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- Full Compile Selected!
- Compile Start Time: 12 April 2014, 07:19:16 PM
- -------------- Start Compile BSP ----------------
- VBSP Started, Please Wait!
- VBSP: D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4"
- Valve Software - vbsp.exe (Mar 21 2014)
- 4 threads
- materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
- Loading D:\Steam\steamapps\common\Team Fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.vmf
- Can't find surfaceprop stone for material MINECRAFT/COAL ORE, using default
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- fixing up env_cubemap materials on brush sides...
- Material ENNERGY/MINECRAFT/LAVA is depending on itself through materialvar $bottommaterial! Ignoring...
- Material MINECRAFT_TEXTURES/MCWATER is depending on itself through materialvar $bottommaterial! Ignoring...
- Material MINECRAFT_TEXTURES/MCLAVA is depending on itself through materialvar $bottommaterial! Ignoring...
- Material ENNERGY/MINECRAFT/WATER is depending on itself through materialvar $bottommaterial! Ignoring...
- 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 1298 detail faces...done (2)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (5)
- writing D:\Steam\steamapps\common\Team Fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.prt...Building visibility clusters...
- done (0)
- WARNING: node without a volume
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/Minecraft_clearsky*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/Minecraft_clearsky*.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 (5) (3162194 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 13680 texinfos to 7267
- Reduced 200 texdatas to 187 (7637 bytes to 6890)
- Writing D:\Steam\steamapps\common\Team Fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.bsp
- 18 seconds elapsed
- Compile Complete for this module.
- VBSP Completed: 12 April 2014, 07:19:35 PM
- VBSP: WARNING: node without a volume
- VBSP: Compile time: 18 seconds elapsed
- -------------- Start Compile VVIS ----------------
- VVIS Started, Please Wait!
- VVIS: D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4"
- Valve Software - vvis.exe (Mar 21 2014)
- 4 threads
- reading d:\steam\steamapps\common\team fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.bsp
- reading d:\steam\steamapps\common\team fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.prt
- 825 portalclusters
- 2273 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 (67)
- Optimized: 153 visible clusters (0.11%)
- Total clusters visible: 133950
- Average clusters visible: 162
- Building PAS...
- Average clusters audible: 230
- visdatasize:83777 compressed from 171600
- writing d:\steam\steamapps\common\team fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.bsp
- 1 minute, 7 seconds elapsed
- Compile Complete for this module.
- VVIS Completed: 12 April 2014, 07:20:44 PM
- VVIS: Compile time: 1 minute, 7 seconds elapsed
- -------------- Start Compile VRAD ----------------
- VRAD Started, Please Wait!
- VRAD: D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4"
- Valve Software - vrad.exe SSE (Mar 21 2014)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [34 texlights parsed from 'lights.rad']
- Loading d:\steam\steamapps\common\team fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.bsp
- Setting up ray-trace acceleration structure... Done (2.75 seconds)
- 31907 faces
- 8 degenerate faces
- 21352978 square feet [3074828800.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 31899 patches before subdivision
- 184515 patches after subdivision
- sun extent from map=0.034899
- 135 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (57)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (77)
- transfers 55492762, max 4297
- transfer lists: 423.4 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(1488372, 892654, 630178)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #2 added RGB(282437, 130980, 84023)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(69334, 26953, 20227)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(18844, 6296, 5822)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #5 added RGB(5630, 1848, 2003)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(1792, 653, 804)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(598, 273, 345)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(208, 128, 164)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(76, 65, 81)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(29, 35, 43)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(11, 19, 23)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #12 added RGB(5, 10, 13)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(2, 6, 7)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #14 added RGB(1, 3, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #15 added RGB(1, 2, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #16 added RGB(0, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #17 added RGB(0, 1, 1)
- Build Patch/Sample Hash Table(s).....Done<0.1127 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (47)
- 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 (20)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 796/1024 38208/49152 (77.7%)
- brushes 7829/8192 93948/98304 (95.6%) VERY FULL!
- brushsides 60167/65536 481336/524288 (91.8%) VERY FULL!
- planes 47016/65536 940320/1310720 (71.7%)
- vertexes 52360/65536 628320/786432 (79.9%)
- nodes 12417/65536 397344/2097152 (18.9%)
- texinfos 7267/12288 523224/884736 (59.1%)
- texdata 187/2048 5984/65536 ( 9.1%)
- 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 31907/65536 1786792/3670016 (48.7%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 26143/65536 1464008/3670016 (39.9%)
- leaves 13214/65536 422848/2097152 (20.2%)
- leaffaces 35325/65536 70650/131072 (53.9%)
- leafbrushes 11809/65536 23618/131072 (18.0%)
- areas 16/256 128/2048 ( 6.3%)
- surfedges 250173/512000 1000692/2048000 (48.9%)
- edges 156683/256000 626732/1024000 (61.2%)
- LDR worldlights 135/8192 11880/720896 ( 1.6%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 53/32768 636/393216 ( 0.2%)
- waterstrips 2219/32768 22190/327680 ( 6.8%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 43089/65536 86178/131072 (65.7%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 6302256/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 83777/16777216 ( 0.5%)
- entdata [variable] 628207/393216 (159.8%) VERY FULL!
- LDR ambient table 13214/65536 52856/262144 (20.2%)
- HDR ambient table 13214/65536 52856/262144 (20.2%)
- LDR leaf ambient 23997/65536 671916/1835008 (36.6%)
- HDR leaf ambient 13214/65536 369992/1835008 (20.2%)
- 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] 1/7012 ( 0.0%)
- pakfile [variable] 90533/0 ( 0.0%)
- physics [variable] 3162194/4194304 (75.4%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 81787
- Writing d:\steam\steamapps\common\team fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.bsp
- 3 minutes, 29 seconds elapsed
- Compile Complete for this module.
- VRAD Completed: 12 April 2014, 07:24:14 PM
- VRAD: brushes 7829/8192 93948/98304 (95.6%) VERY FULL!
- VRAD --> WARNING - Max Limit Approach!
- VRAD: brushsides 60167/65536 481336/524288 (91.8%) VERY FULL!
- VRAD --> WARNING - Max Limit Approach!
- VRAD: entdata [variable] 628207/393216 (159.8%) VERY FULL!
- VRAD --> WARNING - Max Limit Approach!
- VRAD: Compile time: 3 minutes, 29 seconds elapsed
- One Line Summary: 12/04/2014 07:24:14 PM, vsh_dr_minecraftworld_b4.vmf, Team Fortress 2, normal , normal, normal, 00:00:19, 00:01:08, 00:03:30, 00:04:58
- History.csv was updated.
- Compile Summary - job mode: FULL
- Map Name: vsh_dr_minecraftworld_b4.vmf
- VBSP - mode:normal , 18 seconds, 00:00:19 elapsed
- VVIS - mode:normal, 1 minute, 7 seconds, 00:01:08 elapsed
- VRAD - mode:normal, 3 minutes, 29 seconds(LDR), n/a(HDR), 00:03:30 elapsed
- Total Compile time: 00:04:58
- NOTE: old BSP file deleted: D:\Steam\steamapps\common\Team Fortress 2\tf\maps\vsh_dr_minecraftworld_b4_old.bsp
- NOTE: old BSP file renamed to : D:\Steam\steamapps\common\Team Fortress 2\tf\maps\vsh_dr_minecraftworld_b4_old.bsp
- File copied: D:\Steam\steamapps\common\Team Fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.bsp to D:\Steam\steamapps\common\Team Fortress 2\tf\maps\vsh_dr_minecraftworld_b4.bsp
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