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- -------------- Start Compile BSP ----------------
- VBSP Started, Please Wait!
- VBSP: c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\vbsp.exe -bumpall -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\Projects\jump_jasmine"
- Valve Software - vbsp.exe (Aug 2 2018)
- 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\sourcesdk_content\tf\mapsrc\Projects\jump_jasmine.vmf
- Can't find surfaceprop cloth for material EGYPT/SHADECLOTH01, using default
- Can't find surfaceprop cloth for material EGYPT/SHADECLOTH02, using default
- Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_tile_to_sandy_tile001_wvt_patch
- Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_brick_to_sandstone001_wvt_patch
- Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_brick_to_plaster002_wvt_patch
- Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_brick_to_plaster001_wvt_patch
- Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_wavy_sand_to_grass001_wvt_patch
- Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_sandstone_to_plaster004_wvt_patch
- Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_rockwall011_to_wavy_sand01_wvt_patch
- Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_tile_to_grass001_wvt_patch
- Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_beam_to_sandy_beam001_wvt_patch
- Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_block_to_sand002_wvt_patch
- Patching WVT material: maps/jump_jasmine/egypt/egypt_hiero_blend001_wvt_patch
- Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_brick_to_sandy_brick001_wvt_patch
- Patching WVT material: maps/jump_jasmine/egypt/egypt_hiero_blend002_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 (1)
- Find Visible Detail Sides...
- Merged 1892 detail faces...done (2)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (1)
- writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Projects\jump_jasmine.prt...Building visibility clusters...
- done (0)
- WARNING: node without a volume
- *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
- *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_dustbowl_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 (3) (2135467 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Water found with no water_lod_control entity, creating a default one.
- Compacting texture/material tables...
- Reduced 15026 texinfos to 6802
- Reduced 86 texdatas to 62 (3110 bytes to 2067)
- Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Projects\jump_jasmine.bsp
- Wrote ZIP buffer, estimated size 12228, actual size 9066
- 11 seconds elapsed
- Compile Complete for this module.
- VBSP Completed: March 12, 2019, 4:04:46 PM
- VBSP: WARNING: node without a volume
- VBSP: Compile time: 11 seconds elapsed
- -------------- Start Compile VVIS ----------------
- VVIS Started, Please Wait!
- 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\Projects\jump_jasmine"
- Valve Software - vvis.exe (Aug 2 2018)
- 8 threads
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_jasmine.bsp
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_jasmine.prt
- 1381 portalclusters
- 4344 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 (428)
- Optimized: 4359 visible clusters (0.68%)
- Total clusters visible: 640971
- Average clusters visible: 464
- Building PAS...
- Average clusters audible: 1347
- visdatasize:427597 compressed from 486112
- writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_jasmine.bsp
- 7 minutes, 8 seconds elapsed
- Compile Complete for this module.
- VVIS Completed: March 12, 2019, 4:11:55 PM
- VVIS: Compile time: 7 minutes, 8 seconds elapsed
- -------------- Start Compile VRAD ----------------
- VRAD Started, Please Wait!
- VRAD: c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\vrad.exe -final -both -StaticPropLighting -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\Projects\jump_jasmine"
- Valve Software - vrad.exe SSE (Jul 18 2018)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_jasmine.bsp
- Setting up ray-trace acceleration structure... Done (4.30 seconds)
- 21882 faces
- 8 degenerate faces
- 16761776 square feet [2413695744.00 square inches]
- 440 Displacements
- 3550863 Square Feet [511324288.00 Square Inches]
- 21874 patches before subdivision
- 301312 patches after subdivision
- sun extent from map=0.052336
- 61 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (485)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (60)
- transfers 23167816, max 1856
- transfer lists: 176.8 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(1962610, 779497, 326964)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(380685, 94367, 25104)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #3 added RGB(83102, 13358, 2462)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(22352, 2720, 329)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(6143, 525, 46)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(1938, 135, 8)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(607, 30, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(209, 8, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(72, 2, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(26, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(10, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(4, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #13 added RGB(1, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #14 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.1239 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
- FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (32)
- Writing leaf ambient...done
- Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (4)
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 260/1024 12480/49152 (25.4%)
- brushes 5185/8192 62220/98304 (63.3%)
- brushsides 56095/65536 448760/524288 (85.6%) VERY FULL!
- planes 58164/65536 1163280/1310720 (88.8%) VERY FULL!
- vertexes 36723/65536 440676/786432 (56.0%)
- nodes 9214/65536 294848/2097152 (14.1%)
- texinfos 6802/12288 489744/884736 (55.4%)
- texdata 62/2048 1984/65536 ( 3.0%)
- dispinfos 440/0 77440/0 ( 0.0%)
- disp_verts 29872/0 597440/0 ( 0.0%)
- disp_tris 46432/0 92864/0 ( 0.0%)
- disp_lmsamples 1810216/0 1810216/0 ( 0.0%)
- faces 21882/65536 1225392/3670016 (33.4%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 17465/65536 978040/3670016 (26.6%)
- leaves 9475/65536 303200/2097152 (14.5%)
- leaffaces 28471/65536 56942/131072 (43.4%)
- leafbrushes 12544/65536 25088/131072 (19.1%)
- areas 4/256 32/2048 ( 1.6%)
- surfedges 170373/512000 681492/2048000 (33.3%)
- edges 98407/256000 393628/1024000 (38.4%)
- LDR worldlights 61/8192 5368/720896 ( 0.7%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 3/32768 36/393216 ( 0.0%)
- waterstrips 1481/32768 14810/327680 ( 4.5%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 24963/65536 49926/131072 (38.1%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 4/512 1408/180224 ( 0.8%)
- LDR lightdata [variable] 33275316/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 427597/16777216 ( 2.5%)
- entdata [variable] 135586/393216 (34.5%)
- LDR ambient table 9475/65536 37900/262144 (14.5%)
- HDR ambient table 9475/65536 37900/262144 (14.5%)
- LDR leaf ambient 32025/65536 896700/1835008 (48.9%)
- HDR leaf ambient 9475/65536 265300/1835008 (14.5%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/33588 ( 0.0%)
- pakfile [variable] 1205390/0 ( 0.0%)
- physics [variable] 2135467/4194304 (50.9%)
- physics terrain [variable] 155916/1048576 (14.9%)
- Level flags = 1
- Total triangle count: 55797
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_jasmine.bsp
- 10 minutes, 0 seconds elapsed
- Valve Software - vrad.exe SSE (Jul 18 2018)
- Valve Radiosity Simulator
- 8 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - lights
- [56 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_jasmine.bsp
- Setting up ray-trace acceleration structure... Done (4.61 seconds)
- 21882 faces
- 8 degenerate faces
- 16761776 square feet [2413695744.00 square inches]
- 440 Displacements
- 3550863 Square Feet [511324288.00 Square Inches]
- 21874 patches before subdivision
- 301312 patches after subdivision
- sun extent from map=0.052336
- 61 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (457)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (58)
- transfers 23167816, max 1856
- transfer lists: 176.8 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(1962708, 779531, 326973)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(380709, 94371, 25104)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #3 added RGB(83108, 13359, 2462)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(22353, 2720, 329)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(6143, 525, 46)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(1938, 135, 8)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(607, 30, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(209, 8, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(72, 2, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(26, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(10, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(4, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #13 added RGB(1, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #14 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.1280 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
- FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (29)
- Writing leaf ambient...done
- Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (4)
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 260/1024 12480/49152 (25.4%)
- brushes 5185/8192 62220/98304 (63.3%)
- brushsides 56095/65536 448760/524288 (85.6%) VERY FULL!
- planes 58164/65536 1163280/1310720 (88.8%) VERY FULL!
- vertexes 36723/65536 440676/786432 (56.0%)
- nodes 9214/65536 294848/2097152 (14.1%)
- texinfos 6802/12288 489744/884736 (55.4%)
- texdata 62/2048 1984/65536 ( 3.0%)
- dispinfos 440/0 77440/0 ( 0.0%)
- disp_verts 29872/0 597440/0 ( 0.0%)
- disp_tris 46432/0 92864/0 ( 0.0%)
- disp_lmsamples 1810216/0 1810216/0 ( 0.0%)
- faces 21882/65536 1225392/3670016 (33.4%)
- hdr faces 21882/65536 1225392/3670016 (33.4%)
- origfaces 17465/65536 978040/3670016 (26.6%)
- leaves 9475/65536 303200/2097152 (14.5%)
- leaffaces 28471/65536 56942/131072 (43.4%)
- leafbrushes 12544/65536 25088/131072 (19.1%)
- areas 4/256 32/2048 ( 1.6%)
- surfedges 170373/512000 681492/2048000 (33.3%)
- edges 98407/256000 393628/1024000 (38.4%)
- LDR worldlights 61/8192 5368/720896 ( 0.7%)
- HDR worldlights 61/8192 5368/720896 ( 0.7%)
- leafwaterdata 3/32768 36/393216 ( 0.0%)
- waterstrips 1481/32768 14810/327680 ( 4.5%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 24963/65536 49926/131072 (38.1%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 4/512 1408/180224 ( 0.8%)
- LDR lightdata [variable] 33275316/0 ( 0.0%)
- HDR lightdata [variable] 33275316/0 ( 0.0%)
- visdata [variable] 427597/16777216 ( 2.5%)
- entdata [variable] 135586/393216 (34.5%)
- LDR ambient table 9475/65536 37900/262144 (14.5%)
- HDR ambient table 9475/65536 37900/262144 (14.5%)
- LDR leaf ambient 32025/65536 896700/1835008 (48.9%)
- HDR leaf ambient 32025/65536 896700/1835008 (48.9%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/33588 ( 0.0%)
- pakfile [variable] 2404274/0 ( 0.0%)
- physics [variable] 2135467/4194304 (50.9%)
- physics terrain [variable] 155916/1048576 (14.9%)
- Level flags = 3
- Total triangle count: 55797
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_jasmine.bsp
- 9 minutes, 28 seconds elapsed
- Compile Complete for this module.
- VRAD Completed: March 12, 2019, 4:31:25 PM
- VRAD: brushsides 56095/65536 448760/524288 (85.6%) VERY FULL!
- VRAD --> WARNING - Max Limit Approach!
- VRAD: planes 58164/65536 1163280/1310720 (88.8%) VERY FULL!
- VRAD --> WARNING - Max Limit Approach!
- VRAD: Compile time: 10 minutes, 0 seconds elapsed
- VRAD: brushsides 56095/65536 448760/524288 (85.6%) VERY FULL!
- VRAD --> WARNING - Max Limit Approach!
- VRAD: planes 58164/65536 1163280/1310720 (88.8%) VERY FULL!
- VRAD --> WARNING - Max Limit Approach!
- VRAD: Compile time: 9 minutes, 28 seconds elapsed
- One Line Summary: 2019-03-12 4:31:26 PM, jump_jasmine.vmf, Team Fortress 2, normal , normal, final, 00:00:12, 00:07:09, 00:19:30, 00:26:51
- History.csv was updated.
- Compile Summary - job mode: FINAL
- Map Name: jump_jasmine.vmf
- VBSP - mode:normal , 11 seconds, 00:00:12 elapsed
- VVIS - mode:normal, 7 minutes, 8 seconds, 00:07:09 elapsed
- VRAD - mode:final, 10 minutes, 0 seconds(LDR), 9 minutes, 28 seconds(HDR), 00:19:30 elapsed
- Total Compile time: 00:26:51
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