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  1. Current compile log of Version 2 of Basebunker.
  2.  
  3. ----
  4.  
  5. ** Executing...
  6. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vbsp.exe"
  7. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1"
  8.  
  9. Valve Software - vbsp.exe (Jun 14 2017)
  10. 4 threads
  11. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\materials
  12. Loading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.vmf
  13. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  14. Patching WVT material: maps/dm_basebunker_v1/dev/dev_blendmeasure_wvt_patch
  15. Patching WVT material: maps/dm_basebunker_v1/nature/blenddirtmud01_wvt_patch
  16. fixing up env_cubemap materials on brush sides...
  17. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  18. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  19. Processing areas...done (0)
  20. Building Faces...done (0)
  21. Chop Details...done (1)
  22. Find Visible Detail Sides...
  23. Merged 3398 detail faces...done (2)
  24. Merging details...done (1)
  25. FixTjuncs...
  26. PruneNodes...
  27. WriteBSP...
  28. done (1)
  29. writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.prt...Building visibility clusters...
  30. done (0)
  31. Creating default LDR cubemaps for env_cubemap using skybox materials:
  32. skybox/sky_day01_01*.vmt
  33. ! Run buildcubemaps in the engine to get the correct cube maps.
  34. Creating default HDR cubemaps for env_cubemap using skybox materials:
  35. skybox/sky_day01_01*.vmt
  36. ! Run buildcubemaps in the engine to get the correct cube maps.
  37. Finding displacement neighbors...
  38. Finding lightmap sample positions...
  39. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  40. Building Physics collision data...
  41. done (1) (2002707 bytes)
  42. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  43. Compacting texture/material tables...
  44. Reduced 14268 texinfos to 8657
  45. Reduced 956 texdatas to 835 (55969 bytes to 49689)
  46. Writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
  47. Wrote ZIP buffer, estimated size 9345461, actual size 9237645
  48. 29 seconds elapsed
  49.  
  50. ** Executing...
  51. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vvis.exe"
  52. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1"
  53.  
  54. Valve Software - vvis.exe (Jun 14 2017)
  55. 4 threads
  56. reading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
  57. reading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.prt
  58. 611 portalclusters
  59. 1249 numportals
  60. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  61. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
  62. Optimized: 219 visible clusters (0.43%)
  63. Total clusters visible: 50846
  64. Average clusters visible: 83
  65. Building PAS...
  66. Average clusters audible: 217
  67. visdatasize:55268 compressed from 97760
  68. writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
  69. 0 seconds elapsed
  70.  
  71. ** Executing...
  72. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vrad.exe"
  73. ** Parameters: -textureshadows -StaticPropLighting -StaticPropPolys -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1"
  74.  
  75. Valve Software - vrad.exe SSE (Jun 14 2017)
  76.  
  77. Valve Radiosity Simulator
  78. 4 threads
  79. [Reading texlights from 'lights.rad']
  80. [48 texlights parsed from 'lights.rad']
  81.  
  82. Loading c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
  83. Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf
  84. Loaded alpha texture materials\models\Cliffs\ferns01.vtf
  85. Loaded alpha texture materials\models\props_foliage\rocks_vegetation.vtf
  86. Loaded alpha texture materials\models\props_forest\fern01.vtf
  87. Setting up ray-trace acceleration structure... Done (13.54 seconds)
  88. 18583 faces
  89. 10 degenerate faces
  90. 297520 square feet [42842912.00 square inches]
  91. 22 Displacements
  92. 1581 Square Feet [227752.44 Square Inches]
  93. 18573 patches before subdivision
  94. 419735 patches after subdivision
  95. 356 direct lights
  96. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (74)
  97. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (111)
  98. transfers 70353249, max 1727
  99. transfer lists: 536.8 megs
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  101. Bounce #1 added RGB(916409, 337443, 96111)
  102. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  103. Bounce #2 added RGB(180772, 68802, 17180)
  104. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  105. Bounce #3 added RGB(28371, 10768, 2361)
  106. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  107. Bounce #4 added RGB(5814, 2368, 459)
  108. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  109. Bounce #5 added RGB(1191, 496, 85)
  110. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  111. Bounce #6 added RGB(279, 125, 19)
  112. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  113. Bounce #7 added RGB(72, 32, 4)
  114. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  115. Bounce #8 added RGB(19, 9, 1)
  116. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  117. Bounce #9 added RGB(6, 3, 0)
  118. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  119. Bounce #10 added RGB(2, 1, 0)
  120. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  121. Bounce #11 added RGB(1, 0, 0)
  122. Build Patch/Sample Hash Table(s).....Done<5.4431 sec>
  123. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (43)
  124. FinalLightFace Done
  125. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  126. 1 of 1 (100% of) surface lights went in leaf ambient cubes.
  127. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (10)
  128. Writing leaf ambient...done
  129. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (26)
  130.  
  131. Ready to Finish
  132.  
  133. Object names Objects/Maxobjs Memory / Maxmem Fullness
  134. ------------ --------------- --------------- --------
  135. models 30/1024 1440/49152 ( 2.9%)
  136. brushes 5489/8192 65868/98304 (67.0%)
  137. brushsides 45446/65536 363568/524288 (69.3%)
  138. planes 27314/65536 546280/1310720 (41.7%)
  139. vertexes 31858/65536 382296/786432 (48.6%)
  140. nodes 2055/65536 65760/2097152 ( 3.1%)
  141. texinfos 8657/12288 623304/884736 (70.5%)
  142. texdata 835/2048 26720/65536 (40.8%)
  143. dispinfos 22/0 3872/0 ( 0.0%)
  144. disp_verts 1390/0 27800/0 ( 0.0%)
  145. disp_tris 2144/0 4288/0 ( 0.0%)
  146. disp_lmsamples 75008/0 75008/0 ( 0.0%)
  147. faces 18583/65536 1040648/3670016 (28.4%)
  148. hdr faces 0/65536 0/3670016 ( 0.0%)
  149. origfaces 14244/65536 797664/3670016 (21.7%)
  150. leaves 2086/65536 66752/2097152 ( 3.2%)
  151. leaffaces 23517/65536 47034/131072 (35.9%)
  152. leafbrushes 8455/65536 16910/131072 (12.9%)
  153. areas 24/256 192/2048 ( 9.4%)
  154. surfedges 149905/512000 599620/2048000 (29.3%)
  155. edges 93856/256000 375424/1024000 (36.7%)
  156. LDR worldlights 356/8192 31328/720896 ( 4.3%)
  157. HDR worldlights 0/8192 0/720896 ( 0.0%)
  158. leafwaterdata 4/32768 48/393216 ( 0.0%)
  159. waterstrips 2068/32768 20680/327680 ( 6.3%)
  160. waterverts 0/65536 0/786432 ( 0.0%)
  161. waterindices 46542/65536 93084/131072 (71.0%)
  162. cubemapsamples 84/1024 1344/16384 ( 8.2%)
  163. overlays 359/512 126368/180224 (70.1%)
  164. LDR lightdata [variable] 38251520/0 ( 0.0%)
  165. HDR lightdata [variable] 0/0 ( 0.0%)
  166. visdata [variable] 55268/16777216 ( 0.3%)
  167. entdata [variable] 403341/393216 (102.6%) VERY FULL!
  168. LDR ambient table 2086/65536 8344/262144 ( 3.2%)
  169. HDR ambient table 2086/65536 8344/262144 ( 3.2%)
  170. LDR leaf ambient 7119/65536 199332/1835008 (10.9%)
  171. HDR leaf ambient 2086/65536 58408/1835008 ( 3.2%)
  172. occluders 0/0 0/0 ( 0.0%)
  173. occluder polygons 0/0 0/0 ( 0.0%)
  174. occluder vert ind 0/0 0/0 ( 0.0%)
  175. detail props [variable] 1/3124 ( 0.0%)
  176. dtl prp lght [variable] 1/4 (25.0%)
  177. HDR dtl prp lght [variable] 1/4 (25.0%)
  178. static props [variable] 1/207618 ( 0.0%)
  179. pakfile [variable] 15985987/0 ( 0.0%)
  180. physics [variable] 2002707/4194304 (47.7%)
  181. physics terrain [variable] 4976/1048576 ( 0.5%)
  182.  
  183. Level flags = 1
  184.  
  185. Total triangle count: 54867
  186. Writing c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp
  187. 5 minutes, 14 seconds elapsed
  188.  
  189. ** Executing...
  190. ** Command: Copy File
  191. ** Parameters: "c:\dropbox\level design\basebunker\basebunker_new\maps\basebunker_old\dm_basebunker\dm_basebunker_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\dm_basebunker_v1.bsp"
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