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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
  4. ** Parameters: -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\pl_frostwire_a5almostfinal.vmf"
  5.  
  6. Valve Software - vbsp.exe (Aug 2 2018)
  7. 4 threads
  8. materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
  9. Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_frostwire_a5almostfinal.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. material "japan/wood/japanese_bluewood01" not found.
  12. Material not found!: JAPAN/WOOD/JAPANESE_BLUEWOOD01
  13. Patching WVT material: maps/pl_frostwire_a5almostfinal/egypt/sky_sand_waves_01_wvt_patch
  14. Patching WVT material: maps/pl_frostwire_a5almostfinal/dev/dev_blendmeasure_wvt_patch
  15. Patching WVT material: maps/pl_frostwire_a5almostfinal/nature/blendgrasstosnow001_wvt_patch
  16. Patching WVT material: maps/pl_frostwire_a5almostfinal/nature/blendrockgroundwallsnow_wvt_patch
  17. Patching WVT material: maps/pl_frostwire_a5almostfinal/swamp/nature/blendswampmudtodirt001_wvt_patch
  18. Patching WVT material: maps/pl_frostwire_a5almostfinal/dev/dev_blendmeasure2_wvt_patch
  19. Patching WVT material: maps/pl_frostwire_a5almostfinal/nature/blendgroundtosnow001_wvt_patch
  20. Patching WVT material: maps/pl_frostwire_a5almostfinal/nature/blendsnowtocobble001_wvt_patch
  21. Patching WVT material: maps/pl_frostwire_a5almostfinal/nature/blendsnowtocobble002_wvt_patch
  22. Patching WVT material: maps/pl_frostwire_a5almostfinal/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
  23. Patching WVT material: maps/pl_frostwire_a5almostfinal/nature/blendsnowtocobble001a_wvt_patch
  24. fixing up env_cubemap materials on brush sides...
  25. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  26. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  27. Processing areas...done (0)
  28. Building Faces...done (0)
  29. Chop Details...done (0)
  30. Find Visible Detail Sides...
  31. Merged 1764 detail faces...done (0)
  32. Merging details...done (0)
  33. FixTjuncs...
  34. PruneNodes...
  35. WriteBSP...
  36. NODRAW on terrain surface!
  37. NODRAW on terrain surface!
  38. done (1)
  39. writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_frostwire_a5almostfinal.prt...Building visibility clusters...
  40. done (0)
  41. *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
  42. Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
  43. *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
  44. Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
  45. Finding displacement neighbors...
  46. Found a displacement edge abutting multiple other edges.
  47. Finding lightmap sample positions...
  48. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  49. Building Physics collision data...
  50. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  51. done (1) (1764890 bytes)
  52. Error! To use model "models/weapons/w_models/w_bottle.mdl"
  53. with prop_static, it must be compiled with $staticprop!
  54. Error loading studio model "models/weapons/w_models/w_bottle.mdl"!
  55. Static prop models/props_mining/track_straight_128.mdl outside the map (-32.00, -1040.00, 48.00)
  56. Error! To use model "models/player/hwm/heavy.mdl"
  57. with prop_static, it must be compiled with $staticprop!
  58. Error loading studio model "models/player/hwm/heavy.mdl"!
  59. Error! To use model "models/weapons/c_models/c_sandwich/c_sandwich.mdl"
  60. with prop_static, it must be compiled with $staticprop!
  61. Error loading studio model "models/weapons/c_models/c_sandwich/c_sandwich.mdl"!
  62. Error! To use model "models/player/hwm/sniper.mdl"
  63. with prop_static, it must be compiled with $staticprop!
  64. Error loading studio model "models/player/hwm/sniper.mdl"!
  65. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  66. Water found with no water_lod_control entity, creating a default one.
  67. Compacting texture/material tables...
  68. Reduced 6100 texinfos to 3442
  69. Reduced 166 texdatas to 139 (5549 bytes to 4384)
  70. Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_frostwire_a5almostfinal.bsp
  71. Wrote ZIP buffer, estimated size 22185, actual size 16879
  72. 9 seconds elapsed
  73. CMaterialDict::Shutdown m_MissingList count: 1
  74.  
  75. ** Executing...
  76. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
  77. ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_frostwire_a5almostfinal"
  78.  
  79. Valve Software - vvis.exe (Aug 2 2018)
  80. fastvis = true
  81. 4 threads
  82. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_frostwire_a5almostfinal.bsp
  83. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_frostwire_a5almostfinal.prt
  84. 1785 portalclusters
  85. 5229 numportals
  86. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  87. Optimized: 104223 visible clusters (6.04%)
  88. Total clusters visible: 1725602
  89. Average clusters visible: 966
  90. Building PAS...
  91. Average clusters audible: 1652
  92. visdatasize:675580 compressed from 799680
  93. writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_frostwire_a5almostfinal.bsp
  94. 1 second elapsed
  95.  
  96. ** Executing...
  97. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
  98. ** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_frostwire_a5almostfinal"
  99.  
  100. Valve Software - vrad.exe SSE (Jul 18 2018)
  101.  
  102. Valve Radiosity Simulator
  103. 4 threads
  104. [Reading texlights from 'lights.rad']
  105. unknown light specifier type - lights
  106.  
  107. [56 texlights parsed from 'lights.rad']
  108.  
  109. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_frostwire_a5almostfinal.bsp
  110. Setting up ray-trace acceleration structure... Done (3.15 seconds)
  111. 11141 faces
  112. 2 degenerate faces
  113. 2242138 square feet [322867904.00 square inches]
  114. 71 Displacements
  115. 94721 Square Feet [13639826.00 Square Inches]
  116. 11139 patches before subdivision
  117. 206075 patches after subdivision
  118. sun extent from map=0.008727
  119. 90 direct lights
  120. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12)
  121. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (41)
  122. transfers 16573740, max 1410
  123. transfer lists: 126.4 megs
  124. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  125. Bounce #1 added RGB(1660901, 1211516, 1315916)
  126. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  127. Bounce #2 added RGB(448804, 316940, 312723)
  128. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  129. Bounce #3 added RGB(151226, 107026, 97122)
  130. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  131. Bounce #4 added RGB(55960, 40953, 35432)
  132. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  133. Bounce #5 added RGB(23038, 17390, 14546)
  134. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  135. Bounce #6 added RGB(10052, 7850, 6453)
  136. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  137. Bounce #7 added RGB(4635, 3704, 3010)
  138. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  139. Bounce #8 added RGB(2208, 1798, 1452)
  140. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  141. Bounce #9 added RGB(1081, 891, 716)
  142. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  143. Bounce #10 added RGB(538, 447, 359)
  144. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  145. Bounce #11 added RGB(272, 227, 182)
  146. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  147. Bounce #12 added RGB(139, 116, 93)
  148. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  149. Bounce #13 added RGB(71, 60, 48)
  150. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  151. Bounce #14 added RGB(37, 31, 25)
  152. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  153. Bounce #15 added RGB(19, 16, 13)
  154. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  155. Bounce #16 added RGB(10, 8, 7)
  156. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  157. Bounce #17 added RGB(5, 4, 4)
  158. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  159. Bounce #18 added RGB(3, 2, 2)
  160. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  161. Bounce #19 added RGB(1, 1, 1)
  162. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  163. Bounce #20 added RGB(1, 1, 1)
  164. Build Patch/Sample Hash Table(s).....Done<0.0570 sec>
  165. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
  166. FinalLightFace Done
  167. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  168. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
  169. Writing leaf ambient...done
  170. Ready to Finish
  171.  
  172. Object names Objects/Maxobjs Memory / Maxmem Fullness
  173. ------------ --------------- --------------- --------
  174. models 107/1024 5136/49152 (10.4%)
  175. brushes 2894/8192 34728/98304 (35.3%)
  176. brushsides 21118/65536 168944/524288 (32.2%)
  177. planes 9410/65536 188200/1310720 (14.4%)
  178. vertexes 18242/65536 218904/786432 (27.8%)
  179. nodes 4384/65536 140288/2097152 ( 6.7%)
  180. texinfos 3442/12288 247824/884736 (28.0%)
  181. texdata 139/2048 4448/65536 ( 6.8%)
  182. dispinfos 71/0 12496/0 ( 0.0%)
  183. disp_verts 4207/0 84140/0 ( 0.0%)
  184. disp_tris 6496/0 12992/0 ( 0.0%)
  185. disp_lmsamples 245012/0 245012/0 ( 0.0%)
  186. faces 11141/65536 623896/3670016 (17.0%)
  187. hdr faces 0/65536 0/3670016 ( 0.0%)
  188. origfaces 8093/65536 453208/3670016 (12.3%)
  189. leaves 4492/65536 143744/2097152 ( 6.9%)
  190. leaffaces 14024/65536 28048/131072 (21.4%)
  191. leafbrushes 6457/65536 12914/131072 ( 9.9%)
  192. areas 9/256 72/2048 ( 3.5%)
  193. surfedges 87462/512000 349848/2048000 (17.1%)
  194. edges 54396/256000 217584/1024000 (21.2%)
  195. LDR worldlights 90/8192 7920/720896 ( 1.1%)
  196. HDR worldlights 0/8192 0/720896 ( 0.0%)
  197. leafwaterdata 3/32768 36/393216 ( 0.0%)
  198. waterstrips 1507/32768 15070/327680 ( 4.6%)
  199. waterverts 0/65536 0/786432 ( 0.0%)
  200. waterindices 28395/65536 56790/131072 (43.3%)
  201. cubemapsamples 9/1024 144/16384 ( 0.9%)
  202. overlays 47/512 16544/180224 ( 9.2%)
  203. LDR lightdata [variable] 5818216/0 ( 0.0%)
  204. HDR lightdata [variable] 0/0 ( 0.0%)
  205. visdata [variable] 675580/16777216 ( 4.0%)
  206. entdata [variable] 247025/393216 (62.8%)
  207. LDR ambient table 4492/65536 17968/262144 ( 6.9%)
  208. HDR ambient table 4492/65536 17968/262144 ( 6.9%)
  209. LDR leaf ambient 23037/65536 645036/1835008 (35.2%)
  210. HDR leaf ambient 4492/65536 125776/1835008 ( 6.9%)
  211. occluders 0/0 0/0 ( 0.0%)
  212. occluder polygons 0/0 0/0 ( 0.0%)
  213. occluder vert ind 0/0 0/0 ( 0.0%)
  214. detail props [variable] 1/12 ( 8.3%)
  215. static props [variable] 1/61124 ( 0.0%)
  216. pakfile [variable] 16879/0 ( 0.0%)
  217. physics [variable] 1764890/4194304 (42.1%)
  218. physics terrain [variable] 0/1048576 ( 0.0%)
  219.  
  220. Level flags = 0
  221.  
  222. Total triangle count: 32835
  223. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_frostwire_a5almostfinal.bsp
  224. 1 minute, 14 seconds elapsed
  225. Valve Software - vrad.exe SSE (Jul 18 2018)
  226.  
  227. Valve Radiosity Simulator
  228. 4 threads
  229. [Reading texlights from 'lights.rad']
  230. unknown light specifier type - lights
  231.  
  232. [56 texlights parsed from 'lights.rad']
  233.  
  234. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_frostwire_a5almostfinal.bsp
  235. Setting up ray-trace acceleration structure... Done (3.13 seconds)
  236. 11141 faces
  237. 2 degenerate faces
  238. 2242138 square feet [322867904.00 square inches]
  239. 71 Displacements
  240. 94721 Square Feet [13639826.00 Square Inches]
  241. 11139 patches before subdivision
  242. 206075 patches after subdivision
  243. sun extent from map=0.008727
  244. 90 direct lights
  245. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
  246. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (36)
  247. transfers 16573740, max 1410
  248. transfer lists: 126.4 megs
  249. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  250. Bounce #1 added RGB(1658203, 1209057, 1313783)
  251. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  252. Bounce #2 added RGB(447250, 315528, 311504)
  253. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  254. Bounce #3 added RGB(150419, 106296, 96492)
  255. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  256. Bounce #4 added RGB(55528, 40564, 35097)
  257. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  258. Bounce #5 added RGB(22810, 17185, 14370)
  259. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  260. Bounce #6 added RGB(9930, 7741, 6359)
  261. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  262. Bounce #7 added RGB(4571, 3647, 2961)
  263. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  264. Bounce #8 added RGB(2174, 1768, 1426)
  265. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  266. Bounce #9 added RGB(1063, 875, 702)
  267. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  268. Bounce #10 added RGB(529, 439, 352)
  269. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  270. Bounce #11 added RGB(267, 223, 178)
  271. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  272. Bounce #12 added RGB(136, 114, 91)
  273. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  274. Bounce #13 added RGB(70, 59, 47)
  275. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  276. Bounce #14 added RGB(36, 30, 24)
  277. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  278. Bounce #15 added RGB(19, 16, 13)
  279. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  280. Bounce #16 added RGB(10, 8, 7)
  281. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  282. Bounce #17 added RGB(5, 4, 3)
  283. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  284. Bounce #18 added RGB(3, 2, 2)
  285. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  286. Bounce #19 added RGB(1, 1, 1)
  287. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  288. Bounce #20 added RGB(1, 1, 1)
  289. Build Patch/Sample Hash Table(s).....Done<0.0607 sec>
  290. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
  291. FinalLightFace Done
  292. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  293. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (10)
  294. Writing leaf ambient...done
  295. Ready to Finish
  296.  
  297. Object names Objects/Maxobjs Memory / Maxmem Fullness
  298. ------------ --------------- --------------- --------
  299. models 107/1024 5136/49152 (10.4%)
  300. brushes 2894/8192 34728/98304 (35.3%)
  301. brushsides 21118/65536 168944/524288 (32.2%)
  302. planes 9410/65536 188200/1310720 (14.4%)
  303. vertexes 18242/65536 218904/786432 (27.8%)
  304. nodes 4384/65536 140288/2097152 ( 6.7%)
  305. texinfos 3442/12288 247824/884736 (28.0%)
  306. texdata 139/2048 4448/65536 ( 6.8%)
  307. dispinfos 71/0 12496/0 ( 0.0%)
  308. disp_verts 4207/0 84140/0 ( 0.0%)
  309. disp_tris 6496/0 12992/0 ( 0.0%)
  310. disp_lmsamples 245012/0 245012/0 ( 0.0%)
  311. faces 11141/65536 623896/3670016 (17.0%)
  312. hdr faces 11141/65536 623896/3670016 (17.0%)
  313. origfaces 8093/65536 453208/3670016 (12.3%)
  314. leaves 4492/65536 143744/2097152 ( 6.9%)
  315. leaffaces 14024/65536 28048/131072 (21.4%)
  316. leafbrushes 6457/65536 12914/131072 ( 9.9%)
  317. areas 9/256 72/2048 ( 3.5%)
  318. surfedges 87462/512000 349848/2048000 (17.1%)
  319. edges 54396/256000 217584/1024000 (21.2%)
  320. LDR worldlights 90/8192 7920/720896 ( 1.1%)
  321. HDR worldlights 90/8192 7920/720896 ( 1.1%)
  322. leafwaterdata 3/32768 36/393216 ( 0.0%)
  323. waterstrips 1507/32768 15070/327680 ( 4.6%)
  324. waterverts 0/65536 0/786432 ( 0.0%)
  325. waterindices 28395/65536 56790/131072 (43.3%)
  326. cubemapsamples 9/1024 144/16384 ( 0.9%)
  327. overlays 47/512 16544/180224 ( 9.2%)
  328. LDR lightdata [variable] 5818216/0 ( 0.0%)
  329. HDR lightdata [variable] 5818216/0 ( 0.0%)
  330. visdata [variable] 675580/16777216 ( 4.0%)
  331. entdata [variable] 247025/393216 (62.8%)
  332. LDR ambient table 4492/65536 17968/262144 ( 6.9%)
  333. HDR ambient table 4492/65536 17968/262144 ( 6.9%)
  334. LDR leaf ambient 23037/65536 645036/1835008 (35.2%)
  335. HDR leaf ambient 23037/65536 645036/1835008 (35.2%)
  336. occluders 0/0 0/0 ( 0.0%)
  337. occluder polygons 0/0 0/0 ( 0.0%)
  338. occluder vert ind 0/0 0/0 ( 0.0%)
  339. detail props [variable] 1/12 ( 8.3%)
  340. static props [variable] 1/61124 ( 0.0%)
  341. pakfile [variable] 16879/0 ( 0.0%)
  342. physics [variable] 1764890/4194304 (42.1%)
  343. physics terrain [variable] 0/1048576 ( 0.0%)
  344.  
  345. Level flags = 0
  346.  
  347. Total triangle count: 32835
  348. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_frostwire_a5almostfinal.bsp
  349. 1 minute, 9 seconds elapsed
  350.  
  351. ** Executing...
  352. ** Command: Copy File
  353. ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_frostwire_a5almostfinal.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_frostwire_a5almostfinal.bsp"
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