- Mar 14, 2008
- 203
- 31
** Executing...
** Command: "c:\program files\steam\steamapps\XXX\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\XXX\team fortress 2\tf" "c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2"
Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: c:\program files\steam\steamapps\XXX\team fortress 2\tf\materials
Loading c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1254 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.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 (1) (1173465 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7420 texinfos to 3011
Reduced 195 texdatas to 144 (8888 bytes to 6281)
Writing c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
13 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\XXX\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\XXX\team fortress 2\tf" "c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2"
Valve Software - vvis.exe (Mar 11 2008)
1 threads
reading c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
reading c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.prt
272 portalclusters
501 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: 42 visible clusters (0.00%)
Total clusters visible: 11406
Average clusters visible: 41
Building PAS...
Average clusters audible: 111
visdatasize:13774 compressed from 21760
writing c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\XXX\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -final -game "c:\program files\steam\steamapps\XXX\team fortress 2\tf" "c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
Setting up ray-trace acceleration structure... Done (5.58 seconds)
8622 faces
8 degenerate faces
520279 square feet [74920256.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8614 patches before subdivision
79650 patches after subdivision
sun extent from map=0.052336
118 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1234)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (97)
transfers 11091410, max 881
transfer lists: 84.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(387531, 302064, 220802)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(101917, 68272, 41596)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(27032, 15710, 8385)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(7872, 3961, 1847)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(2367, 1031, 424)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(744, 282, 104)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(240, 79, 26)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(79, 23, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(27, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(9, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0772 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (37)
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 (26)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 29/1024 1392/49152 ( 2.8%)
brushes 3300/8192 39600/98304 (40.3%)
brushsides 22739/65536 181912/524288 (34.7%)
planes 4018/65536 80360/1310720 ( 6.1%)
vertexes 13106/65536 157272/786432 (20.0%)
nodes 1450/65536 46400/2097152 ( 2.2%)
texinfos 3011/12288 216792/884736 (24.5%)
texdata 144/2048 4608/65536 ( 7.0%)
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 8622/65536 482832/3670016 (13.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7686/65536 430416/3670016 (11.7%)
leaves 1480/65536 47360/2097152 ( 2.3%)
leaffaces 10080/65536 20160/131072 (15.4%)
leafbrushes 4662/65536 9324/131072 ( 7.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 72918/512000 291672/2048000 (14.2%)
edges 45779/256000 183116/1024000 (17.9%)
LDR worldlights 118/8192 10384/720896 ( 1.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 800/32768 8000/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 18345/65536 36690/131072 (28.0%)
cubemapsamples 29/1024 464/16384 ( 2.8%)
overlays 21/512 7392/180224 ( 4.1%)
LDR lightdata [variable] 3341188/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 13774/16777216 ( 0.1%)
entdata [variable] 65337/393216 (16.6%)
LDR ambient table 1480/65536 5920/262144 ( 2.3%)
HDR ambient table 1480/65536 5920/262144 ( 2.3%)
LDR leaf ambient 3976/65536 111328/1835008 ( 6.1%)
HDR leaf ambient 1480/65536 41440/1835008 ( 2.3%)
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] 1/14242 ( 0.0%)
pakfile [variable] 3214182/0 ( 0.0%)
physics [variable] 1173465/4194304 (28.0%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 24791
Writing c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
23 minutes, 31 seconds elapsed
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
Setting up ray-trace acceleration structure... Done (5.59 seconds)
8622 faces
8 degenerate faces
520279 square feet [74920256.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8614 patches before subdivision
79650 patches after subdivision
sun extent from map=0.052336
118 direct lights
BuildFacelights: 0...1...2...3...4...5...6.
** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp" "c:\program files\steam\steamapps\XXX\team fortress 2\tf\maps\ctf_machine_b2.bsp"
** Command: "c:\program files\steam\steamapps\XXX\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\XXX\team fortress 2\tf" "c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2"
Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: c:\program files\steam\steamapps\XXX\team fortress 2\tf\materials
Loading c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1254 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.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 (1) (1173465 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7420 texinfos to 3011
Reduced 195 texdatas to 144 (8888 bytes to 6281)
Writing c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
13 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\XXX\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\XXX\team fortress 2\tf" "c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2"
Valve Software - vvis.exe (Mar 11 2008)
1 threads
reading c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
reading c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.prt
272 portalclusters
501 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: 42 visible clusters (0.00%)
Total clusters visible: 11406
Average clusters visible: 41
Building PAS...
Average clusters audible: 111
visdatasize:13774 compressed from 21760
writing c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\XXX\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -final -game "c:\program files\steam\steamapps\XXX\team fortress 2\tf" "c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
Setting up ray-trace acceleration structure... Done (5.58 seconds)
8622 faces
8 degenerate faces
520279 square feet [74920256.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8614 patches before subdivision
79650 patches after subdivision
sun extent from map=0.052336
118 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1234)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (97)
transfers 11091410, max 881
transfer lists: 84.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(387531, 302064, 220802)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(101917, 68272, 41596)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(27032, 15710, 8385)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(7872, 3961, 1847)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(2367, 1031, 424)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(744, 282, 104)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(240, 79, 26)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(79, 23, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(27, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(9, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0772 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (37)
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 (26)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 29/1024 1392/49152 ( 2.8%)
brushes 3300/8192 39600/98304 (40.3%)
brushsides 22739/65536 181912/524288 (34.7%)
planes 4018/65536 80360/1310720 ( 6.1%)
vertexes 13106/65536 157272/786432 (20.0%)
nodes 1450/65536 46400/2097152 ( 2.2%)
texinfos 3011/12288 216792/884736 (24.5%)
texdata 144/2048 4608/65536 ( 7.0%)
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 8622/65536 482832/3670016 (13.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7686/65536 430416/3670016 (11.7%)
leaves 1480/65536 47360/2097152 ( 2.3%)
leaffaces 10080/65536 20160/131072 (15.4%)
leafbrushes 4662/65536 9324/131072 ( 7.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 72918/512000 291672/2048000 (14.2%)
edges 45779/256000 183116/1024000 (17.9%)
LDR worldlights 118/8192 10384/720896 ( 1.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 800/32768 8000/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 18345/65536 36690/131072 (28.0%)
cubemapsamples 29/1024 464/16384 ( 2.8%)
overlays 21/512 7392/180224 ( 4.1%)
LDR lightdata [variable] 3341188/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 13774/16777216 ( 0.1%)
entdata [variable] 65337/393216 (16.6%)
LDR ambient table 1480/65536 5920/262144 ( 2.3%)
HDR ambient table 1480/65536 5920/262144 ( 2.3%)
LDR leaf ambient 3976/65536 111328/1835008 ( 6.1%)
HDR leaf ambient 1480/65536 41440/1835008 ( 2.3%)
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] 1/14242 ( 0.0%)
pakfile [variable] 3214182/0 ( 0.0%)
physics [variable] 1173465/4194304 (28.0%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 24791
Writing c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
23 minutes, 31 seconds elapsed
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
Setting up ray-trace acceleration structure... Done (5.59 seconds)
8622 faces
8 degenerate faces
520279 square feet [74920256.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8614 patches before subdivision
79650 patches after subdivision
sun extent from map=0.052336
118 direct lights
BuildFacelights: 0...1...2...3...4...5...6.
** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp" "c:\program files\steam\steamapps\XXX\team fortress 2\tf\maps\ctf_machine_b2.bsp"
Last edited: