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  1. Starting a 'Publish' compile.
  2. Starting compilation of dr_horrors_blw
  3. Valve Software - vbsp.exe (Sep 23 2019)
  4. 4 threads
  5. MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\p\Desktop\dr_horrors_blw.log', but we don't own that location. Allowing.
  6. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
  7. Loading C:\Users\p\Desktop\dr_horrors_blw.vmf
  8. Patching WVT material: maps/dr_horrors_blw/nature/blendrockgroundwallforest_wvt_patch
  9. Patching WVT material: maps/dr_horrors_blw/nature/blendgroundtograss009_wvt_patch
  10. Patching WVT material: maps/dr_horrors_blw/nature/blendrockdirt006a_wvt_patch
  11. Patching WVT material: maps/dr_horrors_blw/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
  12. fixing up env_cubemap materials on brush sides...
  13. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  14. **** leaked ****
  15. Entity trigger_teleport (-479.00 983.50 88.48) leaked!
  16.  
  17. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4616.0 2048.0 -2552.0)
  18. Leaf 0 contents: CONTENTS_SOLID
  19. Leaf 1 contents:
  20. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  21. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  22. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  23. Candidate brush IDs:
  24.  
  25.  
  26. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5060.0 2048.0 -2552.0)
  27. Leaf 0 contents: CONTENTS_SOLID
  28. Leaf 1 contents:
  29. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  30. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  31. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  32. Candidate brush IDs:
  33.  
  34.  
  35. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4164.0 2048.0 -2552.0)
  36. Leaf 0 contents: CONTENTS_SOLID
  37. Leaf 1 contents:
  38. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  39. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  40. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  41. Candidate brush IDs:
  42.  
  43.  
  44. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4200.0 2048.0 -2496.0)
  45. Leaf 0 contents: CONTENTS_SOLID
  46. Leaf 1 contents:
  47. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  48. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  49. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  50. Candidate brush IDs:
  51.  
  52.  
  53. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4132.0 2048.0 -2496.0)
  54. Leaf 0 contents: CONTENTS_SOLID
  55. Leaf 1 contents:
  56. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  57. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  58. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  59. Candidate brush IDs:
  60.  
  61.  
  62. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4296.0 2048.0 -2496.0)
  63. Leaf 0 contents: CONTENTS_SOLID
  64. Leaf 1 contents:
  65. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  66. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  67. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  68. Candidate brush IDs:
  69.  
  70.  
  71. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4616.0 2048.0 -2496.0)
  72. Leaf 0 contents: CONTENTS_SOLID
  73. Leaf 1 contents:
  74. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  75. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  76. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  77. Candidate brush IDs:
  78.  
  79.  
  80. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4936.0 2048.0 -2496.0)
  81. Leaf 0 contents: CONTENTS_SOLID
  82. Leaf 1 contents:
  83. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  84. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  85. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  86. Candidate brush IDs:
  87.  
  88. *** Suppressing further FindPortalSide errors.... ***
  89. Processing areas...done (0)
  90. Building Faces...done (1)
  91. Chop Details...done (0)
  92. Find Visible Detail Sides...
  93. Merged 2970 detail faces...done (0)
  94. Merging details...done (0)
  95. FixTjuncs...
  96. PruneNodes...
  97. WriteBSP...
  98. done (1)
  99. WARNING: node without a volume
  100. Brush 9842: WARNING, microbrush
  101. Brush 9863: WARNING, microbrush
  102. Brush 9890: WARNING, microbrush
  103. Brush 9924: WARNING, microbrush
  104. Brush 9950: WARNING, microbrush
  105. Brush 10028: WARNING, microbrush
  106. Brush 10148: WARNING, microbrush
  107. Brush 10208: WARNING, microbrush
  108. Brush 10228: WARNING, microbrush
  109. WARNING: node without a volume
  110. WARNING: node without a volume
  111. WARNING: node without a volume
  112. Creating default LDR cubemaps for env_cubemap using skybox materials:
  113. skybox/sky_day01_01*.vmt
  114. ! Run buildcubemaps in the engine to get the correct cube maps.
  115. Creating default HDR cubemaps for env_cubemap using skybox materials:
  116. skybox/sky_day01_01*.vmt
  117. ! Run buildcubemaps in the engine to get the correct cube maps.
  118. Finding displacement neighbors...
  119. Finding lightmap sample positions...
  120. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  121. Building Physics collision data...
  122. done (1) (1743372 bytes)
  123. Placing detail props : 0...1...2...3...4...5Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
  124. Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
  125. Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
  126. Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
  127. Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
  128. .Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
  129. Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
  130. Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
  131. ..6...7...8...9...10
  132. Compacting texture/material tables...
  133. Reduced 7210 texinfos to 4453
  134. Reduced 224 texdatas to 192 (8508 bytes to 7180)
  135. Writing C:\Users\p\Desktop\dr_horrors_blw.bsp
  136. MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\p\Desktop\dr_horrors_blw.bsp', but we don't own that location. Allowing.
  137. Wrote ZIP buffer, estimated size 2695013, actual size 2675503
  138. 13 seconds elapsed
  139. Valve Software - vvis.exe (Sep 23 2019)
  140. MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\p\desktop\dr_horrors_blw.log', but we don't own that location. Allowing.
  141. 4 threads
  142. reading c:\users\p\desktop\dr_horrors_blw.bsp
  143. reading c:\users\p\desktop\dr_horrors_blw.prt
  144. LoadPortals: couldn't read c:\users\p\desktop\dr_horrors_blw.prt
  145.  
  146. Valve Software - vrad.exe SSE (Sep 23 2019)
  147.  
  148. Valve Radiosity Simulator
  149. 16 threads
  150. MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\p\desktop\dr_horrors_blw.log', but we don't own that location. Allowing.
  151. [Reading texlights from 'lights.rad']
  152. unknown light specifier type - lights
  153.  
  154. [56 texlights parsed from 'lights.rad']
  155.  
  156. Loading c:\users\p\desktop\dr_horrors_blw.bsp
  157. No vis information, direct lighting only.
  158. Setting up ray-trace acceleration structure... Done (7.36 seconds)
  159. 14213 faces
  160. 770053 square feet [110887728.00 square inches]
  161. 23 Displacements
  162. 38851 Square Feet [5594641.00 Square Inches]
  163. can't solve quadratic for light 196.000000 196.000000
  164. 145 direct lights
  165. BuildFacelights: 0
  166. WARNING: Too many light styles on a face at (1954.000000, -769.000000, 24.520201)
  167.  
  168. WARNING: Too many light styles on a face at (1886.174927, -769.000000, 24.495201)
  169. ...
  170. WARNING: Too many light styles on a face at (2017.000000, -868.000000, 20.270199)
  171. 1
  172. WARNING: Too many light styles on a face at (1995.875000, -772.000000, 25.040401)
  173.  
  174. WARNING: Too many light styles on a face at (2012.000000, -868.125000, 25.040401)
  175.  
  176. WARNING: Too many light styles on a face at (2128.000000, -1016.000000, 17.041800)
  177.  
  178. WARNING: Too many light styles on a face at (1865.000000, -772.000000, 56.499992)
  179.  
  180. WARNING: Too many light styles on a face at (1868.000000, -777.000000, 20.270199)
  181.  
  182. WARNING: Too many light styles on a face at (1852.000000, -777.000000, 40.499985)
  183. ..
  184. WARNING: Too many light styles on a face at (2095.000000, -955.875000, 88.750000)
  185.  
  186. WARNING: Too many light styles on a face at (2095.000000, -962.000000, 72.500000)
  187. .
  188. WARNING: Too many light styles on a face at (2098.000000, -945.875000, 56.749992)
  189. 2...3
  190. WARNING: Too many light styles on a face at (216.000000, 56.229023, 48.033062)
  191. ...4
  192. WARNING: Too many light styles on a face at (2080.000000, -1032.000000, 17.000000)
  193.  
  194. WARNING: Too many light styles on a face at (2184.000000, -1263.000000, 50.000000)
  195.  
  196. WARNING: Too many light styles on a face at (2176.000000, -1263.000000, 40.250000)
  197.  
  198. WARNING: Too many light styles on a face at (2056.000000, -1048.000000, 17.000000)
  199.  
  200. WARNING: Too many light styles on a face at (2184.000000, -1276.000000, 53.000000)
  201.  
  202. WARNING: Too many light styles on a face at (2184.000000, -1270.000000, 53.000000)
  203.  
  204. WARNING: Too many light styles on a face at (2184.000000, -1266.000000, 53.000000)
  205.  
  206. WARNING: Too many light styles on a face at (2184.000000, -1267.000000, 134.000000)
  207. .
  208. WARNING: Too many light styles on a face at (2200.000000, -1399.000000, 136.250000)
  209. .
  210. WARNING: Too many light styles on a face at (1633.000000, 392.000000, -8.000000)
  211.  
  212. WARNING: Too many light styles on a face at (1633.000000, 200.000015, 7.999969)
  213. .5
  214. WARNING: Too many light styles on a face at (1633.000000, -520.000000, 24.000000)
  215.  
  216. WARNING: Too many light styles on a face at (1633.000000, -600.000000, 24.000000)
  217.  
  218. WARNING: Too many light styles on a face at (2017.000000, -868.000000, 56.500000)
  219.  
  220. WARNING: Too many light styles on a face at (152.000000, -24.000000, 65.000000)
  221.  
  222. WARNING: Too many light styles on a face at (8.000000, -728.000000, 65.000000)
  223.  
  224. WARNING: Too many light styles on a face at (2044.000000, -1032.000000, 17.000000)
  225.  
  226. WARNING: Too many light styles on a face at (1940.000000, -1032.000000, 17.000000)
  227.  
  228. WARNING: Too many light styles on a face at (1877.000000, -1032.000000, 134.000000)
  229.  
  230. WARNING: Too many light styles on a face at (1992.000000, -1080.000000, 17.000000)
  231.  
  232. WARNING: Too many light styles on a face at (1864.000000, -1048.000000, 17.000000)
  233.  
  234. WARNING: Too many light styles on a face at (136.000015, -696.000000, 65.000000)
  235.  
  236. WARNING: Too many light styles on a face at (1988.000000, -1263.000000, 40.250000)
  237.  
  238. WARNING: Too many light styles on a face at (2000.000000, -1263.000000, 120.500000)
  239.  
  240. WARNING: Too many light styles on a face at (1857.000000, -1168.000000, 136.250000)
  241.  
  242. WARNING: Too many light styles on a face at (1896.000000, -1399.000000, 136.250000)
  243.  
  244. WARNING: Too many light styles on a face at (232.000031, -1039.000000, 116.499985)
  245. .
  246. WARNING: Too many light styles on a face at (1654.585938, -173.031250, 10.654732)
  247.  
  248. WARNING: Too many light styles on a face at (1821.652832, -954.888245, 14.229659)
  249. ..6...7..
  250. WARNING: Too many light styles on a face at (2079.000000, -1020.000000, 118.389999)
  251.  
  252. WARNING: Too many light styles on a face at (2033.000000, -1020.000000, 56.749992)
  253. .
  254. WARNING: Too many light styles on a face at (2177.417969, 265.467896, 11.000000)
  255.  
  256. WARNING: Too many light styles on a face at (2169.612061, 301.181335, 9.000216)
  257. 8
  258. WARNING: Too many light styles on a face at (2173.428223, 265.294159, 9.000214)
  259. ...9...10 (26)
  260. Build Patch/Sample Hash Table(s).....Done<0.0291 sec>
  261. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (20)
  262. FinalLightFace Done
  263. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  264. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (21)
  265. Writing leaf ambient...done
  266. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (1)
  267.  
  268. Ready to Finish
  269.  
  270. Object names Objects/Maxobjs Memory / Maxmem Fullness
  271. ------------ --------------- --------------- --------
  272. models 314/1024 15072/49152 (30.7%)
  273. brushes 4650/8192 55800/98304 (56.8%)
  274. brushsides 39991/65536 319928/524288 (61.0%)
  275. planes 39410/65536 788200/1310720 (60.1%)
  276. vertexes 25858/65536 310296/786432 (39.5%)
  277. nodes 9081/65536 290592/2097152 (13.9%)
  278. texinfos 4453/12288 320616/884736 (36.2%)
  279. texdata 192/2048 6144/65536 ( 9.4%)
  280. dispinfos 23/0 4048/0 ( 0.0%)
  281. disp_verts 1863/0 37260/0 ( 0.0%)
  282. disp_tris 2944/0 5888/0 ( 0.0%)
  283. disp_lmsamples 97088/0 97088/0 ( 0.0%)
  284. faces 14213/65536 795928/3670016 (21.7%)
  285. hdr faces 0/65536 0/3670016 ( 0.0%)
  286. origfaces 11304/65536 633024/3670016 (17.2%)
  287. leaves 9396/65536 300672/2097152 (14.3%)
  288. leaffaces 17677/65536 35354/131072 (27.0%)
  289. leafbrushes 7016/65536 14032/131072 (10.7%)
  290. areas 7/256 56/2048 ( 2.7%)
  291. surfedges 113402/512000 453608/2048000 (22.1%)
  292. edges 69334/256000 277336/1024000 (27.1%)
  293. LDR worldlights 145/8192 12760/720896 ( 1.8%)
  294. HDR worldlights 0/8192 0/720896 ( 0.0%)
  295. leafwaterdata 7/32768 84/393216 ( 0.0%)
  296. waterstrips 1550/32768 15500/327680 ( 4.7%)
  297. waterverts 0/65536 0/786432 ( 0.0%)
  298. waterindices 28095/65536 56190/131072 (42.9%)
  299. cubemapsamples 24/1024 384/16384 ( 2.3%)
  300. overlays 102/512 35904/180224 (19.9%)
  301. LDR lightdata [variable] 10158040/0 ( 0.0%)
  302. HDR lightdata [variable] 0/0 ( 0.0%)
  303. visdata [variable] 0/16777216 ( 0.0%)
  304. entdata [variable] 365904/393216 (93.1%) VERY FULL!
  305. LDR ambient table 9396/65536 37584/262144 (14.3%)
  306. HDR ambient table 9396/65536 37584/262144 (14.3%)
  307. LDR leaf ambient 23036/65536 645008/1835008 (35.2%)
  308. HDR leaf ambient 9396/65536 263088/1835008 (14.3%)
  309. occluders 0/0 0/0 ( 0.0%)
  310. occluder polygons 0/0 0/0 ( 0.0%)
  311. occluder vert ind 0/0 0/0 ( 0.0%)
  312. detail props [variable] 1/12 ( 8.3%)
  313. static props [variable] 1/14126 ( 0.0%)
  314. pakfile [variable] 3268723/0 ( 0.0%)
  315. physics [variable] 1743372/4194304 (41.6%)
  316. physics terrain [variable] 8165/1048576 ( 0.8%)
  317.  
  318. Level flags = 1
  319.  
  320. Total triangle count: 39957
  321. Writing c:\users\p\desktop\dr_horrors_blw.bsp
  322. 1 minute, 15 seconds elapsed
  323. C:\Users\p\Desktop\dr_horrors_blw.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\dr_horrors_blw.bsp
  324. 1 File(s) copied
  325. CompilePal - Automated Packaging
  326. Finding sources of game content...
  327. Found search paths...
  328. Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
  329. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
  330. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
  331. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
  332. Reading BSP...
  333. Initializing pak file...
  334. Writing file list...
  335. Running bspzip...
  336. Finished!
  337. ---------------------
  338. 42 materials found
  339. 4 models found
  340. 0 particle files found
  341. 14 sounds found
  342. additional files:
  343. ---------------------
  344. 'Publish' compile finished in 00:01:39
  345. 0 errors/warnings logged:
  346. No errors/warnings logged for dr_horrors_blw
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