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  1.  
  2. ** Executing...
  3. ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
  4. ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Workspace\Hammer\ph_spookyhotel_a0\ph_spookyhotel_a0.vmf"
  5.  
  6. Valve Software - vbsp.exe (Mar 2 2016)
  7. 4 threads
  8. materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
  9. Loading D:\Workspace\Hammer\ph_spookyhotel_a0\ph_spookyhotel_a0.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. fixing up env_cubemap materials on brush sides...
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  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 216 detail faces...done (0)
  19. Merging details...done (0)
  20. FixTjuncs...
  21. PruneNodes...
  22. WriteBSP...
  23. done (0)
  24. writing D:\Workspace\Hammer\ph_spookyhotel_a0\ph_spookyhotel_a0.prt...Building visibility clusters...
  25. done (0)
  26. *** Error: Skybox vtf files for skybox/sky_harvest_01 weren't compiled with the same size texture and/or same flags!
  27. Can't load skybox file skybox/sky_harvest_01 to build the default cubemap!
  28. *** Error: Skybox vtf files for skybox/sky_harvest_01 weren't compiled with the same size texture and/or same flags!
  29. Can't load skybox file skybox/sky_harvest_01 to build the default cubemap!
  30. Finding displacement neighbors...
  31. Finding lightmap sample positions...
  32. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  33. Building Physics collision data...
  34. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  35. done (0) (684657 bytes)
  36. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  37. Compacting texture/material tables...
  38. Reduced 1656 texinfos to 1260
  39. Reduced 215 texdatas to 187 (8270 bytes to 7186)
  40. Writing D:\Workspace\Hammer\ph_spookyhotel_a0\ph_spookyhotel_a0.bsp
  41. Wrote ZIP buffer, estimated size 49606, actual size 36126
  42. 3 seconds elapsed
  43.  
  44. ** Executing...
  45. ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
  46. ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Workspace\Hammer\ph_spookyhotel_a0\ph_spookyhotel_a0"
  47.  
  48. Valve Software - vvis.exe (Mar 2 2016)
  49. 4 threads
  50. reading d:\workspace\hammer\ph_spookyhotel_a0\ph_spookyhotel_a0.bsp
  51. reading d:\workspace\hammer\ph_spookyhotel_a0\ph_spookyhotel_a0.prt
  52. 565 portalclusters
  53. 1255 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 (1)
  56. Optimized: 240 visible clusters (0.48%)
  57. Total clusters visible: 50453
  58. Average clusters visible: 89
  59. Building PAS...
  60. Average clusters audible: 317
  61. visdatasize:61951 compressed from 81360
  62. writing d:\workspace\hammer\ph_spookyhotel_a0\ph_spookyhotel_a0.bsp
  63. 1 second elapsed
  64.  
  65. ** Executing...
  66. ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
  67. ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Workspace\Hammer\ph_spookyhotel_a0\ph_spookyhotel_a0"
  68.  
  69. Valve Software - vrad.exe SSE (Mar 2 2016)
  70.  
  71. Valve Radiosity Simulator
  72. 4 threads
  73. [Reading texlights from 'lights.rad']
  74. unknown light specifier type - lights
  75.  
  76. [56 texlights parsed from 'lights.rad']
  77.  
  78. Loading d:\workspace\hammer\ph_spookyhotel_a0\ph_spookyhotel_a0.bsp
  79. Setting up ray-trace acceleration structure... Done (1.22 seconds)
  80. 5142 faces
  81. 10 degenerate faces
  82. 747229 square feet [107601032.00 square inches]
  83. 9 Displacements
  84. 4663 Square Feet [671540.44 Square Inches]
  85. 5132 patches before subdivision
  86. 122952 patches after subdivision
  87. sun extent from map=0.087156
  88. 610 direct lights
  89. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (35)
  90. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (8)
  91. transfers 14834012, max 674
  92. transfer lists: 113.2 megs
  93. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  94. Bounce #1 added RGB(478272, 420699, 365725)
  95. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  96. Bounce #2 added RGB(159612, 127041, 101300)
  97. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  98. Bounce #3 added RGB(52360, 38571, 28161)
  99. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  100. Bounce #4 added RGB(18833, 12813, 8703)
  101. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  102. Bounce #5 added RGB(6949, 4351, 2757)
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  104. Bounce #6 added RGB(2693, 1531, 908)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  106. Bounce #7 added RGB(1083, 549, 305)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  108. Bounce #8 added RGB(457, 201, 105)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  110. Bounce #9 added RGB(202, 75, 36)
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  112. Bounce #10 added RGB(94, 28, 13)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  114. Bounce #11 added RGB(46, 11, 5)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  116. Bounce #12 added RGB(23, 4, 2)
  117. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  118. Bounce #13 added RGB(12, 2, 1)
  119. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  120. Bounce #14 added RGB(7, 1, 0)
  121. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  122. Bounce #15 added RGB(4, 0, 0)
  123. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  124. Bounce #16 added RGB(2, 0, 0)
  125. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  126. Bounce #17 added RGB(1, 0, 0)
  127. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  128. Bounce #18 added RGB(1, 0, 0)
  129. Build Patch/Sample Hash Table(s).....Done<0.0311 sec>
  130. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
  131. FinalLightFace Done
  132. 0 of 470 (0% of) surface lights went in leaf ambient cubes.
  133. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
  134. Writing leaf ambient...done
  135. Ready to Finish
  136.  
  137. Object names Objects/Maxobjs Memory / Maxmem Fullness
  138. ------------ --------------- --------------- --------
  139. models 31/1024 1488/49152 ( 3.0%)
  140. brushes 1631/8192 19572/98304 (19.9%)
  141. brushsides 11099/65536 88792/524288 (16.9%)
  142. planes 3438/65536 68760/1310720 ( 5.2%)
  143. vertexes 8914/65536 106968/786432 (13.6%)
  144. nodes 1493/65536 47776/2097152 ( 2.3%)
  145. texinfos 1260/12288 90720/884736 (10.3%)
  146. texdata 187/2048 5984/65536 ( 9.1%)
  147. dispinfos 9/0 1584/0 ( 0.0%)
  148. disp_verts 657/0 13140/0 ( 0.0%)
  149. disp_tris 1056/0 2112/0 ( 0.0%)
  150. disp_lmsamples 13097/0 13097/0 ( 0.0%)
  151. faces 5142/65536 287952/3670016 ( 7.8%)
  152. hdr faces 0/65536 0/3670016 ( 0.0%)
  153. origfaces 3791/65536 212296/3670016 ( 5.8%)
  154. leaves 1525/65536 48800/2097152 ( 2.3%)
  155. leaffaces 6182/65536 12364/131072 ( 9.4%)
  156. leafbrushes 2467/65536 4934/131072 ( 3.8%)
  157. areas 16/256 128/2048 ( 6.3%)
  158. surfedges 42139/512000 168556/2048000 ( 8.2%)
  159. edges 28378/256000 113512/1024000 (11.1%)
  160. LDR worldlights 610/8192 53680/720896 ( 7.4%)
  161. HDR worldlights 0/8192 0/720896 ( 0.0%)
  162. leafwaterdata 0/32768 0/393216 ( 0.0%)
  163. waterstrips 774/32768 7740/327680 ( 2.4%)
  164. waterverts 0/65536 0/786432 ( 0.0%)
  165. waterindices 16668/65536 33336/131072 (25.4%)
  166. cubemapsamples 56/1024 896/16384 ( 5.5%)
  167. overlays 25/512 8800/180224 ( 4.9%)
  168. LDR lightdata [variable] 3965228/0 ( 0.0%)
  169. HDR lightdata [variable] 0/0 ( 0.0%)
  170. visdata [variable] 61951/16777216 ( 0.4%)
  171. entdata [variable] 123419/393216 (31.4%)
  172. LDR ambient table 1525/65536 6100/262144 ( 2.3%)
  173. HDR ambient table 1525/65536 6100/262144 ( 2.3%)
  174. LDR leaf ambient 6539/65536 183092/1835008 (10.0%)
  175. HDR leaf ambient 1525/65536 42700/1835008 ( 2.3%)
  176. occluders 1/0 40/0 ( 0.0%)
  177. occluder polygons 2/0 24/0 ( 0.0%)
  178. occluder vert ind 8/0 32/0 ( 0.0%)
  179. detail props [variable] 1/12 ( 8.3%)
  180. static props [variable] 1/36562 ( 0.0%)
  181. pakfile [variable] 36126/0 ( 0.0%)
  182. physics [variable] 684657/4194304 (16.3%)
  183. physics terrain [variable] 0/1048576 ( 0.0%)
  184.  
  185. Level flags = 0
  186.  
  187. Total triangle count: 16654
  188. Writing d:\workspace\hammer\ph_spookyhotel_a0\ph_spookyhotel_a0.bsp
  189. 51 seconds elapsed
  190.  
  191. ** Executing...
  192. ** Command: Copy File
  193. ** Parameters: "D:\Workspace\Hammer\ph_spookyhotel_a0\ph_spookyhotel_a0.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\ph_spookyhotel_a0.bsp"
  194.  
  195.  
  196. ** Executing...
  197. ** Command: "D:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
  198. ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" -console -novid -windowed +map "ph_spookyhotel_a0" -steam
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