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  1. Starting a 'Normal' compile.
  2. Starting compilation of jump_Rabbit_b1
  3. Valve Software - vbsp.exe (Aug 2 2018)
  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\bin\jump_Rabbit_b1.vmf
  7. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  8. Brush 333725: FloatPlane: bad normal
  9. Side 2
  10. Texture: DEV/DEV_MEASUREWALL01A
  11.  
  12. Valve Software - vvis.exe (Aug 2 2018)
  13. 8 threads
  14. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\jump_Rabbit_b1.bsp
  15. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\jump_Rabbit_b1.prt
  16. LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\jump_Rabbit_b1.prt
  17.  
  18. Valve Software - vrad.exe SSE (Jul 18 2018)
  19.  
  20. Valve Radiosity Simulator
  21. 8 threads
  22. [Reading texlights from 'lights.rad']
  23. unknown light specifier type - lights
  24.  
  25. [56 texlights parsed from 'lights.rad']
  26.  
  27. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\jump_Rabbit_b1.bsp
  28. Setting up ray-trace acceleration structure... Done (0.01 seconds)
  29. 585 faces
  30. 3313824 square feet [477190720.00 square inches]
  31. 0 Displacements
  32. 0 Square Feet [0.00 Square Inches]
  33. 585 patches before subdivision
  34. 25369 patches after subdivision
  35. 0 direct lights
  36. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  37. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
  38. transfers 776588, max 236
  39. transfer lists: 5.9 megs
  40. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  41. Bounce #1 added RGB(0, 0, 0)
  42. Build Patch/Sample Hash Table(s).....Done<0.0075 sec>
  43. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
  44. FinalLightFace Done
  45. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  46. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  47. Writing leaf ambient...done
  48. Ready to Finish
  49.  
  50. Object names Objects/Maxobjs Memory / Maxmem Fullness
  51. ------------ --------------- --------------- --------
  52. models 1/1024 48/49152 ( 0.1%)
  53. brushes 28/8192 336/98304 ( 0.3%)
  54. brushsides 170/65536 1360/524288 ( 0.3%)
  55. planes 286/65536 5720/1310720 ( 0.4%)
  56. vertexes 732/65536 8784/786432 ( 1.1%)
  57. nodes 497/65536 15904/2097152 ( 0.8%)
  58. texinfos 52/12288 3744/884736 ( 0.4%)
  59. texdata 9/2048 288/65536 ( 0.4%)
  60. dispinfos 0/0 0/0 ( 0.0%)
  61. disp_verts 0/0 0/0 ( 0.0%)
  62. disp_tris 0/0 0/0 ( 0.0%)
  63. disp_lmsamples 0/0 0/0 ( 0.0%)
  64. faces 585/65536 32760/3670016 ( 0.9%)
  65. hdr faces 0/65536 0/3670016 ( 0.0%)
  66. origfaces 103/65536 5768/3670016 ( 0.2%)
  67. leaves 499/65536 15968/2097152 ( 0.8%)
  68. leaffaces 634/65536 1268/131072 ( 1.0%)
  69. leafbrushes 337/65536 674/131072 ( 0.5%)
  70. areas 2/256 16/2048 ( 0.8%)
  71. surfedges 2914/512000 11656/2048000 ( 0.6%)
  72. edges 1542/256000 6168/1024000 ( 0.6%)
  73. LDR worldlights 0/8192 0/720896 ( 0.0%)
  74. HDR worldlights 0/8192 0/720896 ( 0.0%)
  75. leafwaterdata 1/32768 12/393216 ( 0.0%)
  76. waterstrips 16/32768 160/327680 ( 0.0%)
  77. waterverts 0/65536 0/786432 ( 0.0%)
  78. waterindices 201/65536 402/131072 ( 0.3%)
  79. cubemapsamples 0/1024 0/16384 ( 0.0%)
  80. overlays 0/512 0/180224 ( 0.0%)
  81. LDR lightdata [variable] 569548/0 ( 0.0%)
  82. HDR lightdata [variable] 0/0 ( 0.0%)
  83. visdata [variable] 10481/16777216 ( 0.1%)
  84. entdata [variable] 630/393216 ( 0.2%)
  85. LDR ambient table 499/65536 1996/262144 ( 0.8%)
  86. HDR ambient table 499/65536 1996/262144 ( 0.8%)
  87. LDR leaf ambient 187/65536 5236/1835008 ( 0.3%)
  88. HDR leaf ambient 499/65536 13972/1835008 ( 0.8%)
  89. occluders 0/0 0/0 ( 0.0%)
  90. occluder polygons 0/0 0/0 ( 0.0%)
  91. occluder vert ind 0/0 0/0 ( 0.0%)
  92. detail props [variable] 1/12 ( 8.3%)
  93. static props [variable] 1/12 ( 8.3%)
  94. pakfile [variable] 704/0 ( 0.0%)
  95. physics [variable] 10878/4194304 ( 0.3%)
  96. physics terrain [variable] 2/1048576 ( 0.0%)
  97.  
  98. Level flags = 0
  99.  
  100. Total triangle count: 1332
  101. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\jump_Rabbit_b1.bsp
  102. 1 second elapsed
  103. C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\jump_rabbit_b1.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\jump_rabbit_b1.bsp
  104. 1 File(s) copied
  105. CompilePal - Automated Packaging
  106. Finding sources of game content...
  107. Found search paths...
  108. Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
  109. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
  110. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
  111. Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
  112. Reading BSP...
  113. Initializing pak file...
  114. Writing file list...
  115. Running bspzip...
  116. Finished!
  117. ---------------------
  118. 0 materials found
  119. 0 models found
  120. 0 particle files found
  121. 0 sounds found
  122. additional files:
  123. ---------------------
  124. 'Normal' compile finished in 00:00:03
  125. 0 errors/warnings logged:
  126. No errors/warnings logged for jump_Rabbit_b1
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