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- Starting a 'Crashpile Test' compile.
- Starting compilation of C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\mapsrc\cp_spookeyridge_b5c.vmf
- Valve Software - vbsp.exe (Jun 14 2017)
- 8 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\mapsrc\cp_spookeyridge_b5c.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Patching WVT material: maps/cp_spookeyridge_b5c/dev/dev_blendmeasure2_wvt_patch
- Patching WVT material: maps/cp_spookeyridge_b5c/nature/blendrockgroundwallforest_viaduct_event_wvt_patch
- Patching WVT material: maps/cp_spookeyridge_b5c/nature/blendcobblestone_underworld001_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 4050 detail faces...done (1)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (1)
- writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\mapsrc\cp_spookeyridge_b5c.prt...Building visibility clusters...
- done (0)
- WARNING: node without a volume
- *** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_harvest_night_01 to build the default cubemap!
- *** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_harvest_night_01 to build the default cubemap!
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (2) (2891680 bytes)
- Error! To use model "models/player/hwm/heavy.mdl"
- with prop_static, it must be compiled with $staticprop!
- Error loading studio model "models/player/hwm/heavy.mdl"!
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 20356 texinfos to 10509
- Reduced 338 texdatas to 300 (10566 bytes to 9145)
- Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\mapsrc\cp_spookeyridge_b5c.bsp
- Wrote ZIP buffer, estimated size 38820, actual size 28690
- 18 seconds elapsed
- Valve Software - vvis.exe (Jun 14 2017)
- 8 threads
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\cp_spookeyridge_b5c.bsp
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\cp_spookeyridge_b5c.prt
- 2761 portalclusters
- 7398 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 (1654)
- Optimized: 12437 visible clusters (1.05%)
- Total clusters visible: 1187936
- Average clusters visible: 430
- Building PAS...
- Average clusters audible: 1196
- visdatasize:1433468 compressed from 1943744
- writing c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\cp_spookeyridge_b5c.bsp
- 27 minutes, 34 seconds elapsed
- Valve Software - vrad.exe SSE (Jun 14 2017)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- [Reading texlights from 'crash_lights.rad']
- [0 texlights parsed from 'crash_lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\cp_spookeyridge_b5c.bsp
- Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
- Loaded alpha texture materials\Models\props_farm\haypile001_card.vtf
- Loaded alpha texture materials\models\props_foliage\shrub_01a.vtf
- Setting up ray-trace acceleration structure... Done (29.98 seconds)
- 28875 faces
- 11 degenerate faces
- 19839520 square feet [2856890880.00 square inches]
- 350 Displacements
- 657885 Square Feet [94735536.00 Square Inches]
- 28864 patches before subdivision
- zero area child patch
- zero area child patch
- zero area child patch
- 355372 patches after subdivision
- sun extent from map=0.052336
- 464 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (262)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (85)
- transfers 74977609, max 1837
- transfer lists: 572.0 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(575022, 445805, 386647)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(108146, 76790, 53720)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(27218, 18332, 10620)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(7688, 4898, 2411)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #5 added RGB(2308, 1380, 588)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(727, 405, 151)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(233, 121, 40)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(76, 37, 11)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(25, 11, 3)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(8, 3, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(3, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #12 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.1035 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (18)
- FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 16 of 20 (80% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (40)
- Writing leaf ambient...done
- Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (76)
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 432/1024 20736/49152 (42.2%)
- brushes 7823/8192 93876/98304 (95.5%) VERY FULL!
- brushsides 55644/65536 445152/524288 (84.9%) VERY FULL!
- planes 30904/65536 618080/1310720 (47.2%)
- vertexes 53740/65536 644880/786432 (82.0%) VERY FULL!
- nodes 15349/65536 491168/2097152 (23.4%)
- texinfos 10509/12288 756648/884736 (85.5%) VERY FULL!
- texdata 300/2048 9600/65536 (14.6%)
- dispinfos 350/0 61600/0 ( 0.0%)
- disp_verts 15302/0 306040/0 ( 0.0%)
- disp_tris 22432/0 44864/0 ( 0.0%)
- disp_lmsamples 164772/0 164772/0 ( 0.0%)
- faces 28875/65536 1617000/3670016 (44.1%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 19925/65536 1115800/3670016 (30.4%)
- leaves 15782/65536 505024/2097152 (24.1%)
- leaffaces 36576/65536 73152/131072 (55.8%)
- leafbrushes 20056/65536 40112/131072 (30.6%)
- areas 28/256 224/2048 (10.9%)
- surfedges 221935/512000 887740/2048000 (43.3%)
- edges 141526/256000 566104/1024000 (55.3%)
- LDR worldlights 464/8192 40832/720896 ( 5.7%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 3126/32768 31260/327680 ( 9.5%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 62820/65536 125640/131072 (95.9%) VERY FULL!
- cubemapsamples 20/1024 320/16384 ( 2.0%)
- overlays 265/512 93280/180224 (51.8%)
- LDR lightdata [variable] 12878236/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 1433468/16777216 ( 8.5%)
- entdata [variable] 479688/393216 (122.0%) VERY FULL!
- LDR ambient table 15782/65536 63128/262144 (24.1%)
- HDR ambient table 15782/65536 63128/262144 (24.1%)
- LDR leaf ambient 42943/65536 1202404/1835008 (65.5%)
- HDR leaf ambient 15782/65536 441896/1835008 (24.1%)
- occluders 1/0 40/0 ( 0.0%)
- occluder polygons 2/0 24/0 ( 0.0%)
- occluder vert ind 9/0 36/0 ( 0.0%)
- detail props [variable] 1/1119868 ( 0.0%)
- dtl prp lght [variable] 1/84084 ( 0.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/182590 ( 0.0%)
- pakfile [variable] 10058158/0 ( 0.0%)
- physics [variable] 2891680/4194304 (68.9%)
- physics terrain [variable] 71892/1048576 ( 6.9%)
- Level flags = 1
- Total triangle count: 84431
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\cp_spookeyridge_b5c.bsp
- 8 minutes, 40 seconds elapsed
- Valve Software - vrad.exe SSE (Jun 14 2017)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- [Reading texlights from 'crash_lights.rad']
- [0 texlights parsed from 'crash_lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\cp_spookeyridge_b5c.bsp
- Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
- Loaded alpha texture materials\Models\props_farm\haypile001_card.vtf
- Loaded alpha texture materials\models\props_foliage\shrub_01a.vtf
- Setting up ray-trace acceleration structure... Done (29.91 seconds)
- 28875 faces
- 11 degenerate faces
- 19839520 square feet [2856890880.00 square inches]
- 350 Displacements
- 657885 Square Feet [94735536.00 Square Inches]
- 28864 patches before subdivision
- zero area child patch
- zero area child patch
- zero area child patch
- 355372 patches after subdivision
- sun extent from map=0.052336
- 464 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (257)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (84)
- transfers 74977609, max 1837
- transfer lists: 572.0 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(530851, 411490, 366135)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(96447, 68339, 49315)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(23792, 16033, 9582)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(6562, 4191, 2132)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(1945, 1168, 515)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(605, 339, 131)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(192, 101, 35)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(62, 30, 9)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(20, 9, 3)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(7, 3, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(2, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.1184 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
- FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 16 of 20 (80% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (40)
- Writing leaf ambient...done
- Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (74)
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 432/1024 20736/49152 (42.2%)
- brushes 7823/8192 93876/98304 (95.5%) VERY FULL!
- brushsides 55644/65536 445152/524288 (84.9%) VERY FULL!
- planes 30904/65536 618080/1310720 (47.2%)
- vertexes 53740/65536 644880/786432 (82.0%) VERY FULL!
- nodes 15349/65536 491168/2097152 (23.4%)
- texinfos 10509/12288 756648/884736 (85.5%) VERY FULL!
- texdata 300/2048 9600/65536 (14.6%)
- dispinfos 350/0 61600/0 ( 0.0%)
- disp_verts 15302/0 306040/0 ( 0.0%)
- disp_tris 22432/0 44864/0 ( 0.0%)
- disp_lmsamples 164772/0 164772/0 ( 0.0%)
- faces 28875/65536 1617000/3670016 (44.1%)
- hdr faces 28875/65536 1617000/3670016 (44.1%)
- origfaces 19925/65536 1115800/3670016 (30.4%)
- leaves 15782/65536 505024/2097152 (24.1%)
- leaffaces 36576/65536 73152/131072 (55.8%)
- leafbrushes 20056/65536 40112/131072 (30.6%)
- areas 28/256 224/2048 (10.9%)
- surfedges 221935/512000 887740/2048000 (43.3%)
- edges 141526/256000 566104/1024000 (55.3%)
- LDR worldlights 464/8192 40832/720896 ( 5.7%)
- HDR worldlights 464/8192 40832/720896 ( 5.7%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 3126/32768 31260/327680 ( 9.5%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 62820/65536 125640/131072 (95.9%) VERY FULL!
- cubemapsamples 20/1024 320/16384 ( 2.0%)
- overlays 265/512 93280/180224 (51.8%)
- LDR lightdata [variable] 12878236/0 ( 0.0%)
- HDR lightdata [variable] 12878236/0 ( 0.0%)
- visdata [variable] 1433468/16777216 ( 8.5%)
- entdata [variable] 479688/393216 (122.0%) VERY FULL!
- LDR ambient table 15782/65536 63128/262144 (24.1%)
- HDR ambient table 15782/65536 63128/262144 (24.1%)
- LDR leaf ambient 42943/65536 1202404/1835008 (65.5%)
- HDR leaf ambient 42838/65536 1199464/1835008 (65.4%)
- occluders 1/0 40/0 ( 0.0%)
- occluder polygons 2/0 24/0 ( 0.0%)
- occluder vert ind 9/0 36/0 ( 0.0%)
- detail props [variable] 1/1119868 ( 0.0%)
- dtl prp lght [variable] 1/84084 ( 0.0%)
- HDR dtl prp lght [variable] 1/84084 ( 0.0%)
- static props [variable] 1/182590 ( 0.0%)
- pakfile [variable] 20101298/0 ( 0.0%)
- physics [variable] 2891680/4194304 (68.9%)
- physics terrain [variable] 71892/1048576 ( 6.9%)
- Level flags = 3
- Total triangle count: 84431
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\mapsrc\cp_spookeyridge_b5c.bsp
- 8 minutes, 33 seconds elapsed
- 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
- 1 File(s) copied
- CompilePal - Nav Generator
- Generating...
- nav file complete!
- CompilePal - Cubemap Generator
- Detecting HDR levels...
- Map requires two sets of cubemaps
- Compiling LDR cubemaps...
- Compiling HDR cubemaps...
- Cubemaps compiled
- 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!
- ---------------------
- 18 materials found
- 19 models found
- 1 particle files found
- 0 sounds found
- additional files:
- -nav file
- -particle manifest
- ---------------------
- Valve Software - bspzip.exe (Jun 14 2017)
- Warning: falling back to auto detection of vproject directory.
- Repacking C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_spookeyridge_b5c.bsp
- Successfully repacked C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_spookeyridge_b5c.bsp -- 106370028 -> 28317199 bytes
- 'Crashpile Test' compile finished in 00:48:19
- 7 errors/warnings logged:
- (1) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
- (2) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
- (3) - Error loading studio model "[sub:1]"! (Caution)
- (4) - zero area child patch (Info)
- (5) - zero area child patch (Info)
- (6) - zero area child patch (Info)
- (7) - zero area child patch (Info)
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