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  1. Starting a 'Crashpile Test' compile.
  2. Starting compilation of C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\mapsrc\cp_spookeyridge_b5c.vmf
  3. Valve Software - vbsp.exe (Jun 14 2017)
  4. 8 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\mapsrc\cp_spookeyridge_b5c.vmf
  7. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  8. Patching WVT material: maps/cp_spookeyridge_b5c/dev/dev_blendmeasure2_wvt_patch
  9. Patching WVT material: maps/cp_spookeyridge_b5c/nature/blendrockgroundwallforest_viaduct_event_wvt_patch
  10. Patching WVT material: maps/cp_spookeyridge_b5c/nature/blendcobblestone_underworld001_wvt_patch
  11. fixing up env_cubemap materials on brush sides...
  12. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. Processing areas...done (0)
  15. Building Faces...done (0)
  16. Chop Details...done (0)
  17. Find Visible Detail Sides...
  18. Merged 4050 detail faces...done (1)
  19. Merging details...done (0)
  20. FixTjuncs...
  21. PruneNodes...
  22. WriteBSP...
  23. done (1)
  24. writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\mapsrc\cp_spookeyridge_b5c.prt...Building visibility clusters...
  25. done (0)
  26. WARNING: node without a volume
  27. *** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
  28. Can't load skybox file skybox/sky_harvest_night_01 to build the default cubemap!
  29. *** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
  30. Can't load skybox file skybox/sky_harvest_night_01 to build the default cubemap!
  31. Finding displacement neighbors...
  32. Finding lightmap sample positions...
  33. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  34. Building Physics collision data...
  35. done (2) (2891680 bytes)
  36. Error! To use model "models/player/hwm/heavy.mdl"
  37. with prop_static, it must be compiled with $staticprop!
  38. Error loading studio model "models/player/hwm/heavy.mdl"!
  39. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  40. Compacting texture/material tables...
  41. Reduced 20356 texinfos to 10509
  42. Reduced 338 texdatas to 300 (10566 bytes to 9145)
  43. Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\mapsrc\cp_spookeyridge_b5c.bsp
  44. Wrote ZIP buffer, estimated size 38820, actual size 28690
  45. 18 seconds elapsed
  46. Valve Software - vvis.exe (Jun 14 2017)
  47. 8 threads
  48. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\cp_spookeyridge_b5c.bsp
  49. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\cp_spookeyridge_b5c.prt
  50. 2761 portalclusters
  51. 7398 numportals
  52. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  53. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1654)
  54. Optimized: 12437 visible clusters (1.05%)
  55. Total clusters visible: 1187936
  56. Average clusters visible: 430
  57. Building PAS...
  58. Average clusters audible: 1196
  59. visdatasize:1433468 compressed from 1943744
  60. writing c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\cp_spookeyridge_b5c.bsp
  61. 27 minutes, 34 seconds elapsed
  62. Valve Software - vrad.exe SSE (Jun 14 2017)
  63.  
  64. Valve Radiosity Simulator
  65. 8 threads
  66. [Reading texlights from 'lights.rad']
  67. unknown light specifier type - lights
  68.  
  69. [56 texlights parsed from 'lights.rad']
  70.  
  71. [Reading texlights from 'crash_lights.rad']
  72. [0 texlights parsed from 'crash_lights.rad']
  73.  
  74. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\cp_spookeyridge_b5c.bsp
  75. Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
  76. Loaded alpha texture materials\Models\props_farm\haypile001_card.vtf
  77. Loaded alpha texture materials\models\props_foliage\shrub_01a.vtf
  78. Setting up ray-trace acceleration structure... Done (29.98 seconds)
  79. 28875 faces
  80. 11 degenerate faces
  81. 19839520 square feet [2856890880.00 square inches]
  82. 350 Displacements
  83. 657885 Square Feet [94735536.00 Square Inches]
  84. 28864 patches before subdivision
  85. zero area child patch
  86. zero area child patch
  87. zero area child patch
  88. 355372 patches after subdivision
  89. sun extent from map=0.052336
  90. 464 direct lights
  91. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (262)
  92. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (85)
  93. transfers 74977609, max 1837
  94. transfer lists: 572.0 megs
  95. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  96. Bounce #1 added RGB(575022, 445805, 386647)
  97. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  98. Bounce #2 added RGB(108146, 76790, 53720)
  99. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  100. Bounce #3 added RGB(27218, 18332, 10620)
  101. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  102. Bounce #4 added RGB(7688, 4898, 2411)
  103. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  104. Bounce #5 added RGB(2308, 1380, 588)
  105. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  106. Bounce #6 added RGB(727, 405, 151)
  107. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  108. Bounce #7 added RGB(233, 121, 40)
  109. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  110. Bounce #8 added RGB(76, 37, 11)
  111. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  112. Bounce #9 added RGB(25, 11, 3)
  113. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  114. Bounce #10 added RGB(8, 3, 1)
  115. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  116. Bounce #11 added RGB(3, 1, 0)
  117. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  118. Bounce #12 added RGB(1, 0, 0)
  119. Build Patch/Sample Hash Table(s).....Done<0.1035 sec>
  120. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (18)
  121. FinalLightFace Done
  122. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  123. 16 of 20 (80% of) surface lights went in leaf ambient cubes.
  124. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (40)
  125. Writing leaf ambient...done
  126. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (76)
  127.  
  128. Ready to Finish
  129.  
  130. Object names Objects/Maxobjs Memory / Maxmem Fullness
  131. ------------ --------------- --------------- --------
  132. models 432/1024 20736/49152 (42.2%)
  133. brushes 7823/8192 93876/98304 (95.5%) VERY FULL!
  134. brushsides 55644/65536 445152/524288 (84.9%) VERY FULL!
  135. planes 30904/65536 618080/1310720 (47.2%)
  136. vertexes 53740/65536 644880/786432 (82.0%) VERY FULL!
  137. nodes 15349/65536 491168/2097152 (23.4%)
  138. texinfos 10509/12288 756648/884736 (85.5%) VERY FULL!
  139. texdata 300/2048 9600/65536 (14.6%)
  140. dispinfos 350/0 61600/0 ( 0.0%)
  141. disp_verts 15302/0 306040/0 ( 0.0%)
  142. disp_tris 22432/0 44864/0 ( 0.0%)
  143. disp_lmsamples 164772/0 164772/0 ( 0.0%)
  144. faces 28875/65536 1617000/3670016 (44.1%)
  145. hdr faces 0/65536 0/3670016 ( 0.0%)
  146. origfaces 19925/65536 1115800/3670016 (30.4%)
  147. leaves 15782/65536 505024/2097152 (24.1%)
  148. leaffaces 36576/65536 73152/131072 (55.8%)
  149. leafbrushes 20056/65536 40112/131072 (30.6%)
  150. areas 28/256 224/2048 (10.9%)
  151. surfedges 221935/512000 887740/2048000 (43.3%)
  152. edges 141526/256000 566104/1024000 (55.3%)
  153. LDR worldlights 464/8192 40832/720896 ( 5.7%)
  154. HDR worldlights 0/8192 0/720896 ( 0.0%)
  155. leafwaterdata 0/32768 0/393216 ( 0.0%)
  156. waterstrips 3126/32768 31260/327680 ( 9.5%)
  157. waterverts 0/65536 0/786432 ( 0.0%)
  158. waterindices 62820/65536 125640/131072 (95.9%) VERY FULL!
  159. cubemapsamples 20/1024 320/16384 ( 2.0%)
  160. overlays 265/512 93280/180224 (51.8%)
  161. LDR lightdata [variable] 12878236/0 ( 0.0%)
  162. HDR lightdata [variable] 0/0 ( 0.0%)
  163. visdata [variable] 1433468/16777216 ( 8.5%)
  164. entdata [variable] 479688/393216 (122.0%) VERY FULL!
  165. LDR ambient table 15782/65536 63128/262144 (24.1%)
  166. HDR ambient table 15782/65536 63128/262144 (24.1%)
  167. LDR leaf ambient 42943/65536 1202404/1835008 (65.5%)
  168. HDR leaf ambient 15782/65536 441896/1835008 (24.1%)
  169. occluders 1/0 40/0 ( 0.0%)
  170. occluder polygons 2/0 24/0 ( 0.0%)
  171. occluder vert ind 9/0 36/0 ( 0.0%)
  172. detail props [variable] 1/1119868 ( 0.0%)
  173. dtl prp lght [variable] 1/84084 ( 0.0%)
  174. HDR dtl prp lght [variable] 1/4 (25.0%)
  175. static props [variable] 1/182590 ( 0.0%)
  176. pakfile [variable] 10058158/0 ( 0.0%)
  177. physics [variable] 2891680/4194304 (68.9%)
  178. physics terrain [variable] 71892/1048576 ( 6.9%)
  179.  
  180. Level flags = 1
  181.  
  182. Total triangle count: 84431
  183. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\cp_spookeyridge_b5c.bsp
  184. 8 minutes, 40 seconds elapsed
  185. Valve Software - vrad.exe SSE (Jun 14 2017)
  186.  
  187. Valve Radiosity Simulator
  188. 8 threads
  189. [Reading texlights from 'lights.rad']
  190. unknown light specifier type - lights
  191.  
  192. [56 texlights parsed from 'lights.rad']
  193.  
  194. [Reading texlights from 'crash_lights.rad']
  195. [0 texlights parsed from 'crash_lights.rad']
  196.  
  197. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\cp_spookeyridge_b5c.bsp
  198. Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
  199. Loaded alpha texture materials\Models\props_farm\haypile001_card.vtf
  200. Loaded alpha texture materials\models\props_foliage\shrub_01a.vtf
  201. Setting up ray-trace acceleration structure... Done (29.91 seconds)
  202. 28875 faces
  203. 11 degenerate faces
  204. 19839520 square feet [2856890880.00 square inches]
  205. 350 Displacements
  206. 657885 Square Feet [94735536.00 Square Inches]
  207. 28864 patches before subdivision
  208. zero area child patch
  209. zero area child patch
  210. zero area child patch
  211. 355372 patches after subdivision
  212. sun extent from map=0.052336
  213. 464 direct lights
  214. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (257)
  215. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (84)
  216. transfers 74977609, max 1837
  217. transfer lists: 572.0 megs
  218. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  219. Bounce #1 added RGB(530851, 411490, 366135)
  220. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  221. Bounce #2 added RGB(96447, 68339, 49315)
  222. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  223. Bounce #3 added RGB(23792, 16033, 9582)
  224. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  225. Bounce #4 added RGB(6562, 4191, 2132)
  226. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  227. Bounce #5 added RGB(1945, 1168, 515)
  228. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  229. Bounce #6 added RGB(605, 339, 131)
  230. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  231. Bounce #7 added RGB(192, 101, 35)
  232. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  233. Bounce #8 added RGB(62, 30, 9)
  234. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  235. Bounce #9 added RGB(20, 9, 3)
  236. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  237. Bounce #10 added RGB(7, 3, 1)
  238. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  239. Bounce #11 added RGB(2, 1, 0)
  240. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  241. Bounce #12 added RGB(1, 0, 0)
  242. Build Patch/Sample Hash Table(s).....Done<0.1184 sec>
  243. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
  244. FinalLightFace Done
  245. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  246. 16 of 20 (80% of) surface lights went in leaf ambient cubes.
  247. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (40)
  248. Writing leaf ambient...done
  249. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (74)
  250.  
  251. Ready to Finish
  252.  
  253. Object names Objects/Maxobjs Memory / Maxmem Fullness
  254. ------------ --------------- --------------- --------
  255. models 432/1024 20736/49152 (42.2%)
  256. brushes 7823/8192 93876/98304 (95.5%) VERY FULL!
  257. brushsides 55644/65536 445152/524288 (84.9%) VERY FULL!
  258. planes 30904/65536 618080/1310720 (47.2%)
  259. vertexes 53740/65536 644880/786432 (82.0%) VERY FULL!
  260. nodes 15349/65536 491168/2097152 (23.4%)
  261. texinfos 10509/12288 756648/884736 (85.5%) VERY FULL!
  262. texdata 300/2048 9600/65536 (14.6%)
  263. dispinfos 350/0 61600/0 ( 0.0%)
  264. disp_verts 15302/0 306040/0 ( 0.0%)
  265. disp_tris 22432/0 44864/0 ( 0.0%)
  266. disp_lmsamples 164772/0 164772/0 ( 0.0%)
  267. faces 28875/65536 1617000/3670016 (44.1%)
  268. hdr faces 28875/65536 1617000/3670016 (44.1%)
  269. origfaces 19925/65536 1115800/3670016 (30.4%)
  270. leaves 15782/65536 505024/2097152 (24.1%)
  271. leaffaces 36576/65536 73152/131072 (55.8%)
  272. leafbrushes 20056/65536 40112/131072 (30.6%)
  273. areas 28/256 224/2048 (10.9%)
  274. surfedges 221935/512000 887740/2048000 (43.3%)
  275. edges 141526/256000 566104/1024000 (55.3%)
  276. LDR worldlights 464/8192 40832/720896 ( 5.7%)
  277. HDR worldlights 464/8192 40832/720896 ( 5.7%)
  278. leafwaterdata 0/32768 0/393216 ( 0.0%)
  279. waterstrips 3126/32768 31260/327680 ( 9.5%)
  280. waterverts 0/65536 0/786432 ( 0.0%)
  281. waterindices 62820/65536 125640/131072 (95.9%) VERY FULL!
  282. cubemapsamples 20/1024 320/16384 ( 2.0%)
  283. overlays 265/512 93280/180224 (51.8%)
  284. LDR lightdata [variable] 12878236/0 ( 0.0%)
  285. HDR lightdata [variable] 12878236/0 ( 0.0%)
  286. visdata [variable] 1433468/16777216 ( 8.5%)
  287. entdata [variable] 479688/393216 (122.0%) VERY FULL!
  288. LDR ambient table 15782/65536 63128/262144 (24.1%)
  289. HDR ambient table 15782/65536 63128/262144 (24.1%)
  290. LDR leaf ambient 42943/65536 1202404/1835008 (65.5%)
  291. HDR leaf ambient 42838/65536 1199464/1835008 (65.4%)
  292. occluders 1/0 40/0 ( 0.0%)
  293. occluder polygons 2/0 24/0 ( 0.0%)
  294. occluder vert ind 9/0 36/0 ( 0.0%)
  295. detail props [variable] 1/1119868 ( 0.0%)
  296. dtl prp lght [variable] 1/84084 ( 0.0%)
  297. HDR dtl prp lght [variable] 1/84084 ( 0.0%)
  298. static props [variable] 1/182590 ( 0.0%)
  299. pakfile [variable] 20101298/0 ( 0.0%)
  300. physics [variable] 2891680/4194304 (68.9%)
  301. physics terrain [variable] 71892/1048576 ( 6.9%)
  302.  
  303. Level flags = 3
  304.  
  305. Total triangle count: 84431
  306. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\cp_spookeyridge_b5c.bsp
  307. 8 minutes, 33 seconds elapsed
  308. C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\mapsrc\cp_spookeyridge_b5c.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_spookeyridge_b5c.bsp
  309. 1 File(s) copied
  310.  
  311. CompilePal - Nav Generator
  312. Generating...
  313. nav file complete!
  314.  
  315. CompilePal - Cubemap Generator
  316. Detecting HDR levels...
  317. Map requires two sets of cubemaps
  318. Compiling LDR cubemaps...
  319. Compiling HDR cubemaps...
  320. Cubemaps compiled
  321.  
  322. CompilePal - Automated Packaging
  323. Finding sources of game content...
  324. Found search paths...
  325. Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
  326. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
  327. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
  328. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
  329. Reading BSP...
  330. Initializing pak file...
  331. Writing file list...
  332. Running bspzip...
  333. Finished!
  334. ---------------------
  335. 18 materials found
  336. 19 models found
  337. 1 particle files found
  338. 0 sounds found
  339. additional files:
  340. -nav file
  341. -particle manifest
  342. ---------------------
  343.  
  344. Valve Software - bspzip.exe (Jun 14 2017)
  345. Warning: falling back to auto detection of vproject directory.
  346. Repacking C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_spookeyridge_b5c.bsp
  347. Successfully repacked C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_spookeyridge_b5c.bsp -- 106370028 -> 28317199 bytes
  348. 'Crashpile Test' compile finished in 00:48:19
  349. 7 errors/warnings logged:
  350. (1) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
  351. (2) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
  352. (3) - Error loading studio model &quot;[sub:1]&quot;! (Caution)
  353. (4) - zero area child patch (Info)
  354. (5) - zero area child patch (Info)
  355. (6) - zero area child patch (Info)
  356. (7) - zero area child patch (Info)
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