MEGALELZ

Black Ops 3 Mod Tools Compile Log

Oct 4th, 2016
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  1. E:\Steam\steamapps\common\Call of Duty Black Ops III\\gdtdb\gdtdb.exe /update
  2.  
  3. gdtDB: updating
  4.  
  5. processed (0 GDTs) (0 assets) in 33.413 sec
  6.  
  7. gdtDB: successfully updated database.
  8.  
  9. E:\Steam\steamapps\common\Call of Duty Black Ops III\\bin\cod2map64.exe -platform pc -navmesh -navvolume -loadFrom E:\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_not_so_mega_box.map E:\Steam\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_not_so_mega_box.d3dbsp
  10.  
  11. main: Enter
  12.  
  13. FPU Precision set to 64 bits
  14. CoD2Map: T7
  15. Build Changelist: 2535893
  16. Build Machine: CODBUILD8-764
  17. ---- cod2map ----
  18. navmesh = true
  19. navvolume = full generation
  20. ----- FS_Startup -----
  21. Current search path:
  22. E:\Steam\steamapps\common\Call of Duty Black Ops III\share\devraw
  23. E:/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devdiscdata
  24. E:/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devraw
  25. E:/Steam/steamapps/common/Call of Duty Black Ops III/pc/\raw
  26. E:\Steam\steamapps\common\Call of Duty Black Ops III\share\raw
  27. E:/Steam/steamapps/common/Call of Duty Black Ops III/pc/\discdata
  28. E:\Steam\steamapps\common\Call of Duty Black Ops III\bin\devdiscdata
  29. E:\Steam\steamapps\common\Call of Duty Black Ops III\bin\devraw
  30. E:\Steam\steamapps\common\Call of Duty Black Ops III\bin\raw
  31. E:\Steam\steamapps\common\Call of Duty Black Ops III\bin\discdata
  32. E:/Steam/steamapps/common/Call of Duty Black Ops III/pc/\players
  33. E:/Steam/steamapps/common/Call of Duty Black Ops III/pc/\zone
  34. E:/Steam/steamapps/common/Call of Duty Black Ops III/pc/\wads
  35. E:/Steam/steamapps/common/Call of Duty Black Ops III/pc/\local_storage
  36. E:\Steam\steamapps\common\Call of Duty Black Ops III\bin\main
  37. ----------------------
  38. Connected to data signature database
  39. Loading map file E:\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_not_so_mega_box.map
  40. Layer '000_Global/No Comp' ignored
  41.  
  42. E
  43. RROR: in map: E:\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_not_so_mega_box.map
  44. ERROR: Entity 3 misc_prefab at (-480 168 0) has no model
  45. ERROR: Prefab '_prefabs/default_missing_prefab.map' not found
  46. ERROR: in map: E:\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_not_so_mega_box.map
  47. ERROR: Entity 19 misc_prefab at (0 0 0) has no model
  48. ERROR: Prefab '_prefabs/default_missing_prefab.map' not found
  49.  
  50. reveal volume decal texture 1x1, 9 bytes. 0 packed 0 unpacked. 0 voldecals.
  51. restricting BSP to sky brushes
  52. **********************
  53. ******* leaked *******
  54. **********************
  55.  
  56.  
  57. ================================
  58.  
  59. WROTE BSP LEAKFILE: E:\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_not_so_mega_box.lin
  60.  
  61. ================================
  62.  
  63.  
  64. finding triangle windings...
  65. assigning primary lights...
  66. splitting windings into lightable areas...
  67. coalescing coincident windings...
  68. removing occluded winding fragments...
  69. finding sun shadow casters...
  70. splitting large windings...
  71. merging into concave windings...
  72.  
  73. fixing t-junctions...
  74.  
  75. tethering holes to their concave windings...
  76. finding index mapping and snapping vertices...
  77. triangulating all windings...
  78. 0 self-tjunctions fixed
  79. 0 degenerate tris removed
  80. smoothing normals...
  81. emitting triangles...
  82. 0 vertices couldn't be merged because the textures point different ways
  83. emitting cells and portals...
  84.  
  85. building curve/terrain collision...
  86. Adding brush neighbor bevels...
  87. Removing redundant brush collision planes...
  88. removed 0 brush sides
  89. elapsed time 0 seconds
  90. Finished processing world entity
  91.  
  92.  
  93. Ignoring empty brush model entity
  94. Map E:\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_not_so_mega_box.map entity 14
  95.  
  96. Ignoring empty brush model entity
  97. Map E:\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_not_so_mega_box.map entity 20
  98. splitting up large himip volumes...
  99. surfCount went from 11 to 41
  100.  
  101. Umbra Visibility Groups: 1 groups
  102.  
  103. <worldvisgroup> 0
  104.  
  105. begin navmesh generation...
  106.  
  107. Umbra Tome Triggers: 0 total
  108.  
  109.  
  110.  
  111. UMBRA smallest_occluder=72.000 small_hole=4.000
  112. removed 12 duplicate triangles from set of 488 - 0.0 seconds
  113. generating Nav Mesh ...
  114. Removing tiny boundary edges...
  115. done - 0.0 seconds
  116. WARNING: NavVolume generation is skipped. Flying units might not behave correctly. This might be due to there is no nav_volume brush in the level, or the generation is skipped purposely by skipping -navvolume option.
  117.  
  118. W
  119. riting E:\Steam\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_not_so_mega_box_navmesh.hkt
  120. Writing E:\Steam\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_not_so_mega_box_navvolume.hkt
  121. Writing E:\Steam\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_not_so_mega_box.d3dbsp
  122. 1 seconds elapsed
  123. main: 1.41868 secs
  124.  
  125. E:\Steam\steamapps\common\Call of Duty Black Ops III\\bin\radiant_modtools.exe -ledSilent +low +localprobes +forceclean +recompute E:\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_not_so_mega_box.map
  126.  
  127. LED Exported for E:\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_not_so_mega_box.map
  128.  
  129. E:\Steam\steamapps\common\Call of Duty Black Ops III\\bin\linker_modtools.exe -language english -modsource zm_not_so_mega_box
  130.  
  131. Linking "zm_not_so_mega_box" (usermaps\zm_not_so_mega_box stable 2535281 v593):
  132. processing...
  133.  
  134. ^1ERROR: in map: e:\steam\steamapps\common\call of duty black ops iii\\map_source\zm\zm_not_so_mega_box.map
  135.  
  136. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  137. ^1ERROR: Entity 3 misc_prefab at (-480 168 0) has no model
  138. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  139. ^1ERROR: Prefab '_prefabs/default_missing_prefab.map' not found
  140. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  141. ^1ERROR: in map: e:\steam\steamapps\common\call of duty black ops iii\\map_source\zm\zm_not_so_mega_box.map
  142. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  143. ^1ERROR: Entity 19 misc_prefab at (0 0 0) has no model
  144. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  145. ^1ERROR: Prefab '_prefabs/default_missing_prefab.map' not found
  146. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  147.  
  148. ^3GetFileAttributesEx(E:\Steam\steamapps\common\game\model_export\t7_props\p7_ibeam_set\p7_metal_ibeam_set_n.tif) failed: The system cannot find the path specified.
  149.  
  150.  
  151. image:i_mtl_p7_ibeam_set_n
  152. material:mc/mtl_p7_metal_ibeam_set
  153. xmodel:p7_aqu_ceiling_debris
  154. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  155.  
  156. ERROR: 'E:\Steam\steamapps\common\Call of Duty Black Ops III\\..\\game\\model_export\\t7_props\\p7_ibeam_set\\p7_metal_ibeam_set_n.tif' is not a valid file.
  157.  
  158. ^1ERROR: image 'i_mtl_p7_ibeam_set_n' is missing
  159. image:i_mtl_p7_ibeam_set_n
  160. material:mc/mtl_p7_metal_ibeam_set
  161. xmodel:p7_aqu_ceiling_debris
  162. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  163. ^1Material mtl_p7_metal_ibeam_set: could not load image i_mtl_p7_ibeam_set_n
  164. material:mc/mtl_p7_metal_ibeam_set
  165. xmodel:p7_aqu_ceiling_debris
  166. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  167. ^1material 'mc/mtl_p7_metal_ibeam_set' using technique 'mc/lit#e6142445.gbuffer' from techniqueSet 'mc/lit#e6142445' doesn't expose a 'normalMap' texture. Material textures:
  168. MATERIAL_DRAW_METHOD:ship
  169. material:mc/mtl_p7_metal_ibeam_set
  170. xmodel:p7_aqu_ceiling_debris
  171. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  172. ^1 0: thermalHeatmap $gray_32_one_channel
  173. MATERIAL_DRAW_METHOD:ship
  174. material:mc/mtl_p7_metal_ibeam_set
  175. xmodel:p7_aqu_ceiling_debris
  176. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  177. ^1 1: colorMap i_mtl_p7_ibeam_set_c
  178. MATERIAL_DRAW_METHOD:ship
  179. material:mc/mtl_p7_metal_ibeam_set
  180. xmodel:p7_aqu_ceiling_debris
  181. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  182. ^1The model (p7_aqu_ceiling_debris) uses material (mtl_p7_metal_ibeam_set) but there is no techset for surface 15
  183. xmodel:p7_aqu_ceiling_debris
  184. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  185.  
  186. ^1The model (p7_aqu_ceiling_debris) uses material (mtl_p7_metal_ibeam_set) but there is no techset for surface 15
  187.  
  188. xmodel:p7_aqu_ceiling_debris
  189. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  190. ^1The model (p7_aqu_ceiling_debris) uses material (mtl_p7_metal_ibeam_set) but there is no techset for surface 15
  191. xmodel:p7_aqu_ceiling_debris
  192. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  193. ^1The model (p7_aqu_ceiling_debris) uses material (mtl_p7_metal_ibeam_set) but there is no techset for surface 15
  194. xmodel:p7_aqu_ceiling_debris
  195. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  196. ^1The model (p7_aqu_ceiling_debris) uses material (mtl_p7_metal_ibeam_set) but there is no techset for surface 15
  197. xmodel:p7_aqu_ceiling_debris
  198. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  199. ^1The model (p7_aqu_ceiling_debris) uses material (mtl_p7_metal_ibeam_set) but there is no techset for surface 15
  200. xmodel:p7_aqu_ceiling_debris
  201. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  202. ^1The model (p7_aqu_ceiling_debris) uses material (mtl_p7_metal_ibeam_set) but there is no techset for surface 15
  203. xmodel:p7_aqu_ceiling_debris
  204. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  205. ^1The model (p7_aqu_ceiling_debris) uses material (mtl_p7_metal_ibeam_set) but there is no techset for surface 15
  206. xmodel:p7_aqu_ceiling_debris
  207. col_map:maps/zm/zm_not_so_mega_box.d3dbsp
  208.  
  209. UmbraConvert: smallest_occluder=72.000 small_hole=4.000
  210. [11:43:30] INFO: T: 288 O: 72 H: 4 B: 50
  211. [11:43:30] INFO: Tile grid 56x56x28 (at -28,-28,-8) created for scene: 294 tiles (62 empties not included) in 0.044 seconds
  212. WARNING: SN-DBS is not installed, tome will be compiled locally
  213. WARNING: SN-DBS service is not running, tome will be compiled locally
  214. UmbraConvert: fetching tiles with 4 worker threads
  215. [11:43:34] DEBUG: Total allocations 131637, peak 943 (size 6 MB 558 kB 630 B)
  216. [11:43:34] DEBUG: Total allocations 161665, peak 599 (size 6 MB 439 kB 719 B)
  217. [11:43:34] DEBUG: Total allocations 154424, peak 713 (size 6 MB 245 kB 394 B)
  218. [11:43:34] DEBUG: Total allocations 173258, peak 671 (size 6 MB 146 kB 897 B)
  219. UmbraConvert: 4.053 seconds to fetch tile inputs
  220. UmbraConvert: computing 0 tiles
  221. [11:43:34] INFO: Strict view volumes: no
  222. [11:43:34] INFO: Filtered 16/17 inside clusters
  223. [11:43:34] INFO: Filtered 157/158 global clusters
  224. [11:43:34] INFO: 545/702 cells reachable after global analysis
  225. [11:43:35] INFO: collapsed leaf tiles 356 => 7
  226. [11:43:35] INFO: Generating LOD tiles using 4 threads
  227. [11:43:35] INFO: Connecting LOD tiles
  228. [11:43:35] INFO: Compressing lists
  229. [11:43:35] INFO: Average index range size: 26.46
  230. [11:43:35] INFO: object list: 568 B, cluster list: 8 B
  231. [11:43:35] INFO: created tome with 13 tiles, 89 targets and 0 gates
  232. UmbraConvert: 81 tiles loaded from cache
  233. UmbraConvert: finished processing tiles in 0:4
  234. [11:43:35] DEBUG: Total allocations 361897, peak 8674 (size 9 MB 539 kB 957 B)
  235. done: 1m12.91s
  236.  
  237. Linking "en_zm_not_so_mega_box" (usermaps\zm_not_so_mega_box stable 2535281 v593):
  238. processing...
  239. done: 0m6.45s
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