Advertisement
Guest User

Untitled

a guest
Mar 12th, 2019
185
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 18.25 KB | None | 0 0
  1. -------------- Start Compile BSP ----------------
  2. VBSP Started, Please Wait!
  3.  
  4. 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"
  5.  
  6. Valve Software - vbsp.exe (Aug 2 2018)
  7. 8 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\Projects\jump_jasmine.vmf
  10. Can't find surfaceprop cloth for material EGYPT/SHADECLOTH01, using default
  11. Can't find surfaceprop cloth for material EGYPT/SHADECLOTH02, using default
  12. Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_tile_to_sandy_tile001_wvt_patch
  13. Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_brick_to_sandstone001_wvt_patch
  14. Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_brick_to_plaster002_wvt_patch
  15. Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_brick_to_plaster001_wvt_patch
  16. Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_wavy_sand_to_grass001_wvt_patch
  17. Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_sandstone_to_plaster004_wvt_patch
  18. Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_rockwall011_to_wavy_sand01_wvt_patch
  19. Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_tile_to_grass001_wvt_patch
  20. Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_beam_to_sandy_beam001_wvt_patch
  21. Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_block_to_sand002_wvt_patch
  22. Patching WVT material: maps/jump_jasmine/egypt/egypt_hiero_blend001_wvt_patch
  23. Patching WVT material: maps/jump_jasmine/egypt/egypt_blend_brick_to_sandy_brick001_wvt_patch
  24. Patching WVT material: maps/jump_jasmine/egypt/egypt_hiero_blend002_wvt_patch
  25. fixing up env_cubemap materials on brush sides...
  26. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  27. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  28. Processing areas...done (0)
  29. Building Faces...done (0)
  30. Chop Details...done (1)
  31. Find Visible Detail Sides...
  32. Merged 1892 detail faces...done (2)
  33. Merging details...done (0)
  34. FixTjuncs...
  35. PruneNodes...
  36. WriteBSP...
  37. done (1)
  38. writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Projects\jump_jasmine.prt...Building visibility clusters...
  39. done (0)
  40. WARNING: node without a volume
  41. *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
  42. Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
  43. *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
  44. Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
  45. Finding displacement neighbors...
  46. Finding lightmap sample positions...
  47. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  48. Building Physics collision data...
  49. done (3) (2135467 bytes)
  50. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  51. Water found with no water_lod_control entity, creating a default one.
  52. Compacting texture/material tables...
  53. Reduced 15026 texinfos to 6802
  54. Reduced 86 texdatas to 62 (3110 bytes to 2067)
  55. Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Projects\jump_jasmine.bsp
  56. Wrote ZIP buffer, estimated size 12228, actual size 9066
  57. 11 seconds elapsed
  58.  
  59. Compile Complete for this module.
  60. VBSP Completed: March 12, 2019, 4:04:46 PM
  61. VBSP: WARNING: node without a volume
  62. VBSP: Compile time: 11 seconds elapsed
  63.  
  64. -------------- Start Compile VVIS ----------------
  65. VVIS Started, Please Wait!
  66.  
  67. 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"
  68.  
  69. Valve Software - vvis.exe (Aug 2 2018)
  70. 8 threads
  71. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_jasmine.bsp
  72. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_jasmine.prt
  73. 1381 portalclusters
  74. 4344 numportals
  75. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  76. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (428)
  77. Optimized: 4359 visible clusters (0.68%)
  78. Total clusters visible: 640971
  79. Average clusters visible: 464
  80. Building PAS...
  81. Average clusters audible: 1347
  82. visdatasize:427597 compressed from 486112
  83. writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_jasmine.bsp
  84. 7 minutes, 8 seconds elapsed
  85.  
  86. Compile Complete for this module.
  87. VVIS Completed: March 12, 2019, 4:11:55 PM
  88. VVIS: Compile time: 7 minutes, 8 seconds elapsed
  89.  
  90. -------------- Start Compile VRAD ----------------
  91. VRAD Started, Please Wait!
  92.  
  93. 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"
  94.  
  95. Valve Software - vrad.exe SSE (Jul 18 2018)
  96.  
  97. Valve Radiosity Simulator
  98. 8 threads
  99. [Reading texlights from 'lights.rad']
  100. unknown light specifier type - lights
  101. [56 texlights parsed from 'lights.rad']
  102.  
  103. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_jasmine.bsp
  104. Setting up ray-trace acceleration structure... Done (4.30 seconds)
  105. 21882 faces
  106. 8 degenerate faces
  107. 16761776 square feet [2413695744.00 square inches]
  108. 440 Displacements
  109. 3550863 Square Feet [511324288.00 Square Inches]
  110. 21874 patches before subdivision
  111. 301312 patches after subdivision
  112. sun extent from map=0.052336
  113. 61 direct lights
  114. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (485)
  115. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (60)
  116. transfers 23167816, max 1856
  117. transfer lists: 176.8 megs
  118. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  119. Bounce #1 added RGB(1962610, 779497, 326964)
  120. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  121. Bounce #2 added RGB(380685, 94367, 25104)
  122. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  123. Bounce #3 added RGB(83102, 13358, 2462)
  124. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  125. Bounce #4 added RGB(22352, 2720, 329)
  126. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  127. Bounce #5 added RGB(6143, 525, 46)
  128. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  129. Bounce #6 added RGB(1938, 135, 8)
  130. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  131. Bounce #7 added RGB(607, 30, 1)
  132. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  133. Bounce #8 added RGB(209, 8, 0)
  134. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  135. Bounce #9 added RGB(72, 2, 0)
  136. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  137. Bounce #10 added RGB(26, 1, 0)
  138. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  139. Bounce #11 added RGB(10, 0, 0)
  140. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  141. Bounce #12 added RGB(4, 0, 0)
  142. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  143. Bounce #13 added RGB(1, 0, 0)
  144. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  145. Bounce #14 added RGB(1, 0, 0)
  146. Build Patch/Sample Hash Table(s).....Done<0.1239 sec>
  147. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
  148. FinalLightFace Done
  149. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  150. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (32)
  151. Writing leaf ambient...done
  152. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (4)
  153.  
  154. Ready to Finish
  155.  
  156. Object names Objects/Maxobjs Memory / Maxmem Fullness
  157. ------------ --------------- --------------- --------
  158. models 260/1024 12480/49152 (25.4%)
  159. brushes 5185/8192 62220/98304 (63.3%)
  160. brushsides 56095/65536 448760/524288 (85.6%) VERY FULL!
  161. planes 58164/65536 1163280/1310720 (88.8%) VERY FULL!
  162. vertexes 36723/65536 440676/786432 (56.0%)
  163. nodes 9214/65536 294848/2097152 (14.1%)
  164. texinfos 6802/12288 489744/884736 (55.4%)
  165. texdata 62/2048 1984/65536 ( 3.0%)
  166. dispinfos 440/0 77440/0 ( 0.0%)
  167. disp_verts 29872/0 597440/0 ( 0.0%)
  168. disp_tris 46432/0 92864/0 ( 0.0%)
  169. disp_lmsamples 1810216/0 1810216/0 ( 0.0%)
  170. faces 21882/65536 1225392/3670016 (33.4%)
  171. hdr faces 0/65536 0/3670016 ( 0.0%)
  172. origfaces 17465/65536 978040/3670016 (26.6%)
  173. leaves 9475/65536 303200/2097152 (14.5%)
  174. leaffaces 28471/65536 56942/131072 (43.4%)
  175. leafbrushes 12544/65536 25088/131072 (19.1%)
  176. areas 4/256 32/2048 ( 1.6%)
  177. surfedges 170373/512000 681492/2048000 (33.3%)
  178. edges 98407/256000 393628/1024000 (38.4%)
  179. LDR worldlights 61/8192 5368/720896 ( 0.7%)
  180. HDR worldlights 0/8192 0/720896 ( 0.0%)
  181. leafwaterdata 3/32768 36/393216 ( 0.0%)
  182. waterstrips 1481/32768 14810/327680 ( 4.5%)
  183. waterverts 0/65536 0/786432 ( 0.0%)
  184. waterindices 24963/65536 49926/131072 (38.1%)
  185. cubemapsamples 0/1024 0/16384 ( 0.0%)
  186. overlays 4/512 1408/180224 ( 0.8%)
  187. LDR lightdata [variable] 33275316/0 ( 0.0%)
  188. HDR lightdata [variable] 0/0 ( 0.0%)
  189. visdata [variable] 427597/16777216 ( 2.5%)
  190. entdata [variable] 135586/393216 (34.5%)
  191. LDR ambient table 9475/65536 37900/262144 (14.5%)
  192. HDR ambient table 9475/65536 37900/262144 (14.5%)
  193. LDR leaf ambient 32025/65536 896700/1835008 (48.9%)
  194. HDR leaf ambient 9475/65536 265300/1835008 (14.5%)
  195. occluders 0/0 0/0 ( 0.0%)
  196. occluder polygons 0/0 0/0 ( 0.0%)
  197. occluder vert ind 0/0 0/0 ( 0.0%)
  198. detail props [variable] 1/12 ( 8.3%)
  199. static props [variable] 1/33588 ( 0.0%)
  200. pakfile [variable] 1205390/0 ( 0.0%)
  201. physics [variable] 2135467/4194304 (50.9%)
  202. physics terrain [variable] 155916/1048576 (14.9%)
  203.  
  204. Level flags = 1
  205.  
  206. Total triangle count: 55797
  207. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_jasmine.bsp
  208. 10 minutes, 0 seconds elapsed
  209. Valve Software - vrad.exe SSE (Jul 18 2018)
  210.  
  211. Valve Radiosity Simulator
  212. 8 threads
  213. [Reading texlights from 'lights.rad']
  214. unknown light specifier type - lights
  215. [56 texlights parsed from 'lights.rad']
  216.  
  217. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_jasmine.bsp
  218. Setting up ray-trace acceleration structure... Done (4.61 seconds)
  219. 21882 faces
  220. 8 degenerate faces
  221. 16761776 square feet [2413695744.00 square inches]
  222. 440 Displacements
  223. 3550863 Square Feet [511324288.00 Square Inches]
  224. 21874 patches before subdivision
  225. 301312 patches after subdivision
  226. sun extent from map=0.052336
  227. 61 direct lights
  228. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (457)
  229. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (58)
  230. transfers 23167816, max 1856
  231. transfer lists: 176.8 megs
  232. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  233. Bounce #1 added RGB(1962708, 779531, 326973)
  234. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  235. Bounce #2 added RGB(380709, 94371, 25104)
  236. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  237. Bounce #3 added RGB(83108, 13359, 2462)
  238. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  239. Bounce #4 added RGB(22353, 2720, 329)
  240. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  241. Bounce #5 added RGB(6143, 525, 46)
  242. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  243. Bounce #6 added RGB(1938, 135, 8)
  244. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  245. Bounce #7 added RGB(607, 30, 1)
  246. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  247. Bounce #8 added RGB(209, 8, 0)
  248. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  249. Bounce #9 added RGB(72, 2, 0)
  250. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  251. Bounce #10 added RGB(26, 1, 0)
  252. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  253. Bounce #11 added RGB(10, 0, 0)
  254. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  255. Bounce #12 added RGB(4, 0, 0)
  256. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  257. Bounce #13 added RGB(1, 0, 0)
  258. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  259. Bounce #14 added RGB(1, 0, 0)
  260. Build Patch/Sample Hash Table(s).....Done<0.1280 sec>
  261. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
  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 (29)
  265. Writing leaf ambient...done
  266. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (4)
  267.  
  268. Ready to Finish
  269.  
  270. Object names Objects/Maxobjs Memory / Maxmem Fullness
  271. ------------ --------------- --------------- --------
  272. models 260/1024 12480/49152 (25.4%)
  273. brushes 5185/8192 62220/98304 (63.3%)
  274. brushsides 56095/65536 448760/524288 (85.6%) VERY FULL!
  275. planes 58164/65536 1163280/1310720 (88.8%) VERY FULL!
  276. vertexes 36723/65536 440676/786432 (56.0%)
  277. nodes 9214/65536 294848/2097152 (14.1%)
  278. texinfos 6802/12288 489744/884736 (55.4%)
  279. texdata 62/2048 1984/65536 ( 3.0%)
  280. dispinfos 440/0 77440/0 ( 0.0%)
  281. disp_verts 29872/0 597440/0 ( 0.0%)
  282. disp_tris 46432/0 92864/0 ( 0.0%)
  283. disp_lmsamples 1810216/0 1810216/0 ( 0.0%)
  284. faces 21882/65536 1225392/3670016 (33.4%)
  285. hdr faces 21882/65536 1225392/3670016 (33.4%)
  286. origfaces 17465/65536 978040/3670016 (26.6%)
  287. leaves 9475/65536 303200/2097152 (14.5%)
  288. leaffaces 28471/65536 56942/131072 (43.4%)
  289. leafbrushes 12544/65536 25088/131072 (19.1%)
  290. areas 4/256 32/2048 ( 1.6%)
  291. surfedges 170373/512000 681492/2048000 (33.3%)
  292. edges 98407/256000 393628/1024000 (38.4%)
  293. LDR worldlights 61/8192 5368/720896 ( 0.7%)
  294. HDR worldlights 61/8192 5368/720896 ( 0.7%)
  295. leafwaterdata 3/32768 36/393216 ( 0.0%)
  296. waterstrips 1481/32768 14810/327680 ( 4.5%)
  297. waterverts 0/65536 0/786432 ( 0.0%)
  298. waterindices 24963/65536 49926/131072 (38.1%)
  299. cubemapsamples 0/1024 0/16384 ( 0.0%)
  300. overlays 4/512 1408/180224 ( 0.8%)
  301. LDR lightdata [variable] 33275316/0 ( 0.0%)
  302. HDR lightdata [variable] 33275316/0 ( 0.0%)
  303. visdata [variable] 427597/16777216 ( 2.5%)
  304. entdata [variable] 135586/393216 (34.5%)
  305. LDR ambient table 9475/65536 37900/262144 (14.5%)
  306. HDR ambient table 9475/65536 37900/262144 (14.5%)
  307. LDR leaf ambient 32025/65536 896700/1835008 (48.9%)
  308. HDR leaf ambient 32025/65536 896700/1835008 (48.9%)
  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] 1/33588 ( 0.0%)
  314. pakfile [variable] 2404274/0 ( 0.0%)
  315. physics [variable] 2135467/4194304 (50.9%)
  316. physics terrain [variable] 155916/1048576 (14.9%)
  317.  
  318. Level flags = 3
  319.  
  320. Total triangle count: 55797
  321. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_jasmine.bsp
  322. 9 minutes, 28 seconds elapsed
  323.  
  324. Compile Complete for this module.
  325. VRAD Completed: March 12, 2019, 4:31:25 PM
  326. VRAD: brushsides 56095/65536 448760/524288 (85.6%) VERY FULL!
  327. VRAD --> WARNING - Max Limit Approach!
  328. VRAD: planes 58164/65536 1163280/1310720 (88.8%) VERY FULL!
  329. VRAD --> WARNING - Max Limit Approach!
  330. VRAD: Compile time: 10 minutes, 0 seconds elapsed
  331. VRAD: brushsides 56095/65536 448760/524288 (85.6%) VERY FULL!
  332. VRAD --> WARNING - Max Limit Approach!
  333. VRAD: planes 58164/65536 1163280/1310720 (88.8%) VERY FULL!
  334. VRAD --> WARNING - Max Limit Approach!
  335. VRAD: Compile time: 9 minutes, 28 seconds elapsed
  336.  
  337. 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
  338. History.csv was updated.
  339.  
  340. Compile Summary - job mode: FINAL
  341. Map Name: jump_jasmine.vmf
  342. VBSP - mode:normal , 11 seconds, 00:00:12 elapsed
  343. VVIS - mode:normal, 7 minutes, 8 seconds, 00:07:09 elapsed
  344. VRAD - mode:final, 10 minutes, 0 seconds(LDR), 9 minutes, 28 seconds(HDR), 00:19:30 elapsed
  345. Total Compile time: 00:26:51
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement