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- Starting a 'Publish' compile.
- Starting compilation of cp_wastetreatment_b4
- Valve Software - vbsp.exe (Mar 6 2018)
- 4 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\cp_wastetreatment_b4.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Patching WVT material: maps/cp_wastetreatment_b4/nature/blendrockgroundwallsnow_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 76 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_wastetreatment_b4.prt...Building visibility clusters...
- done (0)
- *** Error: Skybox vtf files for skybox/sky_earlymorning_02 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_earlymorning_02 to build the default cubemap!
- *** Error: Skybox vtf files for skybox/sky_earlymorning_02 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_earlymorning_02 to build the default cubemap!
- Finding displacement neighbors...
- Found a displacement edge abutting multiple other edges.
- Warning: overflowed 7 displacement corner-neighbor lists.Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (1) (291069 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 1256 texinfos to 534
- Reduced 67 texdatas to 55 (2541 bytes to 1733)
- Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_wastetreatment_b4.bsp
- Wrote ZIP buffer, estimated size 8425, actual size 6469
- 2 seconds elapsed
- Valve Software - vvis.exe (Mar 6 2018)
- 4 threads
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_wastetreatment_b4.bsp
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_wastetreatment_b4.prt
- 584 portalclusters
- 1556 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 (1)
- Optimized: 1320 visible clusters (1.44%)
- Total clusters visible: 91832
- Average clusters visible: 157
- Building PAS...
- Average clusters audible: 479
- visdatasize:75454 compressed from 93440
- writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_wastetreatment_b4.bsp
- 1 second elapsed
- Valve Software - vrad.exe SSE (Mar 6 2018)
- Valve Radiosity Simulator
- 4 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\cp_wastetreatment_b4.bsp
- Setting up ray-trace acceleration structure... Done (8.82 seconds)
- 2714 faces
- 824932 square feet [118790320.00 square inches]
- 252 Displacements
- 194162 Square Feet [27959442.00 Square Inches]
- 2714 patches before subdivision
- 63458 patches after subdivision
- sun extent from map=0.087156
- 34 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (115)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
- transfers 4338301, max 324
- transfer lists: 33.1 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(390103, 208696, 133422)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(93622, 48304, 26978)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(28145, 13875, 6779)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(9333, 4356, 1859)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #5 added RGB(3354, 1454, 541)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(1266, 502, 163)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(495, 178, 50)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(198, 64, 16)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(80, 23, 5)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(33, 8, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(14, 3, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(6, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(2, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #14 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0211 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
- 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 (2)
- Writing leaf ambient...done
- Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (8)
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 47/1024 2256/49152 ( 4.6%)
- brushes 820/8192 9840/98304 (10.0%)
- brushsides 5232/65536 41856/524288 ( 8.0%)
- planes 2486/65536 49720/1310720 ( 3.8%)
- vertexes 4732/65536 56784/786432 ( 7.2%)
- nodes 1562/65536 49984/2097152 ( 2.4%)
- texinfos 534/12288 38448/884736 ( 4.3%)
- texdata 55/2048 1760/65536 ( 2.7%)
- dispinfos 252/0 44352/0 ( 0.0%)
- disp_verts 6412/0 128240/0 ( 0.0%)
- disp_tris 8256/0 16512/0 ( 0.0%)
- disp_lmsamples 532068/0 532068/0 ( 0.0%)
- faces 2714/65536 151984/3670016 ( 4.1%)
- hdr faces 2714/65536 151984/3670016 ( 4.1%)
- origfaces 1857/65536 103992/3670016 ( 2.8%)
- leaves 1610/65536 51520/2097152 ( 2.5%)
- leaffaces 3091/65536 6182/131072 ( 4.7%)
- leafbrushes 2123/65536 4246/131072 ( 3.2%)
- areas 3/256 24/2048 ( 1.2%)
- surfedges 20299/512000 81196/2048000 ( 4.0%)
- edges 12793/256000 51172/1024000 ( 5.0%)
- LDR worldlights 0/8192 0/720896 ( 0.0%)
- HDR worldlights 34/8192 2992/720896 ( 0.4%)
- leafwaterdata 8/32768 96/393216 ( 0.0%)
- waterstrips 339/32768 3390/327680 ( 1.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 5643/65536 11286/131072 ( 8.6%)
- cubemapsamples 2/1024 32/16384 ( 0.2%)
- overlays 28/512 9856/180224 ( 5.5%)
- LDR lightdata [variable] 0/0 ( 0.0%)
- HDR lightdata [variable] 3498220/0 ( 0.0%)
- visdata [variable] 75454/16777216 ( 0.4%)
- entdata [variable] 79219/393216 (20.1%)
- LDR ambient table 1610/65536 6440/262144 ( 2.5%)
- HDR ambient table 1610/65536 6440/262144 ( 2.5%)
- LDR leaf ambient 1610/65536 45080/1835008 ( 2.5%)
- HDR leaf ambient 8376/65536 234528/1835008 (12.8%)
- 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] 1/27094 ( 0.0%)
- pakfile [variable] 2536961/0 ( 0.0%)
- physics [variable] 291069/4194304 ( 6.9%)
- physics terrain [variable] 37592/1048576 ( 3.6%)
- Level flags = 2
- Total triangle count: 7432
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_wastetreatment_b4.bsp
- 2 minutes, 22 seconds elapsed
- 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
- 1 File(s) copied
- CompilePal - Cubemap Generator
- Detecting HDR levels...
- Map requires one set of cubemaps
- Compiling cubemaps...
- Cubemaps compiled
- CompilePal - Utilities
- 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...
- Generating Particle Manifest...
- 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!
- ---------------------
- 36 materials found
- 19 models found
- 0 particle files found
- 0 sounds found
- ---------------------
- Valve Software - bspzip.exe (Mar 6 2018)
- Repacking C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_wastetreatment_b4.bsp
- Successfully repacked C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_wastetreatment_b4.bsp -- 63337760 -> 14553595 bytes
- 'Publish' compile finished in 00:03:53
- 4 errors/warnings logged:
- 4 errors/warnings logged for cp_wastetreatment_b4:
- ● 2x: Caution: Can't load skybox file [sub:1] to build the default cubemap!
- ● 1x: Info: Found a displacement edge abutting multiple other edges
- ● 1x: Caution: Warning: overflowed [sub:1] displacement corner-neighbor lists.
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