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  1. materialPath: H:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
  2. Loading h:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_idoneus_a1.vmf
  3. Patching WVT material: maps/cp_idoneus_a1/harvest/blendgrassground001_nosprites_wvt_patch
  4. fixing up env_cubemap materials on brush sides...
  5. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  6. Building Faces...done (0)
  7. Chop Details...done (0)
  8. Find Visible Detail Sides...
  9. Merged 40 detail faces...done (0)
  10. Merging details...done (0)
  11. FixTjuncs...
  12. PruneNodes...
  13. WriteBSP...
  14. done (0)
  15. writing h:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_idoneus_a1.prt...Building visibility clusters...
  16. done (0)
  17. *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
  18. Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
  19. *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
  20. Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
  21. Finding displacement neighbors...
  22. Finding lightmap sample positions...
  23. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  24. Building Physics collision data...
  25. done (0) (145992 bytes)
  26. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  27. Compacting texture/material tables...
  28. Reduced 57 texinfos to 38
  29. Reduced 14 texdatas to 13 (377 bytes to 310)
  30. Writing h:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_idoneus_a1.bsp
  31. Wrote ZIP buffer, estimated size 630, actual size 550
  32. 2 seconds elapsed
  33.  
  34.  
  35.  
  36. 8 threads
  37. reading h:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_idoneus_a1.bsp
  38. reading h:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_idoneus_a1.prt
  39. 703 portalclusters
  40. 2273 numportals
  41. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1638 visible clusters (0.66%)
  42. Total clusters visible: 249577
  43. Average clusters visible: 355
  44. Building PAS...
  45. Average clusters audible: 701
  46. visdatasize:127474 compressed from 123728
  47. writing h:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_idoneus_a1.bsp
  48. 1 minute, 4 seconds elapsed
  49.  
  50.  
  51.  
  52. [Reading texlights from 'lights.rad']
  53. [56 texlights parsed from 'lights.rad']
  54.  
  55. Loading h:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_idoneus_a1.bsp
  56. 2486 faces
  57. 6 degenerate faces
  58. 880293 square feet [126762272.00 square inches]
  59. 48 Displacements
  60. 23607 Square Feet [3399483.25 Square Inches]
  61. 2480 patches before subdivision
  62. 55810 patches after subdivision
  63. 4 direct lights
  64. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3379491, max 397
  65. transfer lists: 25.8 megs
  66. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(513877, 405397, 289463)
  67. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(105961, 83208, 59657)
  68. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(25428, 19009, 13570)
  69. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(6427, 4742, 3410)
  70. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1745, 1247, 903)
  71. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(486, 345, 252)
  72. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(143, 99, 73)
  73. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(42, 29, 22)
  74. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(13, 9, 7)
  75. 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(4, 3, 2)
  76. 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 1, 1)
  77. 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(0, 0, 0)
  78. Build Patch/Sample Hash Table(s).....Done<0.0146 sec>
  79. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  80. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  81. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  82. Ready to Finish
  83.  
  84. Object names Objects/Maxobjs Memory / Maxmem Fullness
  85. ------------ --------------- --------------- --------
  86. models 7/1024 336/49152 ( 0.7%)
  87. brushes 423/8192 5076/98304 ( 5.2%)
  88. brushsides 2649/65536 21192/524288 ( 4.0%)
  89. planes 1112/65536 22240/1310720 ( 1.7%)
  90. vertexes 3455/65536 41460/786432 ( 5.3%)
  91. nodes 1436/65536 45952/2097152 ( 2.2%)
  92. texinfos 38/12288 2736/884736 ( 0.3%)
  93. texdata 13/2048 416/65536 ( 0.6%)
  94. dispinfos 48/0 8448/0 ( 0.0%)
  95. disp_verts 1200/0 24000/0 ( 0.0%)
  96. disp_tris 1536/0 3072/0 ( 0.0%)
  97. disp_lmsamples 68584/0 68584/0 ( 0.0%)
  98. faces 2486/65536 139216/3670016 ( 3.8%)
  99. hdr faces 0/65536 0/3670016 ( 0.0%)
  100. origfaces 1574/65536 88144/3670016 ( 2.4%)
  101. leaves 1444/65536 46208/2097152 ( 2.2%)
  102. leaffaces 2777/65536 5554/131072 ( 4.2%)
  103. leafbrushes 989/65536 1978/131072 ( 1.5%)
  104. areas 2/256 16/2048 ( 0.8%)
  105. surfedges 18143/512000 72572/2048000 ( 3.5%)
  106. edges 10552/256000 42208/1024000 ( 4.1%)
  107. LDR worldlights 4/8192 352/720896 ( 0.0%)
  108. HDR worldlights 0/8192 0/720896 ( 0.0%)
  109. leafwaterdata 0/32768 0/393216 ( 0.0%)
  110. waterstrips 282/32768 2820/327680 ( 0.9%)
  111. waterverts 0/65536 0/786432 ( 0.0%)
  112. waterindices 4245/65536 8490/131072 ( 6.5%)
  113. cubemapsamples 0/1024 0/16384 ( 0.0%)
  114. overlays 2/512 704/180224 ( 0.4%)
  115. LDR lightdata [variable] 1225620/0 ( 0.0%)
  116. HDR lightdata [variable] 0/0 ( 0.0%)
  117. visdata [variable] 127474/16777216 ( 0.8%)
  118. entdata [variable] 9941/393216 ( 2.5%)
  119. LDR ambient table 1444/65536 5776/262144 ( 2.2%)
  120. HDR ambient table 1444/65536 5776/262144 ( 2.2%)
  121. LDR leaf ambient 8121/65536 227388/1835008 (12.4%)
  122. HDR leaf ambient 1444/65536 40432/1835008 ( 2.2%)
  123. occluders 0/0 0/0 ( 0.0%)
  124. occluder polygons 0/0 0/0 ( 0.0%)
  125. occluder vert ind 0/0 0/0 ( 0.0%)
  126. detail props [variable] 1/12 ( 8.3%)
  127. static props [variable] 1/8160 ( 0.0%)
  128. pakfile [variable] 550/0 ( 0.0%)
  129. physics [variable] 145992/4194304 ( 3.5%)
  130. physics terrain [variable] 7306/1048576 ( 0.7%)
  131.  
  132. Level flags = 0
  133.  
  134. Total triangle count: 6898
  135. Writing h:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_idoneus_a1.bsp
  136. 33 seconds elapsed
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