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- ** Executing...
- ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
- ** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\assemblyline3"
- Valve Software - vbsp.exe (Jun 21 2018)
- 8 threads
- materialPath: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
- Loading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\assemblyline3.vmf
- 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 d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\assemblyline3.prt...Building visibility clusters...
- done (0)
- *** Error: Skybox vtf files for skybox/sky_halloween_night_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_halloween_night_01 to build the default cubemap!
- *** Error: Skybox vtf files for skybox/sky_halloween_night_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_halloween_night_01 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) (11257 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 44 texinfos to 30
- Reduced 5 texdatas to 5 (119 bytes to 119)
- Writing d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\assemblyline3.bsp
- ZIP Output overshot buffer estimate: Estimated 0, actual 54
- 0 seconds elapsed
- ** Executing...
- ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
- ** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\assemblyline3"
- Valve Software - vvis.exe (Jun 21 2018)
- 8 threads
- reading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\assemblyline3.bsp
- reading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\assemblyline3.prt
- 44 portalclusters
- 74 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 (0)
- Optimized: 0 visible clusters (0.00%)
- Total clusters visible: 1788
- Average clusters visible: 40
- Building PAS...
- Average clusters audible: 44
- visdatasize:884 compressed from 704
- writing d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\assemblyline3.bsp
- ZIP Output overshot buffer estimate: Estimated 0, actual 54
- 0 seconds elapsed
- ** Executing...
- ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
- ** Parameters: -both -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\assemblyline3"
- Valve Software - vrad.exe SSE (Jun 21 2018)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\assemblyline3.bsp
- Setting up ray-trace acceleration structure... Done (0.00 seconds)
- 236 faces
- 101489 square feet [14614528.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 236 patches before subdivision
- 9748 patches after subdivision
- sun extent from map=0.000000
- 2 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
- transfers 1407695, max 371
- transfer lists: 10.7 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(672, 103, 7)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(126, 17, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(25, 3, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(5, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(1, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0025 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
- FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 1/1024 48/49152 ( 0.1%)
- brushes 30/8192 360/98304 ( 0.4%)
- brushsides 180/65536 1440/524288 ( 0.3%)
- planes 72/65536 1440/1310720 ( 0.1%)
- vertexes 280/65536 3360/786432 ( 0.4%)
- nodes 100/65536 3200/2097152 ( 0.2%)
- texinfos 30/12288 2160/884736 ( 0.2%)
- texdata 5/2048 160/65536 ( 0.2%)
- 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 236/65536 13216/3670016 ( 0.4%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 58/65536 3248/3670016 ( 0.1%)
- leaves 102/65536 3264/2097152 ( 0.2%)
- leaffaces 252/65536 504/131072 ( 0.4%)
- leafbrushes 66/65536 132/131072 ( 0.1%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 1238/512000 4952/2048000 ( 0.2%)
- edges 745/256000 2980/1024000 ( 0.3%)
- LDR worldlights 2/8192 176/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 8/32768 80/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 105/65536 210/131072 ( 0.2%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 627724/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 884/16777216 ( 0.0%)
- entdata [variable] 878/393216 ( 0.2%)
- LDR ambient table 102/65536 408/262144 ( 0.2%)
- HDR ambient table 102/65536 408/262144 ( 0.2%)
- LDR leaf ambient 124/65536 3472/1835008 ( 0.2%)
- HDR leaf ambient 102/65536 2856/1835008 ( 0.2%)
- 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] 1/372 ( 0.3%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 54/0 ( 0.0%)
- physics [variable] 11257/4194304 ( 0.3%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 534
- Writing d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\assemblyline3.bsp
- ZIP Output overshot buffer estimate: Estimated 0, actual 54
- 1 second elapsed
- Valve Software - vrad.exe SSE (Jun 21 2018)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\assemblyline3.bsp
- Setting up ray-trace acceleration structure... Done (0.00 seconds)
- 236 faces
- 101489 square feet [14614528.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 236 patches before subdivision
- 9748 patches after subdivision
- sun extent from map=0.000000
- 2 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
- transfers 1407695, max 371
- transfer lists: 10.7 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(672, 103, 7)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(126, 17, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(25, 3, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(5, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(1, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0027 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
- FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 1/1024 48/49152 ( 0.1%)
- brushes 30/8192 360/98304 ( 0.4%)
- brushsides 180/65536 1440/524288 ( 0.3%)
- planes 72/65536 1440/1310720 ( 0.1%)
- vertexes 280/65536 3360/786432 ( 0.4%)
- nodes 100/65536 3200/2097152 ( 0.2%)
- texinfos 30/12288 2160/884736 ( 0.2%)
- texdata 5/2048 160/65536 ( 0.2%)
- 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 236/65536 13216/3670016 ( 0.4%)
- hdr faces 236/65536 13216/3670016 ( 0.4%)
- origfaces 58/65536 3248/3670016 ( 0.1%)
- leaves 102/65536 3264/2097152 ( 0.2%)
- leaffaces 252/65536 504/131072 ( 0.4%)
- leafbrushes 66/65536 132/131072 ( 0.1%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 1238/512000 4952/2048000 ( 0.2%)
- edges 745/256000 2980/1024000 ( 0.3%)
- LDR worldlights 2/8192 176/720896 ( 0.0%)
- HDR worldlights 2/8192 176/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 8/32768 80/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 105/65536 210/131072 ( 0.2%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 627724/0 ( 0.0%)
- HDR lightdata [variable] 627724/0 ( 0.0%)
- visdata [variable] 884/16777216 ( 0.0%)
- entdata [variable] 878/393216 ( 0.2%)
- LDR ambient table 102/65536 408/262144 ( 0.2%)
- HDR ambient table 102/65536 408/262144 ( 0.2%)
- LDR leaf ambient 124/65536 3472/1835008 ( 0.2%)
- HDR leaf ambient 124/65536 3472/1835008 ( 0.2%)
- 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] 1/372 ( 0.3%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 54/0 ( 0.0%)
- physics [variable] 11257/4194304 ( 0.3%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 534
- Writing d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\assemblyline3.bsp
- ZIP Output overshot buffer estimate: Estimated 0, actual 54
- 0 seconds elapsed
- ** Executing...
- ** Command: Copy File
- ** Parameters: "d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\assemblyline3.bsp" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\assemblyline3.bsp"
- ** Executing...
- ** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\hl2.exe"
- ** Parameters: -dev -console -allowdebug -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" +map "assemblyline3"
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