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jump_elite compile log

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Jun 7th, 2018
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  1. Final Compile Selected!
  2.  
  3. NOTE: existing vbsp log file renamed to : C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_elite_vbsp_old.log
  4. NOTE: existing vvis log file renamed to : C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_elite_vvis_old.log
  5. Compile Start Time: June-07-18, 3:01:35 AM
  6.  
  7. -------------- Start Compile BSP ----------------
  8. VBSP Started, Please Wait!
  9.  
  10. VBSP: c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\vbsp.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_elite"
  11.  
  12. Valve Software - vbsp.exe (Mar 6 2018)
  13. 8 threads
  14. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
  15. Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_elite.vmf
  16. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  17. Patching WVT material: maps/jump_elite/jungle/blendgroundtograss_jungle_cheap_wvt_patch
  18. Patching WVT material: maps/jump_elite/nature/junglerockwallgrass001_blend_wvt_patch
  19. Patching WVT material: maps/jump_elite/nature/blendgroundtomud001_wvt_patch
  20. Patching WVT material: maps/jump_elite/jungle/blendconcretetograss_jungle_cheap_wvt_patch
  21. Patching WVT material: maps/jump_elite/nature/blendconcretetograss001_wvt_patch
  22. Patching WVT material: maps/jump_elite/jungle/blendgroundtograss_jungle_wvt_patch
  23. Patching WVT material: maps/jump_elite/lavablend/lavablend_wvt_patch
  24. Patching WVT material: maps/jump_elite/lavablend/lavablend_flow_wvt_patch
  25. Patching WVT material: maps/jump_elite/nature/blendrockgroundwallforest004_wvt_patch
  26. Patching WVT material: maps/jump_elite/nature/blendgroundtograss008_nodetail_wvt_patch
  27. Patching WVT material: maps/jump_elite/cp_antiquity/ruins/blendground009toground010_wvt_patch
  28. Patching WVT material: maps/jump_elite/swamp/nature/blendswampmudtomud001swamp_wvt_patch
  29. Patching WVT material: maps/jump_elite/lavablend/lavablend_flow_noglow_wvt_patch
  30. Patching WVT material: maps/jump_elite/nature/blendgroundtograss008_wvt_patch
  31. Patching WVT material: maps/jump_elite/lavablend/lavablend_noglow_wvt_patch
  32. fixing up env_cubemap materials on brush sides...
  33. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  34. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  35. Processing areas...done (0)
  36. Building Faces...done (0)
  37. Chop Details...done (0)
  38. Find Visible Detail Sides...
  39. Merged 5432 detail faces...done (1)
  40. Merging details...done (0)
  41. FixTjuncs...
  42. PruneNodes...
  43. WriteBSP...
  44. done (2)
  45. writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_elite.prt...Building visibility clusters...
  46. done (0)
  47. *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
  48. Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
  49. *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
  50. Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
  51. Finding displacement neighbors...
  52. Found a displacement edge abutting multiple other edges.
  53. Warning: overflowed 10 displacement corner-neighbor lists.Finding lightmap sample positions...
  54. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  55. Building Physics collision data...
  56. done (17) (2656433 bytes)
  57. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  58. Compacting texture/material tables...
  59. Reduced 17226 texinfos to 8853
  60. Reduced 130 texdatas to 102 (4246 bytes to 3096)
  61. Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_elite.bsp
  62. Wrote ZIP buffer, estimated size 15128, actual size 11162
  63. 31 seconds elapsed
  64.  
  65. Compile Complete for this module.
  66. VBSP Completed: June-07-18, 3:02:07 AM
  67. VBSP: Compile time: 31 seconds elapsed
  68.  
  69. -------------- Start Compile VVIS ----------------
  70. VVIS Started, Please Wait!
  71.  
  72. VVIS: c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\vvis.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_elite"
  73.  
  74. Valve Software - vvis.exe (Mar 6 2018)
  75. 8 threads
  76. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_elite.bsp
  77. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_elite.prt
  78. 4505 portalclusters
  79. 10930 numportals
  80. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
  81. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (135)
  82. Optimized: 3238 visible clusters (0.39%)
  83. Total clusters visible: 822099
  84. Average clusters visible: 182
  85. Building PAS...
  86. Average clusters audible: 299
  87. visdatasize:930734 compressed from 5117680
  88. writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_elite.bsp
  89. 2 minutes, 18 seconds elapsed
  90.  
  91. Compile Complete for this module.
  92. VVIS Completed: June-07-18, 3:04:26 AM
  93. VVIS: Compile time: 2 minutes, 18 seconds elapsed
  94.  
  95. -------------- Start Compile VRAD ----------------
  96. VRAD Started, Please Wait!
  97.  
  98. VRAD: c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\vrad.exe -final -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_elite"
  99.  
  100. Valve Software - vrad.exe SSE (Mar 6 2018)
  101.  
  102. Valve Radiosity Simulator
  103. 8 threads
  104. [Reading texlights from 'lights.rad']
  105. unknown light specifier type - lights
  106. [56 texlights parsed from 'lights.rad']
  107.  
  108. [Reading texlights from 'c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_elite.rad']
  109. [4 texlights parsed from 'c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_elite.rad']
  110.  
  111. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_elite.bsp
  112. Setting up ray-trace acceleration structure... Done (15.31 seconds)
  113. 28633 faces
  114. 33 degenerate faces
  115. 153901520 square feet [22161817600.00 square inches]
  116. 1998 Displacements
  117. 14641905 Square Feet [2108434304.00 Square Inches]
  118. 28600 patches before subdivision
  119. 258116 patches after subdivision
  120. sun extent from map=0.087156
  121. sun extent from map=0.087156
  122. 699 direct lights
  123. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (332)
  124. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
  125. transfers 18527677, max 495
  126. transfer lists: 141.4 megs
  127. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  128. Bounce #1 added RGB(776490, 394102, 232355)
  129. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  130. Bounce #2 added RGB(158542, 52470, 23689)
  131. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  132. Bounce #3 added RGB(47552, 8798, 3039)
  133. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  134. Bounce #4 added RGB(17443, 1718, 454)
  135. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  136. Bounce #5 added RGB(7024, 364, 74)
  137. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  138. Bounce #6 added RGB(2960, 82, 13)
  139. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  140. Bounce #7 added RGB(1277, 19, 2)
  141. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  142. Bounce #8 added RGB(559, 5, 0)
  143. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  144. Bounce #9 added RGB(247, 1, 0)
  145. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  146. Bounce #10 added RGB(110, 0, 0)
  147. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  148. Bounce #11 added RGB(49, 0, 0)
  149. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  150. Bounce #12 added RGB(22, 0, 0)
  151. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  152. Bounce #13 added RGB(10, 0, 0)
  153. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  154. Bounce #14 added RGB(4, 0, 0)
  155. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  156. Bounce #15 added RGB(2, 0, 0)
  157. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  158. Bounce #16 added RGB(1, 0, 0)
  159. Build Patch/Sample Hash Table(s).....Done<0.4925 sec>
  160. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (48)
  161. FinalLightFace Done
  162. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  163. 8 of 97 (8% of) surface lights went in leaf ambient cubes.
  164. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (136)
  165. Writing leaf ambient...done
  166. Ready to Finish
  167.  
  168. Object names Objects/Maxobjs Memory / Maxmem Fullness
  169. ------------ --------------- --------------- --------
  170. models 680/1024 32640/49152 (66.4%)
  171. brushes 6620/8192 79440/98304 (80.8%) VERY FULL!
  172. brushsides 55514/65536 444112/524288 (84.7%) VERY FULL!
  173. planes 45854/65536 917080/1310720 (70.0%)
  174. vertexes 47329/65536 567948/786432 (72.2%)
  175. nodes 16775/65536 536800/2097152 (25.6%)
  176. texinfos 8853/12288 637416/884736 (72.0%)
  177. texdata 102/2048 3264/65536 ( 5.0%)
  178. dispinfos 1998/0 351648/0 ( 0.0%)
  179. disp_verts 119838/0 2396760/0 ( 0.0%)
  180. disp_tris 183744/0 367488/0 ( 0.0%)
  181. disp_lmsamples 2730248/0 2730248/0 ( 0.0%)
  182. faces 28633/65536 1603448/3670016 (43.7%)
  183. hdr faces 0/65536 0/3670016 ( 0.0%)
  184. origfaces 21432/65536 1200192/3670016 (32.7%)
  185. leaves 17456/65536 558592/2097152 (26.6%)
  186. leaffaces 33773/65536 67546/131072 (51.5%)
  187. leafbrushes 18878/65536 37756/131072 (28.8%)
  188. areas 29/256 232/2048 (11.3%)
  189. surfedges 217596/512000 870384/2048000 (42.5%)
  190. edges 127486/256000 509944/1024000 (49.8%)
  191. LDR worldlights 698/8192 61424/720896 ( 8.5%)
  192. HDR worldlights 0/8192 0/720896 ( 0.0%)
  193. leafwaterdata 29/32768 348/393216 ( 0.1%)
  194. waterstrips 1973/32768 19730/327680 ( 6.0%)
  195. waterverts 0/65536 0/786432 ( 0.0%)
  196. waterindices 35919/65536 71838/131072 (54.8%)
  197. cubemapsamples 0/1024 0/16384 ( 0.0%)
  198. overlays 15/512 5280/180224 ( 2.9%)
  199. LDR lightdata [variable] 16377376/0 ( 0.0%)
  200. HDR lightdata [variable] 0/0 ( 0.0%)
  201. visdata [variable] 930734/16777216 ( 5.5%)
  202. entdata [variable] 697943/393216 (177.5%) VERY FULL!
  203. LDR ambient table 17456/65536 69824/262144 (26.6%)
  204. HDR ambient table 17456/65536 69824/262144 (26.6%)
  205. LDR leaf ambient 96406/65536 2699368/1835008 (147.1%) VERY FULL!
  206. HDR leaf ambient 17456/65536 488768/1835008 (26.6%)
  207. occluders 0/0 0/0 ( 0.0%)
  208. occluder polygons 0/0 0/0 ( 0.0%)
  209. occluder vert ind 0/0 0/0 ( 0.0%)
  210. detail props [variable] 1/1770544 ( 0.0%)
  211. dtl prp lght [variable] 1/13194 ( 0.0%)
  212. HDR dtl prp lght [variable] 1/4 (25.0%)
  213. static props [variable] 1/122210 ( 0.0%)
  214. pakfile [variable] 11162/0 ( 0.0%)
  215. physics [variable] 2656433/4194304 (63.3%)
  216. physics terrain [variable] 600166/1048576 (57.2%)
  217.  
  218. Level flags = 0
  219.  
  220. Total triangle count: 73134
  221. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_elite.bsp
  222. 9 minutes, 31 seconds elapsed
  223. Valve Software - vrad.exe SSE (Mar 6 2018)
  224.  
  225. Valve Radiosity Simulator
  226. 8 threads
  227. [Reading texlights from 'lights.rad']
  228. unknown light specifier type - lights
  229. [56 texlights parsed from 'lights.rad']
  230.  
  231. [Reading texlights from 'c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_elite.rad']
  232. [4 texlights parsed from 'c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_elite.rad']
  233.  
  234. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_elite.bsp
  235. Setting up ray-trace acceleration structure... Done (15.35 seconds)
  236. 28633 faces
  237. 33 degenerate faces
  238. 153901520 square feet [22161817600.00 square inches]
  239. 1998 Displacements
  240. 14641905 Square Feet [2108434304.00 Square Inches]
  241. 28600 patches before subdivision
  242. 258116 patches after subdivision
  243. sun extent from map=0.087156
  244. sun extent from map=0.087156
  245. 699 direct lights
  246. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (346)
  247. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (20)
  248. transfers 18527677, max 495
  249. transfer lists: 141.4 megs
  250. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  251. Bounce #1 added RGB(776490, 394102, 232355)
  252. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  253. Bounce #2 added RGB(158542, 52470, 23689)
  254. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  255. Bounce #3 added RGB(47552, 8798, 3039)
  256. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  257. Bounce #4 added RGB(17443, 1718, 454)
  258. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  259. Bounce #5 added RGB(7024, 364, 74)
  260. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  261. Bounce #6 added RGB(2960, 82, 13)
  262. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  263. Bounce #7 added RGB(1277, 19, 2)
  264. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  265. Bounce #8 added RGB(559, 5, 0)
  266. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  267. Bounce #9 added RGB(247, 1, 0)
  268. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  269. Bounce #10 added RGB(110, 0, 0)
  270. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  271. Bounce #11 added RGB(49, 0, 0)
  272. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  273. Bounce #12 added RGB(22, 0, 0)
  274. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  275. Bounce #13 added RGB(10, 0, 0)
  276. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  277. Bounce #14 added RGB(4, 0, 0)
  278. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  279. Bounce #15 added RGB(2, 0, 0)
  280. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  281. Bounce #16 added RGB(1, 0, 0)
  282. Build Patch/Sample Hash Table(s).....Done<0.4943 sec>
  283. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (48)
  284. FinalLightFace Done
  285. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  286. 8 of 97 (8% of) surface lights went in leaf ambient cubes.
  287. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (135)
  288. Writing leaf ambient...done
  289. Ready to Finish
  290.  
  291. Object names Objects/Maxobjs Memory / Maxmem Fullness
  292. ------------ --------------- --------------- --------
  293. models 680/1024 32640/49152 (66.4%)
  294. brushes 6620/8192 79440/98304 (80.8%) VERY FULL!
  295. brushsides 55514/65536 444112/524288 (84.7%) VERY FULL!
  296. planes 45854/65536 917080/1310720 (70.0%)
  297. vertexes 47329/65536 567948/786432 (72.2%)
  298. nodes 16775/65536 536800/2097152 (25.6%)
  299. texinfos 8853/12288 637416/884736 (72.0%)
  300. texdata 102/2048 3264/65536 ( 5.0%)
  301. dispinfos 1998/0 351648/0 ( 0.0%)
  302. disp_verts 119838/0 2396760/0 ( 0.0%)
  303. disp_tris 183744/0 367488/0 ( 0.0%)
  304. disp_lmsamples 2730248/0 2730248/0 ( 0.0%)
  305. faces 28633/65536 1603448/3670016 (43.7%)
  306. hdr faces 28633/65536 1603448/3670016 (43.7%)
  307. origfaces 21432/65536 1200192/3670016 (32.7%)
  308. leaves 17456/65536 558592/2097152 (26.6%)
  309. leaffaces 33773/65536 67546/131072 (51.5%)
  310. leafbrushes 18878/65536 37756/131072 (28.8%)
  311. areas 29/256 232/2048 (11.3%)
  312. surfedges 217596/512000 870384/2048000 (42.5%)
  313. edges 127486/256000 509944/1024000 (49.8%)
  314. LDR worldlights 698/8192 61424/720896 ( 8.5%)
  315. HDR worldlights 698/8192 61424/720896 ( 8.5%)
  316. leafwaterdata 29/32768 348/393216 ( 0.1%)
  317. waterstrips 1973/32768 19730/327680 ( 6.0%)
  318. waterverts 0/65536 0/786432 ( 0.0%)
  319. waterindices 35919/65536 71838/131072 (54.8%)
  320. cubemapsamples 0/1024 0/16384 ( 0.0%)
  321. overlays 15/512 5280/180224 ( 2.9%)
  322. LDR lightdata [variable] 16377376/0 ( 0.0%)
  323. HDR lightdata [variable] 16377376/0 ( 0.0%)
  324. visdata [variable] 930734/16777216 ( 5.5%)
  325. entdata [variable] 697943/393216 (177.5%) VERY FULL!
  326. LDR ambient table 17456/65536 69824/262144 (26.6%)
  327. HDR ambient table 17456/65536 69824/262144 (26.6%)
  328. LDR leaf ambient 96406/65536 2699368/1835008 (147.1%) VERY FULL!
  329. HDR leaf ambient 96406/65536 2699368/1835008 (147.1%) VERY FULL!
  330. occluders 0/0 0/0 ( 0.0%)
  331. occluder polygons 0/0 0/0 ( 0.0%)
  332. occluder vert ind 0/0 0/0 ( 0.0%)
  333. detail props [variable] 1/1770544 ( 0.0%)
  334. dtl prp lght [variable] 1/13194 ( 0.0%)
  335. HDR dtl prp lght [variable] 1/13194 ( 0.0%)
  336. static props [variable] 1/122210 ( 0.0%)
  337. pakfile [variable] 11162/0 ( 0.0%)
  338. physics [variable] 2656433/4194304 (63.3%)
  339. physics terrain [variable] 600166/1048576 (57.2%)
  340.  
  341. Level flags = 0
  342.  
  343. Total triangle count: 73134
  344. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_elite.bsp
  345. 9 minutes, 44 seconds elapsed
  346.  
  347. Compile Complete for this module.
  348. VRAD Completed: June-07-18, 3:23:44 AM
  349. VRAD: brushes 6620/8192 79440/98304 (80.8%) VERY FULL!
  350. VRAD --> WARNING - Max Limit Approach!
  351. VRAD: brushsides 55514/65536 444112/524288 (84.7%) VERY FULL!
  352. VRAD --> WARNING - Max Limit Approach!
  353. VRAD: entdata [variable] 697943/393216 (177.5%) VERY FULL!
  354. VRAD --> WARNING - Max Limit Approach!
  355. VRAD: LDR leaf ambient 96406/65536 2699368/1835008 (147.1%) VERY FULL!
  356. VRAD --> WARNING - Max Limit Approach!
  357. VRAD: Compile time: 9 minutes, 31 seconds elapsed
  358. VRAD: brushes 6620/8192 79440/98304 (80.8%) VERY FULL!
  359. VRAD --> WARNING - Max Limit Approach!
  360. VRAD: brushsides 55514/65536 444112/524288 (84.7%) VERY FULL!
  361. VRAD --> WARNING - Max Limit Approach!
  362. VRAD: entdata [variable] 697943/393216 (177.5%) VERY FULL!
  363. VRAD --> WARNING - Max Limit Approach!
  364. VRAD: LDR leaf ambient 96406/65536 2699368/1835008 (147.1%) VERY FULL!
  365. VRAD --> WARNING - Max Limit Approach!
  366. VRAD: HDR leaf ambient 96406/65536 2699368/1835008 (147.1%) VERY FULL!
  367. VRAD --> WARNING - Max Limit Approach!
  368. VRAD: Compile time: 9 minutes, 44 seconds elapsed
  369.  
  370. One Line Summary: 07/06/2018 3:23:44 AM, jump_elite.vmf, Team Fortress 2, normal , normal, final, 00:00:32, 00:02:18, 00:19:18, 00:22:09
  371. History.csv was updated.
  372.  
  373. Compile Summary - job mode: FINAL
  374. Map Name: jump_elite.vmf
  375. VBSP - mode:normal , 31 seconds, 00:00:32 elapsed
  376. VVIS - mode:normal, 2 minutes, 18 seconds, 00:02:18 elapsed
  377. VRAD - mode:final, 9 minutes, 31 seconds(LDR), 9 minutes, 44 seconds(HDR), 00:19:18 elapsed
  378. Total Compile time: 00:22:09
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