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- ** Executing...
- ** Command: "c:\games\steam\steamapps\weegee855\sourcesdk\bin\orangebox\bin\vbsp.exe"
- ** Parameters: -game "c:\games\steam\steamapps\weegee855\team fortress 2\tf" "C:\Games\Steam\steamapps\weegee855\sourcesdk_content\tf\mapsrc\cp_navarro_b1.vmf"
- Valve Software - vbsp.exe (Jul 7 2010)
- 4 threads
- materialPath: c:\games\steam\steamapps\weegee855\team fortress 2\tf\materials
- Loading C:\Games\Steam\steamapps\weegee855\sourcesdk_content\tf\mapsrc\cp_navarro_b1.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- 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)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Games\Steam\steamapps\weegee855\sourcesdk_content\tf\mapsrc\cp_navarro_b1.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_hydro_01*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_hydro_01*.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...
- done (0) (62546 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 191 texinfos to 154
- Reduced 16 texdatas to 16 (314 bytes to 314)
- Writing C:\Games\Steam\steamapps\weegee855\sourcesdk_content\tf\mapsrc\cp_navarro_b1.bsp
- 2 seconds elapsed
- ** Executing...
- ** Command: "c:\games\steam\steamapps\weegee855\sourcesdk\bin\orangebox\bin\vvis.exe"
- ** Parameters: -game "c:\games\steam\steamapps\weegee855\team fortress 2\tf" "C:\Games\Steam\steamapps\weegee855\sourcesdk_content\tf\mapsrc\cp_navarro_b1"
- Valve Software - vvis.exe (Jul 7 2010)
- 4 threads
- reading c:\games\steam\steamapps\weegee855\sourcesdk_content\tf\mapsrc\cp_navarro_b1.bsp
- reading c:\games\steam\steamapps\weegee855\sourcesdk_content\tf\mapsrc\cp_navarro_b1.prt
- 507 portalclusters
- 1348 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 (4)
- Optimized: 835 visible clusters (0.00%)
- Total clusters visible: 58686
- Average clusters visible: 115
- Building PAS...
- Average clusters audible: 459
- visdatasize:60233 compressed from 64896
- writing c:\games\steam\steamapps\weegee855\sourcesdk_content\tf\mapsrc\cp_navarro_b1.bsp
- 4 seconds elapsed
- ** Executing...
- ** Command: "c:\games\steam\steamapps\weegee855\sourcesdk\bin\orangebox\bin\vrad.exe"
- ** Parameters: -game "c:\games\steam\steamapps\weegee855\team fortress 2\tf" "C:\Games\Steam\steamapps\weegee855\sourcesdk_content\tf\mapsrc\cp_navarro_b1"
- 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:\games\steam\steamapps\weegee855\sourcesdk_content\tf\mapsrc\cp_navarro_b1.bsp
- Setting up ray-trace acceleration structure... Done (0.80 seconds)
- 1895 faces
- 2 degenerate faces
- 763977 square feet [110012768.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 1893 patches before subdivision
- 49937 patches after subdivision
- 18 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
- transfers 3716287, max 439
- transfer lists: 28.4 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(435140, 388552, 345145)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #2 added RGB(163166, 131864, 105165)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(65657, 49210, 36016)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #4 added RGB(27282, 18849, 12662)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #5 added RGB(11521, 7325, 4505)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(4920, 2872, 1618)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #7 added RGB(2119, 1133, 585)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(920, 450, 212)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(402, 179, 77)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #10 added RGB(176, 72, 28)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #11 added RGB(78, 29, 10)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(35, 12, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #13 added RGB(15, 5, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #14 added RGB(7, 2, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #15 added RGB(3, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #16 added RGB(1, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #17 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0400 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
- 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 (28)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 10/1024 480/49152 ( 1.0%)
- brushes 165/8192 1980/98304 ( 2.0%)
- brushsides 1022/65536 8176/524288 ( 1.6%)
- planes 938/65536 18760/1310720 ( 1.4%)
- vertexes 3174/65536 38088/786432 ( 4.8%)
- nodes 1072/65536 34304/2097152 ( 1.6%)
- texinfos 154/12288 11088/884736 ( 1.3%)
- texdata 16/2048 512/65536 ( 0.8%)
- 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 1895/65536 106120/3670016 ( 2.9%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 613/65536 34328/3670016 ( 0.9%)
- leaves 1083/65536 34656/2097152 ( 1.7%)
- leaffaces 2335/65536 4670/131072 ( 3.6%)
- leafbrushes 651/65536 1302/131072 ( 1.0%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 11529/512000 46116/2048000 ( 2.3%)
- edges 6228/256000 24912/1024000 ( 2.4%)
- LDR worldlights 18/8192 1584/720896 ( 0.2%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 188/32768 1880/327680 ( 0.6%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 2637/65536 5274/131072 ( 4.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 3800820/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 60233/16777216 ( 0.4%)
- entdata [variable] 16236/393216 ( 4.1%)
- LDR ambient table 1083/65536 4332/262144 ( 1.7%)
- HDR ambient table 1083/65536 4332/262144 ( 1.7%)
- LDR leaf ambient 5376/65536 150528/1835008 ( 8.2%)
- HDR leaf ambient 1083/65536 30324/1835008 ( 1.7%)
- 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] 1/7434 ( 0.0%)
- pakfile [variable] 105683/0 ( 0.0%)
- physics [variable] 62546/4194304 ( 1.5%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 5287
- Writing c:\games\steam\steamapps\weegee855\sourcesdk_content\tf\mapsrc\cp_navarro_b1.bsp
- 1 minute, 12 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "C:\Games\Steam\steamapps\weegee855\sourcesdk_content\tf\mapsrc\cp_navarro_b1.bsp" "c:\games\steam\steamapps\weegee855\team fortress 2\tf\maps\cp_navarro_b1.bsp"
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