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dockyard compile

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Feb 2nd, 2019
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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\William\Documents\Hammer\pl_dockyard_a13.vmf"
  5.  
  6. Valve Software - vbsp.exe (Aug 2 2018)
  7. 12 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
  9. Loading C:\Users\William\Documents\Hammer\pl_dockyard_a13.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Patching WVT material: maps/pl_dockyard_a13/nature/blendgroundtogravel004_wvt_patch
  12. Patching WVT material: maps/pl_dockyard_a13/nature/blendgroundtogravel009_wvt_patch
  13. Patching WVT material: maps/pl_dockyard_a13/cp_mountainlab/nature/groundtograss001_wvt_patch
  14. Patching WVT material: maps/pl_dockyard_a13/nature/blendgroundtogravel004_grass_wvt_patch
  15. Patching WVT material: maps/pl_dockyard_a13/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
  16. Patching WVT material: maps/pl_dockyard_a13/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
  17. fixing up env_cubemap materials on brush sides...
  18. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  19. **** leaked ****
  20. Entity prop_static (-512.00 2096.00 672.00) leaked!
  21.  
  22. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 6656.0 698.5)
  23. Leaf 0 contents: CONTENTS_SOLID
  24. Leaf 1 contents:
  25. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  26. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  27. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  28. Candidate brush IDs:
  29.  
  30.  
  31. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 7168.0 698.5)
  32. Leaf 0 contents:
  33. Leaf 1 contents: CONTENTS_SOLID
  34. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  35. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  36. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  37. Candidate brush IDs:
  38.  
  39.  
  40. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 6656.0 698.5)
  41. Leaf 0 contents:
  42. Leaf 1 contents: CONTENTS_SOLID
  43. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  44. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  45. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  46. Candidate brush IDs:
  47.  
  48.  
  49. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4104.0 5120.0 698.5)
  50. Leaf 0 contents: CONTENTS_SOLID
  51. Leaf 1 contents:
  52. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  53. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  54. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  55. Candidate brush IDs:
  56.  
  57.  
  58. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4616.0 5120.0 698.5)
  59. Leaf 0 contents: CONTENTS_SOLID
  60. Leaf 1 contents:
  61. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  62. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  63. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  64. Candidate brush IDs:
  65.  
  66.  
  67. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 5632.0 504.0)
  68. Leaf 0 contents: CONTENTS_SOLID
  69. Leaf 1 contents:
  70. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  71. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  72. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  73. Candidate brush IDs:
  74.  
  75.  
  76. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 5952.0 1144.0)
  77. Leaf 0 contents: CONTENTS_SOLID
  78. Leaf 1 contents:
  79. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  80. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  81. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  82. Candidate brush IDs:
  83.  
  84.  
  85. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 5632.0 1418.5)
  86. Leaf 0 contents: CONTENTS_SOLID
  87. Leaf 1 contents:
  88. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  89. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  90. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  91. Candidate brush IDs:
  92.  
  93. *** Suppressing further FindPortalSide errors.... ***
  94. Processing areas...
  95. Brush 150614: areaportal brush doesn't touch two areas
  96.  
  97. Brush 150614: areaportal brush doesn't touch two areas
  98.  
  99. Brush 150614: areaportal brush doesn't touch two areas
  100.  
  101. Brush 150614: areaportal brush doesn't touch two areas
  102. done (0)
  103. Building Faces...done (0)
  104. Chop Details...done (0)
  105. Find Visible Detail Sides...
  106. Merged 2764 detail faces...done (0)
  107. Merging details...done (0)
  108. FixTjuncs...
  109. PruneNodes...
  110. WriteBSP...
  111. done (1)
  112. *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
  113. Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
  114. *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
  115. Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
  116. Finding displacement neighbors...
  117. Found a displacement edge abutting multiple other edges.
  118. Warning: overflowed 1 displacement corner-neighbor lists.Finding lightmap sample positions...
  119. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  120. Building Physics collision data...
  121. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  122. Degenerate Triangle
  123. (3951.00, 2896.00, 82.00), (3951.00, 2896.00, 82.00), (3950.78, 2896.00, 95.00)
  124. Degenerate Triangle
  125. (3951.00, 2896.00, 82.00), (3951.00, 2896.00, 82.00), (3950.22, 2896.00, 69.00)
  126. done (1) (14709101 bytes)
  127. Unable to load vertex data "models/props_skybox/barrel_crate_half_skybox.vvd"
  128.  
  129.  
  130. ** Executing...
  131. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
  132. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\William\Documents\Hammer\pl_dockyard_a13"
  133.  
  134. Valve Software - vvis.exe (Aug 2 2018)
  135. fastvis = true
  136. 12 threads
  137. reading c:\users\william\documents\hammer\pl_dockyard_a13.bsp
  138. reading c:\users\william\documents\hammer\pl_dockyard_a13.prt
  139. LoadPortals: couldn't read c:\users\william\documents\hammer\pl_dockyard_a13.prt
  140.  
  141.  
  142. ** Executing...
  143. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
  144. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Users\William\Documents\Hammer\pl_dockyard_a13"
  145.  
  146. Valve Software - vrad.exe SSE (Jul 18 2018)
  147.  
  148. Valve Radiosity Simulator
  149. 12 threads
  150. [Reading texlights from 'lights.rad']
  151. unknown light specifier type - lights
  152.  
  153. [56 texlights parsed from 'lights.rad']
  154.  
  155. Loading c:\users\william\documents\hammer\pl_dockyard_a13.bsp
  156. Setting up ray-trace acceleration structure... Done (4.62 seconds)
  157. 12280 faces
  158. 11 degenerate faces
  159. 1981201 square feet [285293056.00 square inches]
  160. 232 Displacements
  161. 72117 Square Feet [10384918.00 Square Inches]
  162. 12269 patches before subdivision
  163. 189047 patches after subdivision
  164. sun extent from map=0.087156
  165. 150 direct lights
  166. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (16)
  167. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (54)
  168. transfers 16517529, max 1332
  169. transfer lists: 126.0 megs
  170. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  171. Bounce #1 added RGB(815145, 600547, 492333)
  172. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  173. Bounce #2 added RGB(134947, 87809, 67840)
  174. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  175. Bounce #3 added RGB(23261, 13549, 10180)
  176. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  177. Bounce #4 added RGB(4657, 2376, 1710)
  178. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  179. Bounce #5 added RGB(956, 434, 302)
  180. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  181. Bounce #6 added RGB(210, 84, 56)
  182. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  183. Bounce #7 added RGB(47, 17, 11)
  184. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  185. Bounce #8 added RGB(11, 3, 2)
  186. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  187. Bounce #9 added RGB(3, 1, 0)
  188. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  189. Bounce #10 added RGB(1, 0, 0)
  190. Build Patch/Sample Hash Table(s).....Done<0.0455 sec>
  191. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
  192. FinalLightFace Done
  193. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  194. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  195. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
  196. Writing leaf ambient...done
  197. Ready to Finish
  198.  
  199. Object names Objects/Maxobjs Memory / Maxmem Fullness
  200. ------------ --------------- --------------- --------
  201. models 65/1024 3120/49152 ( 6.3%)
  202. brushes 2590/8192 31080/98304 (31.6%)
  203. brushsides 17297/65536 138376/524288 (26.4%)
  204. planes 8046/65536 160920/1310720 (12.3%)
  205. vertexes 23155/65536 277860/786432 (35.3%)
  206. nodes 4362/65536 139584/2097152 ( 6.7%)
  207. texinfos 981/12288 70632/884736 ( 8.0%)
  208. texdata 147/2048 4704/65536 ( 7.2%)
  209. dispinfos 232/0 40832/0 ( 0.0%)
  210. disp_verts 67048/0 1340960/0 ( 0.0%)
  211. disp_tris 118784/0 237568/0 ( 0.0%)
  212. disp_lmsamples 240179/0 240179/0 ( 0.0%)
  213. faces 12280/65536 687680/3670016 (18.7%)
  214. hdr faces 0/65536 0/3670016 ( 0.0%)
  215. origfaces 7808/65536 437248/3670016 (11.9%)
  216. leaves 4428/65536 141696/2097152 ( 6.8%)
  217. leaffaces 16863/65536 33726/131072 (25.7%)
  218. leafbrushes 7162/65536 14324/131072 (10.9%)
  219. areas 4/256 32/2048 ( 1.6%)
  220. surfedges 93339/512000 373356/2048000 (18.2%)
  221. edges 58144/256000 232576/1024000 (22.7%)
  222. LDR worldlights 150/8192 13200/720896 ( 1.8%)
  223. HDR worldlights 0/8192 0/720896 ( 0.0%)
  224. leafwaterdata 2/32768 24/393216 ( 0.0%)
  225. waterstrips 1675/32768 16750/327680 ( 5.1%)
  226. waterverts 0/65536 0/786432 ( 0.0%)
  227. waterindices 33423/65536 66846/131072 (51.0%)
  228. cubemapsamples 0/1024 0/16384 ( 0.0%)
  229. overlays 147/512 51744/180224 (28.7%)
  230. LDR lightdata [variable] 8199156/0 ( 0.0%)
  231. HDR lightdata [variable] 0/0 ( 0.0%)
  232. visdata [variable] 748229/16777216 ( 4.5%)
  233. entdata [variable] 170922/393216 (43.5%)
  234. LDR ambient table 4428/65536 17712/262144 ( 6.8%)
  235. HDR ambient table 4428/65536 17712/262144 ( 6.8%)
  236. LDR leaf ambient 22911/65536 641508/1835008 (35.0%)
  237. HDR leaf ambient 4428/65536 123984/1835008 ( 6.8%)
  238. occluders 0/0 0/0 ( 0.0%)
  239. occluder polygons 0/0 0/0 ( 0.0%)
  240. occluder vert ind 0/0 0/0 ( 0.0%)
  241. detail props [variable] 1/129632 ( 0.0%)
  242. dtl prp lght [variable] 1/4 (25.0%)
  243. HDR dtl prp lght [variable] 1/4 (25.0%)
  244. static props [variable] 1/67680 ( 0.0%)
  245. pakfile [variable] 3821/0 ( 0.0%)
  246. physics [variable] 14324352/4194304 (341.5%) VERY FULL!
  247. physics terrain [variable] 0/1048576 ( 0.0%)
  248.  
  249. Level flags = 0
  250.  
  251. Total triangle count: 37424
  252. Writing c:\users\william\documents\hammer\pl_dockyard_a13.bsp
  253. 1 minute, 41 seconds elapsed
  254.  
  255. ** Executing...
  256. ** Command: Copy File
  257. ** Parameters: "C:\Users\William\Documents\Hammer\pl_dockyard_a13.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_dockyard_a13.bsp"
  258.  
  259.  
  260. ** Executing...
  261. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
  262. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "pl_dockyard_a13" -steam
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