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- Starting a 'Normal' compile.
- Starting compilation of C:\Program Files (x86)\Steam\SteamApps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.vmf
- Valve Software - vbsp.exe (Jul 26 2016)
- 8 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
- Loading C:\Program Files (x86)\Steam\SteamApps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Patching WVT material: maps/pl_hinden_a8a/dev/dev_blendmeasure_wvt_patch
- Patching WVT material: maps/pl_hinden_a8a/dev/dev_blendmeasure2_wvt_patch
- fixing up env_cubemap materials on brush sides...
- 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 (0)
- Find Visible Detail Sides...
- Merged 296 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (1)
- writing C:\Program Files (x86)\Steam\SteamApps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.prt...Building visibility clusters...
- done (0)
- *** Error: Skybox vtf files for skybox/sky_coastal_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_coastal_01 to build the default cubemap!
- *** Error: Skybox vtf files for skybox/sky_coastal_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_coastal_01 to build the default cubemap!
- 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) (673217 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Water found with no water_lod_control entity, creating a default one.
- Compacting texture/material tables...
- Reduced 5464 texinfos to 2307
- Reduced 104 texdatas to 96 (2476 bytes to 2162)
- Writing C:\Program Files (x86)\Steam\SteamApps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.bsp
- Wrote ZIP buffer, estimated size 3213, actual size 2329
- 10 seconds elapsed
- Valve Software - vvis.exe (Jul 26 2016)
- 8 threads
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.bsp
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.prt
- 2499 portalclusters
- 7369 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (714)
- Optimized: 8251 visible clusters (1.16%)
- Total clusters visible: 710060
- Average clusters visible: 284
- Building PAS...
- Average clusters audible: 1283
- visdatasize:931510 compressed from 1599360
- writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.bsp
- 11 minutes, 56 seconds elapsed
- Valve Software - vrad.exe SSE (Jul 26 2016)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.bsp
- Setting up ray-trace acceleration structure... Done (3.49 seconds)
- 8089 faces
- 1 degenerate faces
- 2995402 square feet [431337952.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 8088 patches before subdivision
- 165306 patches after subdivision
- sun extent from map=0.008727
- 142 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (43)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (20)
- transfers 14512798, max 711
- transfer lists: 110.7 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(1609205, 1268199, 1329120)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(354904, 263827, 265276)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(92020, 66005, 64717)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(27574, 19071, 18306)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(9000, 6014, 5671)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(3150, 2031, 1882)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #7 added RGB(1157, 721, 657)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(441, 266, 238)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(173, 101, 89)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(69, 39, 34)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(28, 16, 13)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(12, 6, 5)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(5, 3, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #14 added RGB(2, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #15 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0758 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
- 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 (18)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 117/1024 5616/49152 (11.4%)
- brushes 1792/8192 21504/98304 (21.9%)
- brushsides 11858/65536 94864/524288 (18.1%)
- planes 5966/65536 119320/1310720 ( 9.1%)
- vertexes 14751/65536 177012/786432 (22.5%)
- nodes 5860/65536 187520/2097152 ( 8.9%)
- texinfos 2307/12288 166104/884736 (18.8%)
- texdata 96/2048 3072/65536 ( 4.7%)
- 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 8089/65536 452984/3670016 (12.3%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 4497/65536 251832/3670016 ( 6.9%)
- leaves 5978/65536 191296/2097152 ( 9.1%)
- leaffaces 9988/65536 19976/131072 (15.2%)
- leafbrushes 4940/65536 9880/131072 ( 7.5%)
- areas 4/256 32/2048 ( 1.6%)
- surfedges 56733/512000 226932/2048000 (11.1%)
- edges 34858/256000 139432/1024000 (13.6%)
- LDR worldlights 142/8192 12496/720896 ( 1.7%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 6/32768 72/393216 ( 0.0%)
- waterstrips 1047/32768 10470/327680 ( 3.2%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 17391/65536 34782/131072 (26.5%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 55/512 19360/180224 (10.7%)
- LDR lightdata [variable] 5788664/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 931510/16777216 ( 5.6%)
- entdata [variable] 281875/393216 (71.7%)
- LDR ambient table 5978/65536 23912/262144 ( 9.1%)
- HDR ambient table 5978/65536 23912/262144 ( 9.1%)
- LDR leaf ambient 32976/65536 923328/1835008 (50.3%)
- HDR leaf ambient 5978/65536 167384/1835008 ( 9.1%)
- 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] 1/58442 ( 0.0%)
- pakfile [variable] 2329/0 ( 0.0%)
- physics [variable] 673217/4194304 (16.1%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 22677
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.bsp
- 1 minute, 33 seconds elapsed
- Finding sources of game content...
- Found search paths...
- Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
- Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
- Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
- Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
- Reading BSP...
- Initializing pak file...
- Something broke:
- System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
- at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
- at System.IO.BinaryReader.ReadInt32()
- at CompilePalX.Compilers.BSPPack.AssetUtils.findMdlMaterials(String path, List`1 skins)
- at CompilePalX.Compilers.BSPPack.PakFile.AddModel(String internalPath, List`1 skins)
- at CompilePalX.Compilers.BSPPack.PakFile..ctor(BSP bsp, List`1 sourceDirectories)
- at CompilePalX.Compilers.BSPPack.BSPPack.Run(CompileContext context)
- File pl_hinden_a8a.bsp copied to C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps
- 'Normal' compile finished in 00:13:42
- 2 errors/warnings logged:
- (1) - (Caution)
- (2) - (Caution)
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