ( 6.2%)
  223. vertexes 11562/65536 138744/786432 (17.6%)
  224. nodes 2902/65536 92864/2097152 ( 4.4%)
  225. texinfos 2615/12288 188280/884736 (21.3%)
  226. texdata 141/2048 4512/65536 ( 6.9%)
  227. dispinfos 95/0 16720/0 ( 0.0%)
  228. disp_verts 2375/0 47500/0 ( 0.0%)
  229. disp_tris 3040/0 6080/0 ( 0.0%)
  230. disp_lmsamples 416032/0 416032/0 ( 0.0%)
  231. faces 6316/65536 353696/3670016 ( 9.6%)
  232. hdr faces 6316/65536 353696/3670016 ( 9.6%)
  233. origfaces 4505/65536 252280/3670016 ( 6.9%)
  234. leaves 2938/65536 94016/2097152 ( 4.5%)
  235. leaffaces 7732/65536 15464/131072 (11.8%)
  236. leafbrushes 4699/65536 9398/131072 ( 7.2%)
  237. areas 13/256 104/2048 ( 5.1%)
  238. surfedges 48717/512000 194868/2048000 ( 9.5%)
  239. edges 31614/256000 126456/1024000 (12.3%)
  240. LDR worldlights 55/8192 4840/720896 ( 0.7%)
  241. HDR worldlights 55/8192 4840/720896 ( 0.7%)
  242. leafwaterdata 0/32768 0/393216 ( 0.0%)
  243. waterstrips 747/32768 7470/327680 ( 2.3%)
  244. waterverts 0/65536 0/786432 ( 0.0%)
  245. waterindices 14028/65536 28056/131072 (21.4%)
  246. cubemapsamples 5/1024 80/16384 ( 0.5%)
  247. overlays 177/512 62304/180224 (34.6%)
  248. LDR lightdata [variable] 4933964/0 ( 0.0%)
  249. HDR lightdata [variable] 4933964/0 ( 0.0%)
  250. visdata [variable] 294695/16777216 ( 1.8%)
  251. entdata [variable] 78931/393216 (20.1%)
  252. LDR ambient table 2938/65536 11752/262144 ( 4.5%)
  253. HDR ambient table 2938/65536 11752/262144 ( 4.5%)
  254. LDR leaf ambient 13673/65536 382844/1835008 (20.9%)
  255. HDR leaf ambient 13673/65536 382844/1835008 (20.9%)
  256. occluders 0/0 0/0 ( 0.0%)
  257. occluder polygons 0/0 0/0 ( 0.0%)
  258. occluder vert ind 0/0 0/0 ( 0.0%)
  259. detail props [variable] 1/672024 ( 0.0%)
  260. dtl prp lght [variable] 1/4 (25.0%)
  261. HDR dtl prp lght [variable] 1/4 (25.0%)
  262. static props [variable] 1/67562 ( 0.0%)
  263. pakfile [variable] 8730473/0 ( 0.0%)
  264. physics [variable] 741041/4194304 (17.7%)
  265. physics terrain [variable] 12821/1048576 ( 1.2%)
  266.  
  267. Level flags = 3
  268.  
  269. Total triangle count: 18206
  270. Writing c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  271. 2 minutes, 35 seconds elapsed
  272.  
  273. ** Executing...
  274. ** Command: "c:\program files\steam\steamapps\lordhannest\sourcesdk\bin\orangebox\bin\vvis.exe"
  275. ** 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"
  276.  
  277. Valve Software - vvis.exe (Apr 28 2010)
  278. 2 threads
  279. reading c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  280. reading c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.prt
  281. 1183 portalclusters
  282. 3260 numportals
  283. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
  284. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (332)
  285. Optimized: 3535 visible clusters (0.00%)
  286. Total clusters visible: 370962
  287. Average clusters visible: 313
  288. Building PAS...
  289. Average clusters audible: 1056
  290. visdatasize:294695 compressed from 359632
  291. writing c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  292. 5 minutes, 33 seconds elapsed
  293.  
  294. ** Executing...
  295. ** Command: "c:\program files\steam\steamapps\lordhannest\sourcesdk\bin\orangebox\bin\vrad.exe"
  296. ** Parameters: -both -game "c:\program files\steam\steamapps\lordhannest\team fortress 2\tf" "c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11"
  297.  
  298. Valve Software - vrad.exe SSE (Apr 28 2010)
  299.  
  300. Valve Radiosity Simulator
  301. 2 threads
  302. [Reading texlights from 'lights.rad']
  303. [34 texlights parsed from 'lights.rad']
  304.  
  305. Loading c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  306. Patch Sample Radius Clamped!
  307. Patch Sample Radius Clamped!
  308. Patch Sample Radius Clamped!
  309. Patch Sample Radius Clamped!
  310. Patch Sample Radius Clamped!
  311. Patch Sample Radius Clamped!
  312. Patch Sample Radius Clamped!
  313. Patch Sample Radius Clamped!
  314. Setting up ray-trace acceleration structure... Done (4.86 seconds)
  315. 6316 faces
  316. 1215526 square feet [175035856.00 square inches]
  317. 95 Displacements
  318. 190707 Square Feet [27461926.00 Square Inches]
  319. 6316 patches before subdivision
  320. 88512 patches after subdivision
  321. 55 direct lights
  322. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
  323. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (20)
  324. transfers 7790428, max 748
  325. transfer lists: 59.4 megs
  326. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  327. Bounce #1 added RGB(576238, 360492, 247982)
  328. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  329. Bounce #2 added RGB(102767, 60440, 39986)
  330. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  331. Bounce #3 added RGB(26655, 15232, 9484)
  332. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  333. Bounce #4 added RGB(8058, 4687, 2743)
  334. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  335. Bounce #5 added RGB(2882, 1664, 883)
  336. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  337. Bounce #6 added RGB(1134, 635, 301)
  338. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  339. Bounce #7 added RGB(479, 255, 106)
  340. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  341. Bounce #8 added RGB(211, 105, 38)
  342. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  343. Bounce #9 added RGB(96, 44, 14)
  344. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  345. Bounce #10 added RGB(45, 19, 5)
  346. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  347. Bounce #11 added RGB(21, 8, 2)
  348. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  349. Bounce #12 added RGB(10, 4, 1)
  350. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  351. Bounce #13 added RGB(5, 2, 0)
  352. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  353. Bounce #14 added RGB(2, 1, 0)
  354. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  355. Bounce #15 added RGB(1, 0, 0)
  356. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  357. Bounce #16 added RGB(1, 0, 0)
  358. Build Patch/Sample Hash Table(s).....Done<0.0439 sec>
  359. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
  360. FinalLightFace Done
  361. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  362. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  363. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (16)
  364. Writing leaf ambient...done
  365. Ready to Finish
  366.  
  367. Object names Objects/Maxobjs Memory / Maxmem Fullness
  368. ------------ --------------- --------------- --------
  369. models 35/1024 1680/49152 ( 3.4%)
  370. brushes 2154/8192 25848/98304 (26.3%)
  371. brushsides 13927/65536 111416/524288 (21.3%)
  372. planes 4080/65536 81600/1310720 ( 6.2%)
  373. vertexes 11562/65536 138744/786432 (17.6%)
  374. nodes 2902/65536 92864/2097152 ( 4.4%)
  375. texinfos 2615/12288 188280/884736 (21.3%)
  376. texdata 141/2048 4512/65536 ( 6.9%)
  377. dispinfos 95/0 16720/0 ( 0.0%)
  378. disp_verts 2375/0 47500/0 ( 0.0%)
  379. disp_tris 3040/0 6080/0 ( 0.0%)
  380. disp_lmsamples 416032/0 416032/0 ( 0.0%)
  381. faces 6316/65536 353696/3670016 ( 9.6%)
  382. hdr faces 6316/65536 353696/3670016 ( 9.6%)
  383. origfaces 4505/65536 252280/3670016 ( 6.9%)
  384. leaves 2938/65536 94016/2097152 ( 4.5%)
  385. leaffaces 7732/65536 15464/131072 (11.8%)
  386. leafbrushes 4699/65536 9398/131072 ( 7.2%)
  387. areas 13/256 104/2048 ( 5.1%)
  388. surfedges 48717/512000 194868/2048000 ( 9.5%)
  389. edges 31614/256000 126456/1024000 (12.3%)
  390. LDR worldlights 55/8192 4840/720896 ( 0.7%)
  391. HDR worldlights 55/8192 4840/720896 ( 0.7%)
  392. leafwaterdata 0/32768 0/393216 ( 0.0%)
  393. waterstrips 747/32768 7470/327680 ( 2.3%)
  394. waterverts 0/65536 0/786432 ( 0.0%)
  395. waterindices 14028/65536 28056/131072 (21.4%)
  396. cubemapsamples 5/1024 80/16384 ( 0.5%)
  397. overlays 177/512 62304/180224 (34.6%)
  398. LDR lightdata [variable] 4933964/0 ( 0.0%)
  399. HDR lightdata [variable] 4933964/0 ( 0.0%)
  400. visdata [variable] 294695/16777216 ( 1.8%)
  401. entdata [variable] 78931/393216 (20.1%)
  402. LDR ambient table 2938/65536 11752/262144 ( 4.5%)
  403. HDR ambient table 2938/65536 11752/262144 ( 4.5%)
  404. LDR leaf ambient 13684/65536 383152/1835008 (20.9%)
  405. HDR leaf ambient 13673/65536 382844/1835008 (20.9%)
  406. occluders 0/0 0/0 ( 0.0%)
  407. occluder polygons 0/0 0/0 ( 0.0%)
  408. occluder vert ind 0/0 0/0 ( 0.0%)
  409. detail props [variable] 1/672024 ( 0.0%)
  410. dtl prp lght [variable] 1/4 (25.0%)
  411. HDR dtl prp lght [variable] 1/4 (25.0%)
  412. static props [variable] 1/67562 ( 0.0%)
  413. pakfile [variable] 8730473/0 ( 0.0%)
  414. physics [variable] 741041/4194304 (17.7%)
  415. physics terrain [variable] 12821/1048576 ( 1.2%)
  416.  
  417. Level flags = 0
  418.  
  419. Total triangle count: 18206
  420. Writing c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  421. 1 minute, 23 seconds elapsed
  422. Valve Software - vrad.exe SSE (Apr 28 2010)
  423.  
  424. Valve Radiosity Simulator
  425. 2 threads
  426. [Reading texlights from 'lights.rad']
  427. [34 texlights parsed from 'lights.rad']
  428.  
  429. Loading c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  430. Patch Sample Radius Clamped!
  431. Patch Sample Radius Clamped!
  432. Patch Sample Radius Clamped!
  433. Patch Sample Radius Clamped!
  434. Patch Sample Radius Clamped!
  435. Patch Sample Radius Clamped!
  436. Patch Sample Radius Clamped!
  437. Patch Sample Radius Clamped!
  438. Setting up ray-trace acceleration structure... Done (4.86 seconds)
  439. 6316 faces
  440. 1215526 square feet [175035856.00 square inches]
  441. 95 Displacements
  442. 190707 Square Feet [27461926.00 Square Inches]
  443. 6316 patches before subdivision
  444. 88512 patches after subdivision
  445. 55 direct lights
  446. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
  447. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
  448. transfers 7790428, max 748
  449. transfer lists: 59.4 megs
  450. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  451. Bounce #1 added RGB(576238, 360492, 247982)
  452. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  453. Bounce #2 added RGB(102767, 60440, 39986)
  454. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  455. Bounce #3 added RGB(26655, 15232, 9484)
  456. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  457. Bounce #4 added RGB(8058, 4687, 2743)
  458. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  459. Bounce #5 added RGB(2882, 1664, 883)
  460. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  461. Bounce #6 added RGB(1134, 635, 301)
  462. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  463. Bounce #7 added RGB(479, 255, 106)
  464. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  465. Bounce #8 added RGB(211, 105, 38)
  466. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  467. Bounce #9 added RGB(96, 44, 14)
  468. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  469. Bounce #10 added RGB(45, 19, 5)
  470. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  471. Bounce #11 added RGB(21, 8, 2)
  472. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  473. Bounce #12 added RGB(10, 4, 1)
  474. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  475. Bounce #13 added RGB(5, 2, 0)
  476. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  477. Bounce #14 added RGB(2, 1, 0)
  478. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  479. Bounce #15 added RGB(1, 0, 0)
  480. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  481. Bounce #16 added RGB(1, 0, 0)
  482. Build Patch/Sample Hash Table(s).....Done<0.0482 sec>
  483. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
  484. FinalLightFace Done
  485. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  486. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  487. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (15)
  488. Writing leaf ambient...done
  489. Ready to Finish
  490.  
  491. Object names Objects/Maxobjs Memory / Maxmem Fullness
  492. ------------ --------------- --------------- --------
  493. models 35/1024 1680/49152 ( 3.4%)
  494. brushes 2154/8192 25848/98304 (26.3%)
  495. brushsides 13927/65536 111416/524288 (21.3%)
  496. planes 4080/65536 81600/1310720 ( 6.2%)
  497. vertexes 11562/65536 138744/786432 (17.6%)
  498. nodes 2902/65536 92864/2097152 ( 4.4%)
  499. texinfos 2615/12288 188280/884736 (21.3%)
  500. texdata 141/2048 4512/65536 ( 6.9%)
  501. dispinfos 95/0 16720/0 ( 0.0%)
  502. disp_verts 2375/0 47500/0 ( 0.0%)
  503. disp_tris 3040/0 6080/0 ( 0.0%)
  504. disp_lmsamples 416032/0 416032/0 ( 0.0%)
  505. faces 6316/65536 353696/3670016 ( 9.6%)
  506. hdr faces 6316/65536 353696/3670016 ( 9.6%)
  507. origfaces 4505/65536 252280/3670016 ( 6.9%)
  508. leaves 2938/65536 94016/2097152 ( 4.5%)
  509. leaffaces 7732/65536 15464/131072 (11.8%)
  510. leafbrushes 4699/65536 9398/131072 ( 7.2%)
  511. areas 13/256 104/2048 ( 5.1%)
  512. surfedges 48717/512000 194868/2048000 ( 9.5%)
  513. edges 31614/256000 126456/1024000 (12.3%)
  514. LDR worldlights 55/8192 4840/720896 ( 0.7%)
  515. HDR worldlights 55/8192 4840/720896 ( 0.7%)
  516. leafwaterdata 0/32768 0/393216 ( 0.0%)
  517. waterstrips 747/32768 7470/327680 ( 2.3%)
  518. waterverts 0/65536 0/786432 ( 0.0%)
  519. waterindices 14028/65536 28056/131072 (21.4%)
  520. cubemapsamples 5/1024 80/16384 ( 0.5%)
  521. overlays 177/512 62304/180224 (34.6%)
  522. LDR lightdata [variable] 4933964/0 ( 0.0%)
  523. HDR lightdata [variable] 4933964/0 ( 0.0%)
  524. visdata [variable] 294695/16777216 ( 1.8%)
  525. entdata [variable] 78931/393216 (20.1%)
  526. LDR ambient table 2938/65536 11752/262144 ( 4.5%)
  527. HDR ambient table 2938/65536 11752/262144 ( 4.5%)
  528. LDR leaf ambient 13684/65536 383152/1835008 (20.9%)
  529. HDR leaf ambient 13684/65536 383152/1835008 (20.9%)
  530. occluders 0/0 0/0 ( 0.0%)
  531. occluder polygons 0/0 0/0 ( 0.0%)
  532. occluder vert ind 0/0 0/0 ( 0.0%)
  533. detail props [variable] 1/672024 ( 0.0%)
  534. dtl prp lght [variable] 1/4 (25.0%)
  535. HDR dtl prp lght [variable] 1/4 (25.0%)
  536. static props [variable] 1/67562 ( 0.0%)
  537. pakfile [variable] 8730473/0 ( 0.0%)
  538. physics [variable] 741041/4194304 (17.7%)
  539. physics terrain [variable] 12821/1048576 ( 1.2%)
  540.  
  541. Level flags = 0
  542.  
  543. Total triangle count: 18206
  544. Writing c:\program files\steam\steamapps\lordhannest\sourcesdk_content\tf\mapsrc\ctf_stockpile_a11.bsp
  545. 1 minute, 24 seconds elapsed
  546.  
  547. ** Executing...
  548. ** Command: Copy File
  549. ** 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"
  550.  
  551.  
  552. ** Executing...
  553. ** Command: "c:\program files\steam\steamapps\lordhannest\team fortress 2\hl2.exe"
  554. ** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\lordhannest\team fortress 2\tf" +map "ctf_stockpile_a11"
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