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  1. Starting a 'Publish' compile.
  2. Starting compilation of cp_wastetreatment_b4
  3. Valve Software - vbsp.exe (Mar 6 2018)
  4. 4 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\cp_wastetreatment_b4.vmf
  7. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  8. Patching WVT material: maps/cp_wastetreatment_b4/nature/blendrockgroundwallsnow_wvt_patch
  9. fixing up env_cubemap materials on brush sides...
  10. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  11. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  12. Processing areas...done (0)
  13. Building Faces...done (0)
  14. Chop Details...done (0)
  15. Find Visible Detail Sides...
  16. Merged 76 detail faces...done (0)
  17. Merging details...done (0)
  18. FixTjuncs...
  19. PruneNodes...
  20. WriteBSP...
  21. done (0)
  22. writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_wastetreatment_b4.prt...Building visibility clusters...
  23. done (0)
  24. *** Error: Skybox vtf files for skybox/sky_earlymorning_02 weren't compiled with the same size texture and/or same flags!
  25. Can't load skybox file skybox/sky_earlymorning_02 to build the default cubemap!
  26. *** Error: Skybox vtf files for skybox/sky_earlymorning_02 weren't compiled with the same size texture and/or same flags!
  27. Can't load skybox file skybox/sky_earlymorning_02 to build the default cubemap!
  28. Finding displacement neighbors...
  29. Found a displacement edge abutting multiple other edges.
  30. Warning: overflowed 7 displacement corner-neighbor lists.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) (291069 bytes)
  34. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  35. Compacting texture/material tables...
  36. Reduced 1256 texinfos to 534
  37. Reduced 67 texdatas to 55 (2541 bytes to 1733)
  38. Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_wastetreatment_b4.bsp
  39. Wrote ZIP buffer, estimated size 8425, actual size 6469
  40. 2 seconds elapsed
  41. Valve Software - vvis.exe (Mar 6 2018)
  42. 4 threads
  43. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_wastetreatment_b4.bsp
  44. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_wastetreatment_b4.prt
  45. 584 portalclusters
  46. 1556 numportals
  47. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  48. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1)
  49. Optimized: 1320 visible clusters (1.44%)
  50. Total clusters visible: 91832
  51. Average clusters visible: 157
  52. Building PAS...
  53. Average clusters audible: 479
  54. visdatasize:75454 compressed from 93440
  55. writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_wastetreatment_b4.bsp
  56. 1 second elapsed
  57. Valve Software - vrad.exe SSE (Mar 6 2018)
  58.  
  59. Valve Radiosity Simulator
  60. 4 threads
  61. [Reading texlights from 'lights.rad']
  62. unknown light specifier type - lights
  63.  
  64. [56 texlights parsed from 'lights.rad']
  65.  
  66. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_wastetreatment_b4.bsp
  67. Setting up ray-trace acceleration structure... Done (8.82 seconds)
  68. 2714 faces
  69. 824932 square feet [118790320.00 square inches]
  70. 252 Displacements
  71. 194162 Square Feet [27959442.00 Square Inches]
  72. 2714 patches before subdivision
  73. 63458 patches after subdivision
  74. sun extent from map=0.087156
  75. 34 direct lights
  76. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (115)
  77. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
  78. transfers 4338301, max 324
  79. transfer lists: 33.1 megs
  80. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  81. Bounce #1 added RGB(390103, 208696, 133422)
  82. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  83. Bounce #2 added RGB(93622, 48304, 26978)
  84. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  85. Bounce #3 added RGB(28145, 13875, 6779)
  86. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  87. Bounce #4 added RGB(9333, 4356, 1859)
  88. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  89. Bounce #5 added RGB(3354, 1454, 541)
  90. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  91. Bounce #6 added RGB(1266, 502, 163)
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  93. Bounce #7 added RGB(495, 178, 50)
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  95. Bounce #8 added RGB(198, 64, 16)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #9 added RGB(80, 23, 5)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  99. Bounce #10 added RGB(33, 8, 2)
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  101. Bounce #11 added RGB(14, 3, 1)
  102. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  103. Bounce #12 added RGB(6, 1, 0)
  104. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  105. Bounce #13 added RGB(2, 0, 0)
  106. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  107. Bounce #14 added RGB(1, 0, 0)
  108. Build Patch/Sample Hash Table(s).....Done<0.0211 sec>
  109. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
  110. FinalLightFace Done
  111. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  112. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
  113. Writing leaf ambient...done
  114. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (8)
  115.  
  116. Ready to Finish
  117.  
  118. Object names Objects/Maxobjs Memory / Maxmem Fullness
  119. ------------ --------------- --------------- --------
  120. models 47/1024 2256/49152 ( 4.6%)
  121. brushes 820/8192 9840/98304 (10.0%)
  122. brushsides 5232/65536 41856/524288 ( 8.0%)
  123. planes 2486/65536 49720/1310720 ( 3.8%)
  124. vertexes 4732/65536 56784/786432 ( 7.2%)
  125. nodes 1562/65536 49984/2097152 ( 2.4%)
  126. texinfos 534/12288 38448/884736 ( 4.3%)
  127. texdata 55/2048 1760/65536 ( 2.7%)
  128. dispinfos 252/0 44352/0 ( 0.0%)
  129. disp_verts 6412/0 128240/0 ( 0.0%)
  130. disp_tris 8256/0 16512/0 ( 0.0%)
  131. disp_lmsamples 532068/0 532068/0 ( 0.0%)
  132. faces 2714/65536 151984/3670016 ( 4.1%)
  133. hdr faces 2714/65536 151984/3670016 ( 4.1%)
  134. origfaces 1857/65536 103992/3670016 ( 2.8%)
  135. leaves 1610/65536 51520/2097152 ( 2.5%)
  136. leaffaces 3091/65536 6182/131072 ( 4.7%)
  137. leafbrushes 2123/65536 4246/131072 ( 3.2%)
  138. areas 3/256 24/2048 ( 1.2%)
  139. surfedges 20299/512000 81196/2048000 ( 4.0%)
  140. edges 12793/256000 51172/1024000 ( 5.0%)
  141. LDR worldlights 0/8192 0/720896 ( 0.0%)
  142. HDR worldlights 34/8192 2992/720896 ( 0.4%)
  143. leafwaterdata 8/32768 96/393216 ( 0.0%)
  144. waterstrips 339/32768 3390/327680 ( 1.0%)
  145. waterverts 0/65536 0/786432 ( 0.0%)
  146. waterindices 5643/65536 11286/131072 ( 8.6%)
  147. cubemapsamples 2/1024 32/16384 ( 0.2%)
  148. overlays 28/512 9856/180224 ( 5.5%)
  149. LDR lightdata [variable] 0/0 ( 0.0%)
  150. HDR lightdata [variable] 3498220/0 ( 0.0%)
  151. visdata [variable] 75454/16777216 ( 0.4%)
  152. entdata [variable] 79219/393216 (20.1%)
  153. LDR ambient table 1610/65536 6440/262144 ( 2.5%)
  154. HDR ambient table 1610/65536 6440/262144 ( 2.5%)
  155. LDR leaf ambient 1610/65536 45080/1835008 ( 2.5%)
  156. HDR leaf ambient 8376/65536 234528/1835008 (12.8%)
  157. occluders 0/0 0/0 ( 0.0%)
  158. occluder polygons 0/0 0/0 ( 0.0%)
  159. occluder vert ind 0/0 0/0 ( 0.0%)
  160. detail props [variable] 1/12 ( 8.3%)
  161. static props [variable] 1/27094 ( 0.0%)
  162. pakfile [variable] 2536961/0 ( 0.0%)
  163. physics [variable] 291069/4194304 ( 6.9%)
  164. physics terrain [variable] 37592/1048576 ( 3.6%)
  165.  
  166. Level flags = 2
  167.  
  168. Total triangle count: 7432
  169. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_wastetreatment_b4.bsp
  170. 2 minutes, 22 seconds elapsed
  171. C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_wastetreatment_b4.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_wastetreatment_b4.bsp
  172. 1 File(s) copied
  173. CompilePal - Cubemap Generator
  174. Detecting HDR levels...
  175. Map requires one set of cubemaps
  176. Compiling cubemaps...
  177. Cubemaps compiled
  178.  
  179. CompilePal - Utilities
  180. Finding sources of game content...
  181. Found search paths...
  182. Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
  183. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
  184. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
  185. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
  186. Reading BSP...
  187. Generating Particle Manifest...
  188.  
  189. CompilePal - Automated Packaging
  190. Finding sources of game content...
  191. Found search paths...
  192. Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
  193. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
  194. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
  195. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
  196. Reading BSP...
  197. Initializing pak file...
  198. Writing file list...
  199. Running bspzip...
  200. Finished!
  201. ---------------------
  202. 36 materials found
  203. 19 models found
  204. 0 particle files found
  205. 0 sounds found
  206. ---------------------
  207.  
  208. Valve Software - bspzip.exe (Mar 6 2018)
  209. Repacking C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_wastetreatment_b4.bsp
  210. Successfully repacked C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_wastetreatment_b4.bsp -- 63337760 -> 14553595 bytes
  211. 'Publish' compile finished in 00:03:53
  212. 4 errors/warnings logged:
  213. 4 errors/warnings logged for cp_wastetreatment_b4:
  214. ● 2x: Caution: Can't load skybox file [sub:1] to build the default cubemap!
  215. ● 1x: Info: Found a displacement edge abutting multiple other edges
  216. ● 1x: Caution: Warning: overflowed [sub:1] displacement corner-neighbor lists.
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