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- Starting a 'Crashpile' compile.
- Starting compilation of C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\mapsrc\pl_shoreleave_rc1.vmf
- Valve Software - vbsp.exe (Oct 14 2017)
- 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\mapsrc\pl_shoreleave_rc1.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Patching WVT material: maps/pl_shoreleave_rc1/egypt/sand_floor_blend_04_with_grass_wvt_patch
- Patching WVT material: maps/pl_shoreleave_rc1/nature/blendconcretetograss001_wvt_patch
- Patching WVT material: maps/pl_shoreleave_rc1/medieval/cobblestone_town001_wvt_patch
- Patching WVT material: maps/pl_shoreleave_rc1/nature/blend_rockwall_shoreleave_to_sand01_wvt_patch
- Patching WVT material: maps/pl_shoreleave_rc1/nature/blendgroundtobeachgrass002_wvt_patch
- Patching WVT material: maps/pl_shoreleave_rc1/soho/blendsoho_streetfloor004atograss_wvt_patch
- Patching WVT material: maps/pl_shoreleave_rc1/nature/blendwetmudground009_wvt_patch
- Patching WVT material: maps/pl_shoreleave_rc1/nature/blend_rockwall_shoreleave_to_grass01_wvt_patch
- Patching WVT material: maps/pl_shoreleave_rc1/nature/blendgroundtograss007_nodetail_wvt_patch
- Patching WVT material: maps/pl_shoreleave_rc1/winter/blendgrasstograss002_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Processing areas...done (0)
- Building Faces...done (0)
- Occluder "" straddles multiple areas. This is invalid!
- Occluder "" straddles multiple areas. This is invalid!
- Occluder "" straddles multiple areas. This is invalid!
- Occluder "" straddles multiple areas. This is invalid!
- Occluder "" straddles multiple areas. This is invalid!
- Occluder "" straddles multiple areas. This is invalid!
- Occluder "" straddles multiple areas. This is invalid!
- Occluder "" straddles multiple areas. This is invalid!
- Chop Details...done (1)
- Find Visible Detail Sides...
- Merged 6164 detail faces...done (2)
- Merging details...done (1)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (1)
- writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\mapsrc\pl_shoreleave_rc1.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) (2755395 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7..Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
- Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
- Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
- Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
- Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
- Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material SOHO/BLENDSOHO_STREETFLOOR004ATOGRASS uses unknown detail object type tf_forest_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material WINTER/BLENDWINTERROCKWALLTOSAND001 uses unknown detail object type tf_forest_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
- .Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS uses unknown detail object type tf_grass!
- Material SOHO/BLENDSOHO_STREETFLOOR004ATOGRASS uses unknown detail object type tf_forest_grass!
- Material SOHO/BLENDSOHO_STREETFLOOR004ATOGRASS uses unknown detail object type tf_forest_grass!
- Material SOHO/BLENDSOHO_STREETFLOOR004ATOGRASS uses unknown detail object type tf_forest_grass!
- Material SOHO/BLENDSOHO_STREETFLOOR004ATOGRASS uses unknown detail object type tf_forest_grass!
- Material SOHO/BLENDSOHO_STREETFLOOR004ATOGRASS uses unknown detail object type tf_forest_grass!
- Material SOHO/BLENDSOHO_STREETFLOOR004ATOGRASS uses unknown detail object type tf_forest_grass!
- Material SOHO/BLENDSOHO_STREETFLOOR004ATOGRASS uses unknown detail object type tf_forest_grass!
- Material SOHO/BLENDSOHO_STREETFLOOR004ATOGRASS uses unknown detail object type tf_forest_grass!
- Material SOHO/BLENDSOHO_STREETFLOOR004ATOGRASS uses unknown detail object type tf_forest_grass!
- 8...9...10
- Water found with no water_lod_control entity, creating a default one.
- Compacting texture/material tables...
- Reduced 16539 texinfos to 9664
- Reduced 348 texdatas to 291 (11604 bytes to 8879)
- Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\mapsrc\pl_shoreleave_rc1.bsp
- Wrote ZIP buffer, estimated size 46347, actual size 34609
- 18 seconds elapsed
- 0.011695 1.356804 0.000000
- 0.104725 1.356804 0.000000
- 0.104725 -1.673336 0.000000
- 0.104725 1.673336 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
- 0.011695 1.673336 0.000000
- 0.104725 1.356804 0.000000
- 0.104725 -1.673336 0.000000
- 0.104725 1.673336 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
- Valve Software - vvis.exe (Oct 14 2017)
- 8 threads
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_rc1.bsp
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_rc1.prt
- 2703 portalclusters
- 7554 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 (1051)
- Optimized: 10135 visible clusters (0.79%)
- Total clusters visible: 1277553
- Average clusters visible: 472
- Building PAS...
- Average clusters audible: 1916
- visdatasize:1223959 compressed from 1859664
- writing c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_rc1.bsp
- 17 minutes, 32 seconds elapsed
- Valve Software - vrad.exe SSE (Oct 14 2017)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- [Reading texlights from 'crash_lights.rad']
- [0 texlights parsed from 'crash_lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_rc1.bsp
- Loaded alpha texture materials\models\props_vineyard\ivy1.vtf
- Loaded alpha texture materials\models\props_vineyard\ivy2.vtf
- Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
- Loaded alpha texture materials\models\props_foliage\grass_02.vtf
- Loaded alpha texture materials\models\props_foliage\grass_02.vtf
- Loaded alpha texture materials\models\props_foliage\grass_02_snow.vtf
- Loaded alpha texture materials\models\props_foliage\shrub_01a.vtf
- Loaded alpha texture materials\models\props_foliage\bramble01a.vtf
- Loaded alpha texture materials\models\props_forest\shrub_03.vtf
- Loaded alpha texture materials\models\props_island\island_small_leaves01.vtf
- Loaded alpha texture materials\models\props_island\island_plants01.vtf
- Loaded alpha texture materials\models\props_island\island_plants02.vtf
- Loaded alpha texture materials\models\props_island\island_small_leaves02.vtf
- Loaded alpha texture materials\models\props_island\island_tree_leaves02.vtf
- Error! Unable to load file "models/props_frontline/sandwich_board.dx80.vtx"
- Loaded alpha texture materials\models\props_foliage\tree_pine01.vtf
- Loaded alpha texture materials\models\props_foliage\tree_pine01_snow.vtf
- Loaded alpha texture materials\models\props_foliage\pine_tree_large.vtf
- Setting up ray-trace acceleration structure... Done (46.31 seconds)
- 26811 faces
- 52 degenerate faces
- 4903590 square feet [706116928.00 square inches]
- 806 Displacements
- 658771 Square Feet [94863112.00 Square Inches]
- 26759 patches before subdivision
- zero area child patch
- 359707 patches after subdivision
- sun extent from map=0.087156
- 512 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (738)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (105)
- transfers 32196320, max 1925
- transfer lists: 245.6 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(998179, 677082, 469180)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(154971, 85925, 43789)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(24961, 11398, 4223)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(6177, 2436, 632)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(1108, 353, 67)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(358, 102, 13)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(62, 14, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(25, 5, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(4, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(2, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #11 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.1000 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (17)
- FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 0 of 90 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (27)
- Writing leaf ambient...done
- Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (177)
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 228/1024 10944/49152 (22.3%)
- brushes 7507/8192 90084/98304 (91.6%) VERY FULL!
- brushsides 57356/65536 458848/524288 (87.5%) VERY FULL!
- planes 34382/65536 687640/1310720 (52.5%)
- vertexes 50585/65536 607020/786432 (77.2%)
- nodes 10355/65536 331360/2097152 (15.8%)
- texinfos 9664/12288 695808/884736 (78.6%)
- texdata 291/2048 9312/65536 (14.2%)
- dispinfos 806/0 141856/0 ( 0.0%)
- disp_verts 37734/0 754680/0 ( 0.0%)
- disp_tris 55936/0 111872/0 ( 0.0%)
- disp_lmsamples 1799800/0 1799800/0 ( 0.0%)
- faces 26811/65536 1501416/3670016 (40.9%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 19608/65536 1098048/3670016 (29.9%)
- leaves 10584/65536 338688/2097152 (16.1%)
- leaffaces 36922/65536 73844/131072 (56.3%)
- leafbrushes 26054/65536 52108/131072 (39.8%)
- areas 23/256 184/2048 ( 9.0%)
- surfedges 210164/512000 840656/2048000 (41.0%)
- edges 131202/256000 524808/1024000 (51.3%)
- LDR worldlights 512/8192 45056/720896 ( 6.3%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 3/32768 36/393216 ( 0.0%)
- waterstrips 3240/32768 32400/327680 ( 9.9%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 62754/65536 125508/131072 (95.8%) VERY FULL!
- cubemapsamples 34/1024 544/16384 ( 3.3%)
- overlays 159/512 55968/180224 (31.1%)
- LDR lightdata [variable] 24701940/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 1223959/16777216 ( 7.3%)
- entdata [variable] 534182/393216 (135.8%) VERY FULL!
- LDR ambient table 10584/65536 42336/262144 (16.1%)
- HDR ambient table 10584/65536 42336/262144 (16.1%)
- LDR leaf ambient 41480/65536 1161440/1835008 (63.3%)
- HDR leaf ambient 10584/65536 296352/1835008 (16.1%)
- occluders 2/0 80/0 ( 0.0%)
- occluder polygons 4/0 48/0 ( 0.0%)
- occluder vert ind 16/0 64/0 ( 0.0%)
- detail props [variable] 1/1682456 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/269324 ( 0.0%)
- pakfile [variable] 17363281/0 ( 0.0%)
- physics [variable] 2755395/4194304 (65.7%)
- physics terrain [variable] 178884/1048576 (17.1%)
- Level flags = 1
- Total triangle count: 78081
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_rc1.bsp
- 18 minutes, 45 seconds elapsed
- Valve Software - vrad.exe SSE (Oct 14 2017)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- [Reading texlights from 'crash_lights.rad']
- [0 texlights parsed from 'crash_lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_rc1.bsp
- Loaded alpha texture materials\models\props_vineyard\ivy1.vtf
- Loaded alpha texture materials\models\props_vineyard\ivy2.vtf
- Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
- Loaded alpha texture materials\models\props_foliage\grass_02.vtf
- Loaded alpha texture materials\models\props_foliage\grass_02.vtf
- Loaded alpha texture materials\models\props_foliage\grass_02_snow.vtf
- Loaded alpha texture materials\models\props_foliage\shrub_01a.vtf
- Loaded alpha texture materials\models\props_foliage\bramble01a.vtf
- Loaded alpha texture materials\models\props_forest\shrub_03.vtf
- Loaded alpha texture materials\models\props_island\island_small_leaves01.vtf
- Loaded alpha texture materials\models\props_island\island_plants01.vtf
- Loaded alpha texture materials\models\props_island\island_plants02.vtf
- Loaded alpha texture materials\models\props_island\island_small_leaves02.vtf
- Loaded alpha texture materials\models\props_island\island_tree_leaves02.vtf
- Error! Unable to load file "models/props_frontline/sandwich_board.dx80.vtx"
- Loaded alpha texture materials\models\props_foliage\tree_pine01.vtf
- Loaded alpha texture materials\models\props_foliage\tree_pine01_snow.vtf
- Loaded alpha texture materials\models\props_foliage\pine_tree_large.vtf
- Setting up ray-trace acceleration structure... Done (46.25 seconds)
- 26811 faces
- 52 degenerate faces
- 4903590 square feet [706116928.00 square inches]
- 806 Displacements
- 658771 Square Feet [94863112.00 Square Inches]
- 26759 patches before subdivision
- zero area child patch
- 359707 patches after subdivision
- sun extent from map=0.087156
- 512 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (741)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (106)
- transfers 32196320, max 1925
- transfer lists: 245.6 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(997704, 676668, 468823)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(154907, 85886, 43762)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #3 added RGB(24952, 11394, 4221)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(6175, 2435, 632)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(1108, 353, 67)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(358, 102, 13)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(62, 14, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(25, 5, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #9 added RGB(4, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(2, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.1074 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (17)
- FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 0 of 90 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (27)
- Writing leaf ambient...done
- Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (182)
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 228/1024 10944/49152 (22.3%)
- brushes 7507/8192 90084/98304 (91.6%) VERY FULL!
- brushsides 57356/65536 458848/524288 (87.5%) VERY FULL!
- planes 34382/65536 687640/1310720 (52.5%)
- vertexes 50585/65536 607020/786432 (77.2%)
- nodes 10355/65536 331360/2097152 (15.8%)
- texinfos 9664/12288 695808/884736 (78.6%)
- texdata 291/2048 9312/65536 (14.2%)
- dispinfos 806/0 141856/0 ( 0.0%)
- disp_verts 37734/0 754680/0 ( 0.0%)
- disp_tris 55936/0 111872/0 ( 0.0%)
- disp_lmsamples 1799800/0 1799800/0 ( 0.0%)
- faces 26811/65536 1501416/3670016 (40.9%)
- hdr faces 26811/65536 1501416/3670016 (40.9%)
- origfaces 19608/65536 1098048/3670016 (29.9%)
- leaves 10584/65536 338688/2097152 (16.1%)
- leaffaces 36922/65536 73844/131072 (56.3%)
- leafbrushes 26054/65536 52108/131072 (39.8%)
- areas 23/256 184/2048 ( 9.0%)
- surfedges 210164/512000 840656/2048000 (41.0%)
- edges 131202/256000 524808/1024000 (51.3%)
- LDR worldlights 512/8192 45056/720896 ( 6.3%)
- HDR worldlights 512/8192 45056/720896 ( 6.3%)
- leafwaterdata 3/32768 36/393216 ( 0.0%)
- waterstrips 3240/32768 32400/327680 ( 9.9%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 62754/65536 125508/131072 (95.8%) VERY FULL!
- cubemapsamples 34/1024 544/16384 ( 3.3%)
- overlays 159/512 55968/180224 (31.1%)
- LDR lightdata [variable] 24701940/0 ( 0.0%)
- HDR lightdata [variable] 24701940/0 ( 0.0%)
- visdata [variable] 1223959/16777216 ( 7.3%)
- entdata [variable] 534182/393216 (135.8%) VERY FULL!
- LDR ambient table 10584/65536 42336/262144 (16.1%)
- HDR ambient table 10584/65536 42336/262144 (16.1%)
- LDR leaf ambient 41480/65536 1161440/1835008 (63.3%)
- HDR leaf ambient 41490/65536 1161720/1835008 (63.3%)
- occluders 2/0 80/0 ( 0.0%)
- occluder polygons 4/0 48/0 ( 0.0%)
- occluder vert ind 16/0 64/0 ( 0.0%)
- detail props [variable] 1/1682456 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/269324 ( 0.0%)
- pakfile [variable] 34675549/0 ( 0.0%)
- physics [variable] 2755395/4194304 (65.7%)
- physics terrain [variable] 178884/1048576 (17.1%)
- Level flags = 3
- Total triangle count: 78081
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\pl_shoreleave_rc1.bsp
- 18 minutes, 53 seconds elapsed
- C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\mapsrc\pl_shoreleave_rc1.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_shoreleave_rc1.bsp
- 1 File(s) copied
- CompilePal - Cubemap Generator
- Detecting HDR levels...
- Map requires two sets of cubemaps
- Compiling LDR cubemaps...
- Compiling HDR cubemaps...
- Cubemaps compiled
- CompilePal - Automated Packaging
- 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...
- Writing file list...
- Running bspzip...
- Finished!
- ---------------------
- 353 materials found
- 261 models found
- 2 particle files found
- 1 sounds found
- additional files:
- -soundscape
- -detail file
- -particle manifest
- ---------------------
- Valve Software - bspzip.exe (Oct 14 2017)
- Warning: falling back to auto detection of vproject directory.
- Repacking C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_shoreleave_rc1.bsp
- Successfully repacked C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_shoreleave_rc1.bsp -- 523622128 -> 157382666 bytes
- 'Crashpile' compile finished in 01:01:18
- 28 errors/warnings logged:
- (1) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
- (2) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
- (3) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (4) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (5) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (6) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (7) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (8) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (9) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (10) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (11) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (12) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (13) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (14) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (15) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (16) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (17) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (18) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (19) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (20) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (21) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (22) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (23) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (24) - Material [sub:1] uses unknown detail object type [sub:2]! (Caution)
- (25) - make_triangles:calc_triangle_representation: Cannot convert (Warning)
- (26) - make_triangles:calc_triangle_representation: Cannot convert (Warning)
- (27) - zero area child patch (Info)
- (28) - zero area child patch (Info)
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