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  1. Starting a 'Normal' compile.
  2. Starting compilation of C:\Program Files (x86)\Steam\SteamApps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.vmf
  3. Valve Software - vbsp.exe (Jul 26 2016)
  4. 8 threads
  5. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
  6. Loading C:\Program Files (x86)\Steam\SteamApps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.vmf
  7. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  8. Patching WVT material: maps/pl_hinden_a8a/dev/dev_blendmeasure_wvt_patch
  9. Patching WVT material: maps/pl_hinden_a8a/dev/dev_blendmeasure2_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 296 detail faces...done (0)
  18. Merging details...done (0)
  19. FixTjuncs...
  20. PruneNodes...
  21. WriteBSP...
  22. done (1)
  23. writing C:\Program Files (x86)\Steam\SteamApps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.prt...Building visibility clusters...
  24. done (0)
  25. *** Error: Skybox vtf files for skybox/sky_coastal_01 weren't compiled with the same size texture and/or same flags!
  26. Can't load skybox file skybox/sky_coastal_01 to build the default cubemap!
  27. *** Error: Skybox vtf files for skybox/sky_coastal_01 weren't compiled with the same size texture and/or same flags!
  28. Can't load skybox file skybox/sky_coastal_01 to build the default cubemap!
  29. Finding displacement neighbors...
  30. Finding lightmap sample positions...
  31. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  32. Building Physics collision data...
  33. done (1) (673217 bytes)
  34. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  35. Water found with no water_lod_control entity, creating a default one.
  36. Compacting texture/material tables...
  37. Reduced 5464 texinfos to 2307
  38. Reduced 104 texdatas to 96 (2476 bytes to 2162)
  39. Writing C:\Program Files (x86)\Steam\SteamApps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.bsp
  40. Wrote ZIP buffer, estimated size 3213, actual size 2329
  41. 10 seconds elapsed
  42. Valve Software - vvis.exe (Jul 26 2016)
  43. 8 threads
  44. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.bsp
  45. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.prt
  46. 2499 portalclusters
  47. 7369 numportals
  48. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
  49. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (714)
  50. Optimized: 8251 visible clusters (1.16%)
  51. Total clusters visible: 710060
  52. Average clusters visible: 284
  53. Building PAS...
  54. Average clusters audible: 1283
  55. visdatasize:931510 compressed from 1599360
  56. writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.bsp
  57. 11 minutes, 56 seconds elapsed
  58. Valve Software - vrad.exe SSE (Jul 26 2016)
  59.  
  60. Valve Radiosity Simulator
  61. 8 threads
  62. [Reading texlights from 'lights.rad']
  63. unknown light specifier type - lights
  64.  
  65. [56 texlights parsed from 'lights.rad']
  66.  
  67. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.bsp
  68. Setting up ray-trace acceleration structure... Done (3.49 seconds)
  69. 8089 faces
  70. 1 degenerate faces
  71. 2995402 square feet [431337952.00 square inches]
  72. 0 Displacements
  73. 0 Square Feet [0.00 Square Inches]
  74. 8088 patches before subdivision
  75. 165306 patches after subdivision
  76. sun extent from map=0.008727
  77. 142 direct lights
  78. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (43)
  79. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (20)
  80. transfers 14512798, max 711
  81. transfer lists: 110.7 megs
  82. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  83. Bounce #1 added RGB(1609205, 1268199, 1329120)
  84. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  85. Bounce #2 added RGB(354904, 263827, 265276)
  86. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  87. Bounce #3 added RGB(92020, 66005, 64717)
  88. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  89. Bounce #4 added RGB(27574, 19071, 18306)
  90. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  91. Bounce #5 added RGB(9000, 6014, 5671)
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  93. Bounce #6 added RGB(3150, 2031, 1882)
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  95. Bounce #7 added RGB(1157, 721, 657)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #8 added RGB(441, 266, 238)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  99. Bounce #9 added RGB(173, 101, 89)
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  101. Bounce #10 added RGB(69, 39, 34)
  102. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  103. Bounce #11 added RGB(28, 16, 13)
  104. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  105. Bounce #12 added RGB(12, 6, 5)
  106. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  107. Bounce #13 added RGB(5, 3, 2)
  108. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  109. Bounce #14 added RGB(2, 1, 1)
  110. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  111. Bounce #15 added RGB(1, 0, 0)
  112. Build Patch/Sample Hash Table(s).....Done<0.0758 sec>
  113. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
  114. FinalLightFace Done
  115. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  116. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (18)
  117. Writing leaf ambient...done
  118. Ready to Finish
  119.  
  120. Object names Objects/Maxobjs Memory / Maxmem Fullness
  121. ------------ --------------- --------------- --------
  122. models 117/1024 5616/49152 (11.4%)
  123. brushes 1792/8192 21504/98304 (21.9%)
  124. brushsides 11858/65536 94864/524288 (18.1%)
  125. planes 5966/65536 119320/1310720 ( 9.1%)
  126. vertexes 14751/65536 177012/786432 (22.5%)
  127. nodes 5860/65536 187520/2097152 ( 8.9%)
  128. texinfos 2307/12288 166104/884736 (18.8%)
  129. texdata 96/2048 3072/65536 ( 4.7%)
  130. dispinfos 0/0 0/0 ( 0.0%)
  131. disp_verts 0/0 0/0 ( 0.0%)
  132. disp_tris 0/0 0/0 ( 0.0%)
  133. disp_lmsamples 0/0 0/0 ( 0.0%)
  134. faces 8089/65536 452984/3670016 (12.3%)
  135. hdr faces 0/65536 0/3670016 ( 0.0%)
  136. origfaces 4497/65536 251832/3670016 ( 6.9%)
  137. leaves 5978/65536 191296/2097152 ( 9.1%)
  138. leaffaces 9988/65536 19976/131072 (15.2%)
  139. leafbrushes 4940/65536 9880/131072 ( 7.5%)
  140. areas 4/256 32/2048 ( 1.6%)
  141. surfedges 56733/512000 226932/2048000 (11.1%)
  142. edges 34858/256000 139432/1024000 (13.6%)
  143. LDR worldlights 142/8192 12496/720896 ( 1.7%)
  144. HDR worldlights 0/8192 0/720896 ( 0.0%)
  145. leafwaterdata 6/32768 72/393216 ( 0.0%)
  146. waterstrips 1047/32768 10470/327680 ( 3.2%)
  147. waterverts 0/65536 0/786432 ( 0.0%)
  148. waterindices 17391/65536 34782/131072 (26.5%)
  149. cubemapsamples 0/1024 0/16384 ( 0.0%)
  150. overlays 55/512 19360/180224 (10.7%)
  151. LDR lightdata [variable] 5788664/0 ( 0.0%)
  152. HDR lightdata [variable] 0/0 ( 0.0%)
  153. visdata [variable] 931510/16777216 ( 5.6%)
  154. entdata [variable] 281875/393216 (71.7%)
  155. LDR ambient table 5978/65536 23912/262144 ( 9.1%)
  156. HDR ambient table 5978/65536 23912/262144 ( 9.1%)
  157. LDR leaf ambient 32976/65536 923328/1835008 (50.3%)
  158. HDR leaf ambient 5978/65536 167384/1835008 ( 9.1%)
  159. occluders 0/0 0/0 ( 0.0%)
  160. occluder polygons 0/0 0/0 ( 0.0%)
  161. occluder vert ind 0/0 0/0 ( 0.0%)
  162. detail props [variable] 1/12 ( 8.3%)
  163. static props [variable] 1/58442 ( 0.0%)
  164. pakfile [variable] 2329/0 ( 0.0%)
  165. physics [variable] 673217/4194304 (16.1%)
  166. physics terrain [variable] 2/1048576 ( 0.0%)
  167.  
  168. Level flags = 0
  169.  
  170. Total triangle count: 22677
  171. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_hinden_a8a.bsp
  172. 1 minute, 33 seconds elapsed
  173. Finding sources of game content...
  174. Found search paths...
  175. Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
  176. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
  177. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
  178. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
  179. Reading BSP...
  180. Initializing pak file...
  181. Something broke:
  182. System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
  183. at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
  184. at System.IO.BinaryReader.ReadInt32()
  185. at CompilePalX.Compilers.BSPPack.AssetUtils.findMdlMaterials(String path, List`1 skins)
  186. at CompilePalX.Compilers.BSPPack.PakFile.AddModel(String internalPath, List`1 skins)
  187. at CompilePalX.Compilers.BSPPack.PakFile..ctor(BSP bsp, List`1 sourceDirectories)
  188. at CompilePalX.Compilers.BSPPack.BSPPack.Run(CompileContext context)
  189. File pl_hinden_a8a.bsp copied to C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps
  190. 'Normal' compile finished in 00:13:42
  191. 2 errors/warnings logged:
  192. (1) - (Caution)
  193. (2) - (Caution)
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