Advertisement
Guest User

Untitled

a guest
Jul 23rd, 2017
128
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.13 KB | None | 0 0
  1. Starting a 'Final Compile' compile.
  2. Starting compilation of D:\Steam\steamapps\common\Team Fortress 2\tf\download\maps\bhop_dimensions_test1.vmf
  3. Valve Software - vbsp.exe (Jun 14 2017)
  4. 8 threads
  5. materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
  6. Loading D:\Steam\steamapps\common\Team Fortress 2\tf\download\maps\bhop_dimensions_test1.vmf
  7. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  8. Patching WVT material: maps/bhop_dimensions_test1/real_dev/dev_gray_blend_wvt_patch
  9. Patching WVT material: maps/bhop_dimensions_test1/zyper/blend_wvt_patch
  10. fixing up env_cubemap materials on brush sides...
  11. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  13. Processing areas...done (0)
  14. Building Faces...done (0)
  15. Chop Details...done (0)
  16. Find Visible Detail Sides...
  17. Merged 178 detail faces...done (0)
  18. Merging details...done (0)
  19. FixTjuncs...
  20. PruneNodes...
  21. WriteBSP...
  22. done (0)
  23. writing D:\Steam\steamapps\common\Team Fortress 2\tf\download\maps\bhop_dimensions_test1.prt...Building visibility clusters...
  24. done (0)
  25. Creating default LDR cubemaps for env_cubemap using skybox materials:
  26. skybox/sky56*.vmt
  27. ! Run buildcubemaps in the engine to get the correct cube maps.
  28. Creating default HDR cubemaps for env_cubemap using skybox materials:
  29. skybox/sky56*.vmt
  30. ! Run buildcubemaps in the engine to get the correct cube maps.
  31. Finding displacement neighbors...
  32. Finding lightmap sample positions...
  33. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  34. Building Physics collision data...
  35. done (1) (209388 bytes)
  36. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  37. Water found with no water_lod_control entity, creating a default one.
  38. Compacting texture/material tables...
  39. Reduced 991 texinfos to 651
  40. Reduced 44 texdatas to 40 (1233 bytes to 1080)
  41. Writing D:\Steam\steamapps\common\Team Fortress 2\tf\download\maps\bhop_dimensions_test1.bsp
  42. Wrote ZIP buffer, estimated size 83495, actual size 82879
  43. 3 seconds elapsed
  44. Valve Software - vvis.exe (Jun 14 2017)
  45. fastvis = true
  46. 8 threads
  47. reading d:\steam\steamapps\common\team fortress 2\tf\download\maps\bhop_dimensions_test1.bsp
  48. reading d:\steam\steamapps\common\team fortress 2\tf\download\maps\bhop_dimensions_test1.prt
  49. 832 portalclusters
  50. 2625 numportals
  51. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  52. Optimized: 679 visible clusters (0.19%)
  53. Total clusters visible: 355451
  54. Average clusters visible: 427
  55. Building PAS...
  56. Average clusters audible: 433
  57. visdatasize:113417 compressed from 173056
  58. writing d:\steam\steamapps\common\team fortress 2\tf\download\maps\bhop_dimensions_test1.bsp
  59. 0 seconds elapsed
  60. Valve Software - vrad.exe SSE (Jun 14 2017)
  61.  
  62. Valve Radiosity Simulator
  63. 8 threads
  64. [Reading texlights from 'lights.rad']
  65. unknown light specifier type - lights
  66.  
  67. [56 texlights parsed from 'lights.rad']
  68.  
  69. Loading d:\steam\steamapps\common\team fortress 2\tf\download\maps\bhop_dimensions_test1.bsp
  70. Error! Invalid VTX file checksum: 1355828825, expected -1616815873 "models/props/de_inferno/tree_large.dx80.vtx"
  71. Setting up ray-trace acceleration structure... Done (1.20 seconds)
  72. 3380 faces
  73. 6 degenerate faces
  74. 12378263 square feet [1782469888.00 square inches]
  75. 194 Displacements
  76. 967913 Square Feet [139379536.00 Square Inches]
  77. 3374 patches before subdivision
  78. 12500 patches after subdivision
  79. 56 direct lights
  80. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  81. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
  82. transfers 916621, max 391
  83. transfer lists: 7.0 megs
  84. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  85. Bounce #1 added RGB(4353, 2021, 542)
  86. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  87. Bounce #2 added RGB(930, 268, 41)
  88. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  89. Bounce #3 added RGB(236, 49, 9)
  90. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  91. Bounce #4 added RGB(62, 10, 2)
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  93. Bounce #5 added RGB(17, 2, 1)
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  95. Bounce #6 added RGB(5, 1, 0)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #7 added RGB(1, 0, 0)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  99. Bounce #8 added RGB(0, 0, 0)
  100. Build Patch/Sample Hash Table(s).....Done<0.0404 sec>
  101. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
  102. FinalLightFace Done
  103. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  104. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
  105. Writing leaf ambient...done
  106. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (2)
  107.  
  108. Ready to Finish
  109.  
  110. Object names Objects/Maxobjs Memory / Maxmem Fullness
  111. ------------ --------------- --------------- --------
  112. models 54/1024 2592/49152 ( 5.3%)
  113. brushes 522/8192 6264/98304 ( 6.4%)
  114. brushsides 4017/65536 32136/524288 ( 6.1%)
  115. planes 4264/65536 85280/1310720 ( 6.5%)
  116. vertexes 4785/65536 57420/786432 ( 7.3%)
  117. nodes 1942/65536 62144/2097152 ( 3.0%)
  118. texinfos 651/12288 46872/884736 ( 5.3%)
  119. texdata 40/2048 1280/65536 ( 2.0%)
  120. dispinfos 194/0 34144/0 ( 0.0%)
  121. disp_verts 15714/0 314280/0 ( 0.0%)
  122. disp_tris 24832/0 49664/0 ( 0.0%)
  123. disp_lmsamples 159368/0 159368/0 ( 0.0%)
  124. faces 3380/65536 189280/3670016 ( 5.2%)
  125. hdr faces 0/65536 0/3670016 ( 0.0%)
  126. origfaces 2344/65536 131264/3670016 ( 3.6%)
  127. leaves 1997/65536 63904/2097152 ( 3.0%)
  128. leaffaces 3849/65536 7698/131072 ( 5.9%)
  129. leafbrushes 1414/65536 2828/131072 ( 2.2%)
  130. areas 4/256 32/2048 ( 1.6%)
  131. surfedges 25202/512000 100808/2048000 ( 4.9%)
  132. edges 14544/256000 58176/1024000 ( 5.7%)
  133. LDR worldlights 56/8192 4928/720896 ( 0.7%)
  134. HDR worldlights 0/8192 0/720896 ( 0.0%)
  135. leafwaterdata 1/32768 12/393216 ( 0.0%)
  136. waterstrips 235/32768 2350/327680 ( 0.7%)
  137. waterverts 0/65536 0/786432 ( 0.0%)
  138. waterindices 4998/65536 9996/131072 ( 7.6%)
  139. cubemapsamples 0/1024 0/16384 ( 0.0%)
  140. overlays 0/512 0/180224 ( 0.0%)
  141. LDR lightdata [variable] 485244/0 ( 0.0%)
  142. HDR lightdata [variable] 0/0 ( 0.0%)
  143. visdata [variable] 113417/16777216 ( 0.7%)
  144. entdata [variable] 38521/393216 ( 9.8%)
  145. LDR ambient table 1997/65536 7988/262144 ( 3.0%)
  146. HDR ambient table 1997/65536 7988/262144 ( 3.0%)
  147. LDR leaf ambient 3075/65536 86100/1835008 ( 4.7%)
  148. HDR leaf ambient 1997/65536 55916/1835008 ( 3.0%)
  149. occluders 0/0 0/0 ( 0.0%)
  150. occluder polygons 0/0 0/0 ( 0.0%)
  151. occluder vert ind 0/0 0/0 ( 0.0%)
  152. detail props [variable] 1/12 ( 8.3%)
  153. static props [variable] 1/4680 ( 0.0%)
  154. pakfile [variable] 680737/0 ( 0.0%)
  155. physics [variable] 209388/4194304 ( 5.0%)
  156. physics terrain [variable] 88698/1048576 ( 8.5%)
  157.  
  158. Level flags = 1
  159.  
  160. Total triangle count: 9023
  161. Writing d:\steam\steamapps\common\team fortress 2\tf\download\maps\bhop_dimensions_test1.bsp
  162. Error opening d:\steam\steamapps\common\team fortress 2\tf\download\maps\bhop_dimensions_test1.bsp! (Check for write enable)
  163.  
  164. 'Final Compile' compile finished in 00:00:28
  165. 1 errors/warnings logged:
  166. (1) - fastvis = true (Info)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement