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- Starting a 'Fast' compile.
- Starting compilation of cq_takeover_a12
- Valve Software - vbsp.exe (Aug 2 2018)
- 8 threads
- materialPath: D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
- Loading D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cq_takeover_a12.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Patching WVT material: maps/cq_takeover_a12/nature/blendrockgroundwallforest002_wvt_patch
- Patching WVT material: maps/cq_takeover_a12/nature/blendgroundtograss004_wvt_patch
- Patching WVT material: maps/cq_takeover_a12/nature/blendrockgroundwallforest001_wvt_patch
- Patching WVT material: maps/cq_takeover_a12/brick/blendtestwall003_watergate_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- 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 (0)
- Find Visible Detail Sides...
- Merged 264 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cq_takeover_a12.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_hydro_01*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_hydro_01*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- 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 (0) (623340 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 2067 texinfos to 1111
- Reduced 134 texdatas to 120 (3959 bytes to 3424)
- Writing D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cq_takeover_a12.bsp
- Wrote ZIP buffer, estimated size 646457, actual size 641955
- 7 seconds elapsed
- Valve Software - vvis.exe (Aug 2 2018)
- fastvis = true
- nosort = true
- 8 threads
- reading d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cq_takeover_a12.bsp
- reading d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cq_takeover_a12.prt
- 1170 portalclusters
- 3346 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Optimized: 48040 visible clusters (4.51%)
- Total clusters visible: 1066018
- Average clusters visible: 911
- Building PAS...
- Average clusters audible: 1133
- visdatasize:344776 compressed from 355680
- writing d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cq_takeover_a12.bsp
- 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 d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cq_takeover_a12.bsp
- Setting up ray-trace acceleration structure... Done (1.07 seconds)
- 6867 faces
- 2810733 square feet [404745536.00 square inches]
- 115 Displacements
- 115702 Square Feet [16661123.00 Square Inches]
- 6867 patches before subdivision
- 6867 patches after subdivision
- sun extent from map=0.052336
- 136 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (41)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
- transfers 754491, max 1047
- transfer lists: 5.8 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(61488, 50910, 49723)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(10257, 6710, 5901)
- Build Patch/Sample Hash Table(s).....Done<0.0621 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
- FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 33/1024 1584/49152 ( 3.2%)
- brushes 1685/8192 20220/98304 (20.6%)
- brushsides 10984/65536 87872/524288 (16.8%)
- planes 3590/65536 71800/1310720 ( 5.5%)
- vertexes 11317/65536 135804/786432 (17.3%)
- nodes 3069/65536 98208/2097152 ( 4.7%)
- texinfos 1111/12288 79992/884736 ( 9.0%)
- texdata 120/2048 3840/65536 ( 5.9%)
- dispinfos 115/0 20240/0 ( 0.0%)
- disp_verts 6851/0 137020/0 ( 0.0%)
- disp_tris 10496/0 20992/0 ( 0.0%)
- disp_lmsamples 300224/0 300224/0 ( 0.0%)
- faces 6867/65536 384552/3670016 (10.5%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 4217/65536 236152/3670016 ( 6.4%)
- leaves 3103/65536 99296/2097152 ( 4.7%)
- leaffaces 8291/65536 16582/131072 (12.7%)
- leafbrushes 4450/65536 8900/131072 ( 6.8%)
- areas 4/256 32/2048 ( 1.6%)
- surfedges 51399/512000 205596/2048000 (10.0%)
- edges 31308/256000 125232/1024000 (12.2%)
- LDR worldlights 136/8192 11968/720896 ( 1.7%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 2/32768 24/393216 ( 0.0%)
- waterstrips 1016/32768 10160/327680 ( 3.1%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 17811/65536 35622/131072 (27.2%)
- cubemapsamples 5/1024 80/16384 ( 0.5%)
- overlays 136/512 47872/180224 (26.6%)
- LDR lightdata [variable] 6290576/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 344776/16777216 ( 2.1%)
- entdata [variable] 100797/393216 (25.6%)
- LDR ambient table 3103/65536 12412/262144 ( 4.7%)
- HDR ambient table 3103/65536 12412/262144 ( 4.7%)
- LDR leaf ambient 16454/65536 460712/1835008 (25.1%)
- HDR leaf ambient 3103/65536 86884/1835008 ( 4.7%)
- 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] 1/855448 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/12322 ( 0.0%)
- pakfile [variable] 641955/0 ( 0.0%)
- physics [variable] 623340/4194304 (14.9%)
- physics terrain [variable] 30513/1048576 ( 2.9%)
- Level flags = 0
- Total triangle count: 20712
- Writing d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cq_takeover_a12.bsp
- 56 seconds elapsed
- D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cq_takeover_a12.bsp -> D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cq_takeover_a12.bsp
- 1 File(s) copied
- CompilePal - Automated Packaging
- Finding sources of game content...
- Found search paths...
- Found wildcard path: D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
- Found search path: D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
- Found search path: D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
- Found search path: D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
- Found search path: D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
- Reading BSP...
- Initializing pak file...
- Writing file list...
- Running bspzip...
- Copying packed bsp to vmf folder...
- Finished!
- ---------------------
- 56 materials found
- 10 models found
- 0 particle files found
- 0 sounds found
- additional files:
- -nav file
- ---------------------
- 'Fast' compile finished in 00:01:09
- 0 errors/warnings logged:
- No errors/warnings logged for cq_takeover_a12
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