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vsh_dr_minecraftworld_b4 Compile

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Apr 12th, 2014
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  1. Full Compile Selected!
  2. Compile Start Time: 12 April 2014, 07:19:16 PM
  3.  
  4. -------------- Start Compile BSP ----------------
  5. VBSP Started, Please Wait!
  6.  
  7. 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"
  8.  
  9. Valve Software - vbsp.exe (Mar 21 2014)
  10. 4 threads
  11. materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
  12. Loading D:\Steam\steamapps\common\Team Fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.vmf
  13. Can't find surfaceprop stone for material MINECRAFT/COAL ORE, using default
  14. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  15. fixing up env_cubemap materials on brush sides...
  16. Material ENNERGY/MINECRAFT/LAVA is depending on itself through materialvar $bottommaterial! Ignoring...
  17. Material MINECRAFT_TEXTURES/MCWATER is depending on itself through materialvar $bottommaterial! Ignoring...
  18. Material MINECRAFT_TEXTURES/MCLAVA is depending on itself through materialvar $bottommaterial! Ignoring...
  19. Material ENNERGY/MINECRAFT/WATER is depending on itself through materialvar $bottommaterial! Ignoring...
  20. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  21. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  22. Processing areas...done (0)
  23. Building Faces...done (0)
  24. Chop Details...done (1)
  25. Find Visible Detail Sides...
  26. Merged 1298 detail faces...done (2)
  27. Merging details...done (0)
  28. FixTjuncs...
  29. PruneNodes...
  30. WriteBSP...
  31. done (5)
  32. writing D:\Steam\steamapps\common\Team Fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.prt...Building visibility clusters...
  33. done (0)
  34. WARNING: node without a volume
  35. Creating default LDR cubemaps for env_cubemap using skybox materials:
  36. skybox/Minecraft_clearsky*.vmt
  37. ! Run buildcubemaps in the engine to get the correct cube maps.
  38. Creating default HDR cubemaps for env_cubemap using skybox materials:
  39. skybox/Minecraft_clearsky*.vmt
  40. ! Run buildcubemaps in the engine to get the correct cube maps.
  41. Finding displacement neighbors...
  42. Finding lightmap sample positions...
  43. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  44. Building Physics collision data...
  45. done (5) (3162194 bytes)
  46. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  47. Compacting texture/material tables...
  48. Reduced 13680 texinfos to 7267
  49. Reduced 200 texdatas to 187 (7637 bytes to 6890)
  50. Writing D:\Steam\steamapps\common\Team Fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.bsp
  51. 18 seconds elapsed
  52.  
  53. Compile Complete for this module.
  54. VBSP Completed: 12 April 2014, 07:19:35 PM
  55. VBSP: WARNING: node without a volume
  56. VBSP: Compile time: 18 seconds elapsed
  57.  
  58. -------------- Start Compile VVIS ----------------
  59. VVIS Started, Please Wait!
  60.  
  61. 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"
  62.  
  63. Valve Software - vvis.exe (Mar 21 2014)
  64. 4 threads
  65. reading d:\steam\steamapps\common\team fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.bsp
  66. reading d:\steam\steamapps\common\team fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.prt
  67. 825 portalclusters
  68. 2273 numportals
  69. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  70. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (67)
  71. Optimized: 153 visible clusters (0.11%)
  72. Total clusters visible: 133950
  73. Average clusters visible: 162
  74. Building PAS...
  75. Average clusters audible: 230
  76. visdatasize:83777 compressed from 171600
  77. writing d:\steam\steamapps\common\team fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.bsp
  78. 1 minute, 7 seconds elapsed
  79.  
  80. Compile Complete for this module.
  81. VVIS Completed: 12 April 2014, 07:20:44 PM
  82. VVIS: Compile time: 1 minute, 7 seconds elapsed
  83.  
  84. -------------- Start Compile VRAD ----------------
  85. VRAD Started, Please Wait!
  86.  
  87. 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"
  88.  
  89. Valve Software - vrad.exe SSE (Mar 21 2014)
  90.  
  91. Valve Radiosity Simulator
  92. 4 threads
  93. [Reading texlights from 'lights.rad']
  94. [34 texlights parsed from 'lights.rad']
  95.  
  96. Loading d:\steam\steamapps\common\team fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.bsp
  97. Setting up ray-trace acceleration structure... Done (2.75 seconds)
  98. 31907 faces
  99. 8 degenerate faces
  100. 21352978 square feet [3074828800.00 square inches]
  101. 0 Displacements
  102. 0 Square Feet [0.00 Square Inches]
  103. 31899 patches before subdivision
  104. 184515 patches after subdivision
  105. sun extent from map=0.034899
  106. 135 direct lights
  107. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (57)
  108. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (77)
  109. transfers 55492762, max 4297
  110. transfer lists: 423.4 megs
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  112. Bounce #1 added RGB(1488372, 892654, 630178)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  114. Bounce #2 added RGB(282437, 130980, 84023)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  116. Bounce #3 added RGB(69334, 26953, 20227)
  117. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  118. Bounce #4 added RGB(18844, 6296, 5822)
  119. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  120. Bounce #5 added RGB(5630, 1848, 2003)
  121. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  122. Bounce #6 added RGB(1792, 653, 804)
  123. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  124. Bounce #7 added RGB(598, 273, 345)
  125. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  126. Bounce #8 added RGB(208, 128, 164)
  127. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  128. Bounce #9 added RGB(76, 65, 81)
  129. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  130. Bounce #10 added RGB(29, 35, 43)
  131. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  132. Bounce #11 added RGB(11, 19, 23)
  133. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  134. Bounce #12 added RGB(5, 10, 13)
  135. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  136. Bounce #13 added RGB(2, 6, 7)
  137. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  138. Bounce #14 added RGB(1, 3, 4)
  139. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  140. Bounce #15 added RGB(1, 2, 2)
  141. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  142. Bounce #16 added RGB(0, 1, 1)
  143. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  144. Bounce #17 added RGB(0, 1, 1)
  145. Build Patch/Sample Hash Table(s).....Done<0.1127 sec>
  146. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (47)
  147. FinalLightFace Done
  148. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  149. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (20)
  150. Writing leaf ambient...done
  151. Ready to Finish
  152.  
  153. Object names Objects/Maxobjs Memory / Maxmem Fullness
  154. ------------ --------------- --------------- --------
  155. models 796/1024 38208/49152 (77.7%)
  156. brushes 7829/8192 93948/98304 (95.6%) VERY FULL!
  157. brushsides 60167/65536 481336/524288 (91.8%) VERY FULL!
  158. planes 47016/65536 940320/1310720 (71.7%)
  159. vertexes 52360/65536 628320/786432 (79.9%)
  160. nodes 12417/65536 397344/2097152 (18.9%)
  161. texinfos 7267/12288 523224/884736 (59.1%)
  162. texdata 187/2048 5984/65536 ( 9.1%)
  163. dispinfos 0/0 0/0 ( 0.0%)
  164. disp_verts 0/0 0/0 ( 0.0%)
  165. disp_tris 0/0 0/0 ( 0.0%)
  166. disp_lmsamples 0/0 0/0 ( 0.0%)
  167. faces 31907/65536 1786792/3670016 (48.7%)
  168. hdr faces 0/65536 0/3670016 ( 0.0%)
  169. origfaces 26143/65536 1464008/3670016 (39.9%)
  170. leaves 13214/65536 422848/2097152 (20.2%)
  171. leaffaces 35325/65536 70650/131072 (53.9%)
  172. leafbrushes 11809/65536 23618/131072 (18.0%)
  173. areas 16/256 128/2048 ( 6.3%)
  174. surfedges 250173/512000 1000692/2048000 (48.9%)
  175. edges 156683/256000 626732/1024000 (61.2%)
  176. LDR worldlights 135/8192 11880/720896 ( 1.6%)
  177. HDR worldlights 0/8192 0/720896 ( 0.0%)
  178. leafwaterdata 53/32768 636/393216 ( 0.2%)
  179. waterstrips 2219/32768 22190/327680 ( 6.8%)
  180. waterverts 0/65536 0/786432 ( 0.0%)
  181. waterindices 43089/65536 86178/131072 (65.7%)
  182. cubemapsamples 0/1024 0/16384 ( 0.0%)
  183. overlays 0/512 0/180224 ( 0.0%)
  184. LDR lightdata [variable] 6302256/0 ( 0.0%)
  185. HDR lightdata [variable] 0/0 ( 0.0%)
  186. visdata [variable] 83777/16777216 ( 0.5%)
  187. entdata [variable] 628207/393216 (159.8%) VERY FULL!
  188. LDR ambient table 13214/65536 52856/262144 (20.2%)
  189. HDR ambient table 13214/65536 52856/262144 (20.2%)
  190. LDR leaf ambient 23997/65536 671916/1835008 (36.6%)
  191. HDR leaf ambient 13214/65536 369992/1835008 (20.2%)
  192. occluders 0/0 0/0 ( 0.0%)
  193. occluder polygons 0/0 0/0 ( 0.0%)
  194. occluder vert ind 0/0 0/0 ( 0.0%)
  195. detail props [variable] 1/12 ( 8.3%)
  196. static props [variable] 1/7012 ( 0.0%)
  197. pakfile [variable] 90533/0 ( 0.0%)
  198. physics [variable] 3162194/4194304 (75.4%)
  199. physics terrain [variable] 2/1048576 ( 0.0%)
  200.  
  201. Level flags = 0
  202.  
  203. Total triangle count: 81787
  204. Writing d:\steam\steamapps\common\team fortress 2\tf\download\maps\vsh_dr_minecraftworld_b4.bsp
  205. 3 minutes, 29 seconds elapsed
  206.  
  207. Compile Complete for this module.
  208. VRAD Completed: 12 April 2014, 07:24:14 PM
  209. VRAD: brushes 7829/8192 93948/98304 (95.6%) VERY FULL!
  210. VRAD --> WARNING - Max Limit Approach!
  211. VRAD: brushsides 60167/65536 481336/524288 (91.8%) VERY FULL!
  212. VRAD --> WARNING - Max Limit Approach!
  213. VRAD: entdata [variable] 628207/393216 (159.8%) VERY FULL!
  214. VRAD --> WARNING - Max Limit Approach!
  215. VRAD: Compile time: 3 minutes, 29 seconds elapsed
  216.  
  217. 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
  218. History.csv was updated.
  219.  
  220. Compile Summary - job mode: FULL
  221. Map Name: vsh_dr_minecraftworld_b4.vmf
  222. VBSP - mode:normal , 18 seconds, 00:00:19 elapsed
  223. VVIS - mode:normal, 1 minute, 7 seconds, 00:01:08 elapsed
  224. VRAD - mode:normal, 3 minutes, 29 seconds(LDR), n/a(HDR), 00:03:30 elapsed
  225. Total Compile time: 00:04:58
  226.  
  227.  
  228. NOTE: old BSP file deleted: D:\Steam\steamapps\common\Team Fortress 2\tf\maps\vsh_dr_minecraftworld_b4_old.bsp
  229. NOTE: old BSP file renamed to : D:\Steam\steamapps\common\Team Fortress 2\tf\maps\vsh_dr_minecraftworld_b4_old.bsp
  230.  
  231. 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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