- Jun 26, 2018
- 44
- 1
So i have a "vertical water", I.E. what one would see in a surf map.
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\(redacted lol)\Downloads\surf_lux_casual.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\(redacted lol)\Downloads\surf_lux_casual.vmf
Patching WVT material: maps/surf_lux_casual/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/surf_lux_casual/brick/blendcobbletocobblesnow001_wvt_patch
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)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 4024 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\(redacted lol)\Downloads\surf_lux_casual.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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 (2) (594505 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1911 texinfos to 1010
Reduced 70 texdatas to 62 (3482 bytes to 3259)
Writing C:\Users\(redacted lol)\Downloads\surf_lux_casual.bsp
Wrote ZIP buffer, estimated size 3733726, actual size 3717298
6 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\(redacted lol)\Downloads\surf_lux_casual"
Valve Software - vvis.exe (Aug 2 2018)
4 threads
reading c:\users\(redacted lol)\downloads\surf_lux_casual.bsp
reading c:\users\(redacted lol)\downloads\surf_lux_casual.prt
541 portalclusters
1074 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: 131 visible clusters (0.32%)
Total clusters visible: 40938
Average clusters visible: 75
Building PAS...
Average clusters audible: 169
visdatasize:46893 compressed from 77904
writing c:\users\(redacted lol)\downloads\surf_lux_casual.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\(redacted lol)\Downloads\surf_lux_casual"
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\(redacted lol)\downloads\surf_lux_casual.bsp
Setting up ray-trace acceleration structure... Done (1.69 seconds)
7254 faces
75 degenerate faces
13357682 square feet [1923506176.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
7179 patches before subdivision
146589 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14)
transfers 22912319, max 904
transfer lists: 174.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1196 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (7)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 86/1024 4128/49152 ( 8.4%)
brushes 2262/8192 27144/98304 (27.6%)
brushsides 40475/65536 323800/524288 (61.8%)
planes 49610/65536 992200/1310720 (75.7%)
vertexes 16148/65536 193776/786432 (24.6%)
nodes 2162/65536 69184/2097152 ( 3.3%)
texinfos 1010/12288 72720/884736 ( 8.2%)
texdata 62/2048 1984/65536 ( 3.0%)
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 7254/65536 406224/3670016 (11.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3766/65536 210896/3670016 ( 5.7%)
leaves 2249/65536 71968/2097152 ( 3.4%)
leaffaces 8972/65536 17944/131072 (13.7%)
leafbrushes 3692/65536 7384/131072 ( 5.6%)
areas 4/256 32/2048 ( 1.6%)
surfedges 54607/512000 218428/2048000 (10.7%)
edges 32992/256000 131968/1024000 (12.9%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2555/32768 25550/327680 ( 7.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 44664/65536 89328/131072 (68.2%)
cubemapsamples 34/1024 544/16384 ( 3.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5029452/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 46893/16777216 ( 0.3%)
entdata [variable] 30267/393216 ( 7.7%)
LDR ambient table 2249/65536 8996/262144 ( 3.4%)
HDR ambient table 2249/65536 8996/262144 ( 3.4%)
LDR leaf ambient 1061/65536 29708/1835008 ( 1.6%)
HDR leaf ambient 2249/65536 62972/1835008 ( 3.4%)
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] 1/12 ( 8.3%)
pakfile [variable] 3717298/0 ( 0.0%)
physics [variable] 594505/4194304 (14.2%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 24983
Writing c:\users\(redacted lol)\downloads\surf_lux_casual.bsp
29 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\(redacted lol)\Downloads\surf_lux_casual.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\surf_lux_casual.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\(redacted lol)\Downloads\surf_lux_casual.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\(redacted lol)\Downloads\surf_lux_casual.vmf
Patching WVT material: maps/surf_lux_casual/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/surf_lux_casual/brick/blendcobbletocobblesnow001_wvt_patch
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)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 4024 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\(redacted lol)\Downloads\surf_lux_casual.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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 (2) (594505 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1911 texinfos to 1010
Reduced 70 texdatas to 62 (3482 bytes to 3259)
Writing C:\Users\(redacted lol)\Downloads\surf_lux_casual.bsp
Wrote ZIP buffer, estimated size 3733726, actual size 3717298
6 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\(redacted lol)\Downloads\surf_lux_casual"
Valve Software - vvis.exe (Aug 2 2018)
4 threads
reading c:\users\(redacted lol)\downloads\surf_lux_casual.bsp
reading c:\users\(redacted lol)\downloads\surf_lux_casual.prt
541 portalclusters
1074 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: 131 visible clusters (0.32%)
Total clusters visible: 40938
Average clusters visible: 75
Building PAS...
Average clusters audible: 169
visdatasize:46893 compressed from 77904
writing c:\users\(redacted lol)\downloads\surf_lux_casual.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\(redacted lol)\Downloads\surf_lux_casual"
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\(redacted lol)\downloads\surf_lux_casual.bsp
Setting up ray-trace acceleration structure... Done (1.69 seconds)
7254 faces
75 degenerate faces
13357682 square feet [1923506176.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
7179 patches before subdivision
146589 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14)
transfers 22912319, max 904
transfer lists: 174.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1196 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (7)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 86/1024 4128/49152 ( 8.4%)
brushes 2262/8192 27144/98304 (27.6%)
brushsides 40475/65536 323800/524288 (61.8%)
planes 49610/65536 992200/1310720 (75.7%)
vertexes 16148/65536 193776/786432 (24.6%)
nodes 2162/65536 69184/2097152 ( 3.3%)
texinfos 1010/12288 72720/884736 ( 8.2%)
texdata 62/2048 1984/65536 ( 3.0%)
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 7254/65536 406224/3670016 (11.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3766/65536 210896/3670016 ( 5.7%)
leaves 2249/65536 71968/2097152 ( 3.4%)
leaffaces 8972/65536 17944/131072 (13.7%)
leafbrushes 3692/65536 7384/131072 ( 5.6%)
areas 4/256 32/2048 ( 1.6%)
surfedges 54607/512000 218428/2048000 (10.7%)
edges 32992/256000 131968/1024000 (12.9%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2555/32768 25550/327680 ( 7.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 44664/65536 89328/131072 (68.2%)
cubemapsamples 34/1024 544/16384 ( 3.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5029452/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 46893/16777216 ( 0.3%)
entdata [variable] 30267/393216 ( 7.7%)
LDR ambient table 2249/65536 8996/262144 ( 3.4%)
HDR ambient table 2249/65536 8996/262144 ( 3.4%)
LDR leaf ambient 1061/65536 29708/1835008 ( 1.6%)
HDR leaf ambient 2249/65536 62972/1835008 ( 3.4%)
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] 1/12 ( 8.3%)
pakfile [variable] 3717298/0 ( 0.0%)
physics [variable] 594505/4194304 (14.2%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 24983
Writing c:\users\(redacted lol)\downloads\surf_lux_casual.bsp
29 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\(redacted lol)\Downloads\surf_lux_casual.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\surf_lux_casual.bsp"