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  1. Welcome to VBCT
  2. Session Date: March 20, 2016, 11:45:11 PM
  3. OS = Microsoft Windows NT 6.1.7601 Service Pack 1 = Windows 7 and Windows Server 2008 R2
  4. VBCT Version: 1.0uBETA9
  5.  
  6.  
  7. STEAM was found installed at: c:\program files (x86)\steam
  8.  
  9. Source SDK Base 2013 SinglePlayer Games:
  10. No Source SDK Base 2013 SinglePlayer GameConfig.txt found.
  11.  
  12. Source SDK Base 2013 MultiPlayer Games:
  13. Half-Life 2: Deathmatch
  14. Half-Life 2
  15. SourceTest
  16. Kreedz Climbing
  17.  
  18. Source SDK Base 2009 (common) Half-Life 2 Games:
  19. No Source SDK Base 2009 (common) GameConfig.txt found.
  20. Left 4 Dead Games:
  21. No Left 4 Dead GameConfig.txt found.
  22. Left 4 Dead 2 Games:
  23. No Left 4 Dead 2 GameConfig.txt found.
  24. Left 4 Dead 2 BETA Games:
  25. No Left 4 Dead 2 BETA GameConfig.txt found.
  26. Portal Games:
  27. No Portal GameConfig.txt found.
  28. Portal 2 Games:
  29. No Portal 2 GameConfig.txt found.
  30. Alien Swarm Games:
  31. Alien Swarm
  32. Counter-Strike Global Offensive Games:
  33. Counter-Strike: Global Offensive
  34. Counter-Strike Source Games:
  35. Team Fortress 2
  36. Day of Defeat: Source
  37. Counter-Strike: Source
  38. Day of Defeat Source Games:
  39. No Day of Defeat Source GameConfig.txt found.
  40. Team Fortress 2 Games:
  41. Half-Life 2
  42. Team Fortress 2
  43. HalfLife 2 DeathMatch Games:
  44. No HalfLife 2 DeathMatch GameConfig.txt found.
  45. HalfLife DeathMatch: Source Games:
  46. No HalfLife DeathMatch: Source GameConfig.txt found.
  47. Fistful of Frags: Source Games:
  48. No Fistful of Frags: Source GameConfig.txt found.
  49.  
  50.  
  51. Team Fortress 2 was selected
  52. Game name read from gameinfo.txt file: Team Fortress 2 ... actual mod = Team Fortress 2
  53. appid read from gameinfo.txt file: 440
  54. steam appid read: 440
  55. Local User VProject & sourcesdk Environment strings updated!
  56. WARNING: no specific SDKLauncher.exe was found for this mod: Team Fortress 2
  57. Warning, Map Folder as defined in GameConfig.txt not found: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc
  58. Falling back to default.
  59.  
  60. Map File Selected: C:\Users\Association\Dropbox\collab1\surf_transient_a1.vmf
  61. There is no Custom Profile to load: C:\Users\Association\Dropbox\vbct\surf_transient_a1.pro
  62.  
  63. Fast Compile Selected!
  64. Compile Start Time: March 20, 2016, 11:46:24 PM
  65.  
  66. -------------- Start Compile BSP ----------------
  67. VBSP Started, Please Wait!
  68.  
  69. 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:\Users\Association\Dropbox\collab1\surf_transient_a1"
  70.  
  71. Valve Software - vbsp.exe (Mar 2 2016)
  72. 4 threads
  73. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
  74. Loading C:\Users\Association\Dropbox\collab1\surf_transient_a1.vmf
  75. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  76. "blueraven/custom_refract" - "materials/blueraven/custom_refract.vtf": cached version doesn't exist
  77. material "devcolours/270" not found.
  78. Material not found!: DEVCOLOURS/270
  79. Error! Variable "$refracttint" is multiply defined in material "watersource/river/river_blue_2"!
  80. Error! Variable "$refracttint" is multiply defined in material "watersource/river/river_blue_2"!
  81. Patching WVT material: maps/surf_transient_a1/nature/blendrockgroundwall003_wvt_patch
  82. Patching WVT material: maps/surf_transient_a1/egypt/sand_floor_blend_03_wvt_patch
  83. Patching WVT material: maps/surf_transient_a1/koth_viaduct_event/blendgrasstocobble_viaduct002_wvt_patch
  84. Patching WVT material: maps/surf_transient_a1/pl_barnblitz/blendsnowtodirt001_wvt_patch
  85. Patching WVT material: maps/surf_transient_a1/nature/blendgroundtograss007_wvt_patch
  86. Patching WVT material: maps/surf_transient_a1/nature/blendrockwalldirt001_wvt_patch
  87. fixing up env_cubemap materials on brush sides...
  88. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
  89. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  90. Processing areas...done (0)
  91. Building Faces...done (0)
  92. Chop Details...done (0)
  93. Find Visible Detail Sides...
  94. Merged 2708 detail faces...done (1)
  95. Merging details...done (0)
  96. FixTjuncs...
  97. PruneNodes...
  98. WriteBSP...
  99. done (5)
  100. writing C:\Users\Association\Dropbox\collab1\surf_transient_a1.prt...Building visibility clusters...
  101. done (0)
  102. Creating default LDR cubemaps for env_cubemap using skybox materials:
  103. skybox/otherworld*.vmt
  104. ! Run buildcubemaps in the engine to get the correct cube maps.
  105. Creating default HDR cubemaps for env_cubemap using skybox materials:
  106. skybox/otherworld*.vmt
  107. ! Run buildcubemaps in the engine to get the correct cube maps.
  108. Finding displacement neighbors...
  109. Finding lightmap sample positions...
  110. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  111. Building Physics collision data...
  112. done (20) (2401702 bytes)
  113. Placing detail props : 0...1...2...3...4...5...6...7...8...Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  114. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  115. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  116. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  117. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  118. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  119. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  120. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  121. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  122. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  123. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  124. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  125. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  126. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  127. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  128. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  129. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  130. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  131. Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  132. 9...10
  133. Compacting texture/material tables...
  134. Reduced 9046 texinfos to 5524
  135. Reduced 248 texdatas to 201 (9790 bytes to 7636)
  136. Writing C:\Users\Association\Dropbox\collab1\surf_transient_a1.bsp
  137. Wrote ZIP buffer, estimated size 702206, actual size 688592
  138. 37 seconds elapsed
  139. CMaterialDict::Shutdown m_MissingList count: 1
  140.  
  141. Compile Complete for this module.
  142. VBSP Completed: March 20, 2016, 11:47:04 PM
  143. VBSP: material "devcolours/270" not found.
  144. VBSP: Material not found!: DEVCOLOURS/270
  145. VBSP: Placing detail props : 0...1...2...3...4...5...6...7...8...Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  146. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  147. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  148. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  149. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  150. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  151. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  152. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  153. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  154. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  155. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  156. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  157. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  158. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  159. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  160. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  161. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  162. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  163. VBSP: Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
  164. VBSP: Compile time: 37 seconds elapsed
  165.  
  166. -------------- Start Compile VVIS ----------------
  167. VVIS Started, Please Wait!
  168.  
  169. VVIS: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vvis.exe -fast -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Association\Dropbox\collab1\surf_transient_a1"
  170.  
  171. Valve Software - vvis.exe (Mar 2 2016)
  172. fastvis = true
  173. 4 threads
  174. reading c:\users\association\dropbox\collab1\surf_transient_a1.bsp
  175. reading c:\users\association\dropbox\collab1\surf_transient_a1.prt
  176. 5560 portalclusters
  177. 14171 numportals
  178. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (14)
  179. Optimized: 106328 visible clusters (5.00%)
  180. Total clusters visible: 2124724
  181. Average clusters visible: 382
  182. Building PAS...
  183. Average clusters audible: 563
  184. visdatasize:1515017 compressed from 7739520
  185. writing c:\users\association\dropbox\collab1\surf_transient_a1.bsp
  186. 15 seconds elapsed
  187.  
  188. Compile Complete for this module.
  189. VVIS Completed: March 20, 2016, 11:47:20 PM
  190. VVIS: Compile time: 15 seconds elapsed
  191.  
  192. -------------- Start Compile VRAD ----------------
  193. VRAD Started, Please Wait!
  194.  
  195. VRAD: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vrad.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Association\Dropbox\collab1\surf_transient_a1"
  196.  
  197. Valve Software - vrad.exe SSE (Mar 2 2016)
  198.  
  199. Valve Radiosity Simulator
  200. 4 threads
  201. [Reading texlights from 'lights.rad']
  202. unknown light specifier type - lights
  203. [56 texlights parsed from 'lights.rad']
  204.  
  205. [Reading texlights from 'c:\users\association\dropbox\collab1\surf_transient_a1.rad']
  206. [3 texlights parsed from 'c:\users\association\dropbox\collab1\surf_transient_a1.rad']
  207.  
  208. Loading c:\users\association\dropbox\collab1\surf_transient_a1.bsp
  209. Patch Sample Radius Clamped!
  210. Patch Sample Radius Clamped!
  211. Patch Sample Radius Clamped!
  212. Patch Sample Radius Clamped!
  213. Patch Sample Radius Clamped!
  214. Patch Sample Radius Clamped!
  215. Patch Sample Radius Clamped!
  216. Patch Sample Radius Clamped!
  217. Patch Sample Radius Clamped!
  218. Patch Sample Radius Clamped!
  219. Patch Sample Radius Clamped!
  220. Patch Sample Radius Clamped!
  221. Patch Sample Radius Clamped!
  222. Patch Sample Radius Clamped!
  223. Patch Sample Radius Clamped!
  224. Patch Sample Radius Clamped!
  225. Patch Sample Radius Clamped!
  226. Patch Sample Radius Clamped!
  227. Patch Sample Radius Clamped!
  228. Patch Sample Radius Clamped!
  229. Patch Sample Radius Clamped!
  230. Patch Sample Radius Clamped!
  231. Patch Sample Radius Clamped!
  232. Patch Sample Radius Clamped!
  233. Patch Sample Radius Clamped!
  234. Patch Sample Radius Clamped!
  235. Patch Sample Radius Clamped!
  236. Patch Sample Radius Clamped!
  237. Patch Sample Radius Clamped!
  238. Patch Sample Radius Clamped!
  239. Patch Sample Radius Clamped!
  240. Patch Sample Radius Clamped!
  241. Patch Sample Radius Clamped!
  242. Patch Sample Radius Clamped!
  243. Patch Sample Radius Clamped!
  244. Patch Sample Radius Clamped!
  245. Patch Sample Radius Clamped!
  246. Patch Sample Radius Clamped!
  247. Patch Sample Radius Clamped!
  248. Patch Sample Radius Clamped!
  249. Patch Sample Radius Clamped!
  250. Patch Sample Radius Clamped!
  251. Patch Sample Radius Clamped!
  252. Patch Sample Radius Clamped!
  253. Patch Sample Radius Clamped!
  254. Patch Sample Radius Clamped!
  255. Patch Sample Radius Clamped!
  256. Patch Sample Radius Clamped!
  257. Patch Sample Radius Clamped!
  258. Patch Sample Radius Clamped!
  259. Patch Sample Radius Clamped!
  260. Patch Sample Radius Clamped!
  261. Patch Sample Radius Clamped!
  262. Patch Sample Radius Clamped!
  263. Patch Sample Radius Clamped!
  264. Patch Sample Radius Clamped!
  265. Patch Sample Radius Clamped!
  266. Patch Sample Radius Clamped!
  267. Patch Sample Radius Clamped!
  268. Patch Sample Radius Clamped!
  269. Patch Sample Radius Clamped!
  270. Patch Sample Radius Clamped!
  271. Patch Sample Radius Clamped!
  272. Patch Sample Radius Clamped!
  273. Patch Sample Radius Clamped!
  274. Patch Sample Radius Clamped!
  275. Patch Sample Radius Clamped!
  276. Patch Sample Radius Clamped!
  277. Patch Sample Radius Clamped!
  278. Setting up ray-trace acceleration structure... Done (6.70 seconds)
  279. 34824 faces
  280. 102 degenerate faces
  281. 52011144 square feet [7489604608.00 square inches]
  282. 126 Displacements
  283. 581181 Square Feet [83690064.00 Square Inches]
  284. 34722 patches before subdivision
  285. zero area child patch
  286. zero area child patch
  287. zero area child patch
  288. zero area child patch
  289. zero area child patch
  290. zero area child patch
  291. 653238 patches after subdivision
  292. sun extent from map=0.000000
  293. sun extent from map=0.052336
  294. light has _fifty_percent_distance of 512.000000 but _zero_percent_distance of 256.000000
  295. light has _fifty_percent_distance of 512.000000 but _zero_percent_distance of 256.000000
  296. light has _fifty_percent_distance of 512.000000 but _zero_percent_distance of 256.000000
  297. light has _fifty_percent_distance of 512.000000 but _zero_percent_distance of 256.000000
  298. sun extent from map=0.000000
  299. sun extent from map=0.000000
  300. 2337 direct lights
  301. BuildFacelights: 0.. warning - face vectors parallel to face normal. bad lighting will be produced
  302. warning - face vectors parallel to face normal. bad lighting will be produced
  303. .1...2...3...4...5...6...7...8...9...10 (557)
  304. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (341)
  305. transfers 132417297, max 1386
  306. transfer lists: 1010.3 megs
  307. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  308. Bounce #1 added RGB(2433293, 1971595, 1610086)
  309. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  310. Bounce #2 added RGB(465919, 367684, 300221)
  311. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  312. Bounce #3 added RGB(129415, 99186, 80111)
  313. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  314. Bounce #4 added RGB(39249, 28441, 22935)
  315. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  316. Bounce #5 added RGB(14404, 10094, 8241)
  317. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  318. Bounce #6 added RGB(5871, 4048, 3367)
  319. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
  320. Bounce #7 added RGB(2660, 1851, 1575)
  321. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  322. Bounce #8 added RGB(1288, 918, 797)
  323. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  324. Bounce #9 added RGB(660, 485, 428)
  325. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
  326. Bounce #10 added RGB(351, 266, 238)
  327. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  328. Bounce #11 added RGB(192, 150, 135)
  329. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
  330. Bounce #12 added RGB(108, 87, 78)
  331. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
  332. Bounce #13 added RGB(62, 51, 46)
  333. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  334. Bounce #14 added RGB(36, 30, 27)
  335. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
  336. Bounce #15 added RGB(21, 18, 16)
  337. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
  338. Bounce #16 added RGB(12, 11, 10)
  339. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
  340. Bounce #17 added RGB(7, 6, 6)
  341. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
  342. Bounce #18 added RGB(4, 4, 4)
  343. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  344. Bounce #19 added RGB(3, 2, 2)
  345. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  346. Bounce #20 added RGB(2, 1, 1)
  347. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
  348. Bounce #21 added RGB(1, 1, 1)
  349. Build Patch/Sample Hash Table(s).....Done<0.9032 sec>
  350. FinalLightFace: 0.. warning - face vectors parallel to face normal. bad lighting will be produced
  351. warning - face vectors parallel to face normal. bad lighting will be produced
  352. warning - face vectors parallel to face normal. bad lighting will be produced
  353. warning - face vectors parallel to face normal. bad lighting will be produced
  354. warning - face vectors parallel to face normal. bad lighting will be produced
  355. SampleRadial: Punting, Waiting for fix
  356. warning - face vectors parallel to face normal. bad lighting will be produced
  357. .1...2 warning - face vectors parallel to face normal. bad lighting will be produced
  358. warning - face vectors parallel to face normal. bad lighting will be produced
  359. ...3...4...5...6...7...8...9...10 (52)
  360. FinalLightFace Done
  361. 259 of 1907 (13% of) surface lights went in leaf ambient cubes.
  362. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (316)
  363. Writing leaf ambient...done
  364. Ready to Finish
  365.  
  366. Object names Objects/Maxobjs Memory / Maxmem Fullness
  367. ------------ --------------- --------------- --------
  368. models 290/1024 13920/49152 (28.3%)
  369. brushes 6093/8192 73116/98304 (74.4%)
  370. brushsides 56982/65536 455856/524288 (86.9%) VERY FULL!
  371. planes 50036/65536 1000720/1310720 (76.3%)
  372. vertexes 56154/65536 673848/786432 (85.7%) VERY FULL!
  373. nodes 16152/65536 516864/2097152 (24.6%)
  374. texinfos 5524/12288 397728/884736 (45.0%)
  375. texdata 201/2048 6432/65536 ( 9.8%)
  376. dispinfos 126/0 22176/0 ( 0.0%)
  377. disp_verts 10206/0 204120/0 ( 0.0%)
  378. disp_tris 16128/0 32256/0 ( 0.0%)
  379. disp_lmsamples 124080/0 124080/0 ( 0.0%)
  380. faces 34824/65536 1950144/3670016 (53.1%)
  381. hdr faces 0/65536 0/3670016 ( 0.0%)
  382. origfaces 18219/65536 1020264/3670016 (27.8%)
  383. leaves 16443/65536 526176/2097152 (25.1%)
  384. leaffaces 42263/65536 84526/131072 (64.5%)
  385. leafbrushes 19284/65536 38568/131072 (29.4%)
  386. areas 12/256 96/2048 ( 4.7%)
  387. surfedges 241444/512000 965776/2048000 (47.2%)
  388. edges 142799/256000 571196/1024000 (55.8%)
  389. LDR worldlights 2334/8192 205392/720896 (28.5%)
  390. HDR worldlights 0/8192 0/720896 ( 0.0%)
  391. leafwaterdata 11/32768 132/393216 ( 0.0%)
  392. waterstrips 3965/32768 39650/327680 (12.1%)
  393. waterverts 0/65536 0/786432 ( 0.0%)
  394. waterindices 64197/65536 128394/131072 (98.0%) VERY FULL!
  395. cubemapsamples 7/1024 112/16384 ( 0.7%)
  396. overlays 0/512 0/180224 ( 0.0%)
  397. LDR lightdata [variable] 26194280/0 ( 0.0%)
  398. HDR lightdata [variable] 0/0 ( 0.0%)
  399. visdata [variable] 1515017/16777216 ( 9.0%)
  400. entdata [variable] 183244/393216 (46.6%)
  401. LDR ambient table 16443/65536 65772/262144 (25.1%)
  402. HDR ambient table 16443/65536 65772/262144 (25.1%)
  403. LDR leaf ambient 88943/65536 2490404/1835008 (135.7%) VERY FULL!
  404. HDR leaf ambient 16443/65536 460404/1835008 (25.1%)
  405. occluders 0/0 0/0 ( 0.0%)
  406. occluder polygons 0/0 0/0 ( 0.0%)
  407. occluder vert ind 0/0 0/0 ( 0.0%)
  408. detail props [variable] 1/12 ( 8.3%)
  409. static props [variable] 1/6452 ( 0.0%)
  410. pakfile [variable] 688592/0 ( 0.0%)
  411. physics [variable] 2401702/4194304 (57.3%)
  412. physics terrain [variable] 34218/1048576 ( 3.3%)
  413.  
  414. Level flags = 0
  415.  
  416. Total triangle count: 97418
  417. Writing c:\users\association\dropbox\collab1\surf_transient_a1.bsp
  418. 21 minutes, 50 seconds elapsed
  419.  
  420. Compile Complete for this module.
  421. VRAD Completed: March 21, 2016, 12:09:12 AM
  422. VRAD: brushsides 56982/65536 455856/524288 (86.9%) VERY FULL!
  423. VRAD --> WARNING - Max Limit Approach!
  424. VRAD: vertexes 56154/65536 673848/786432 (85.7%) VERY FULL!
  425. VRAD --> WARNING - Max Limit Approach!
  426. VRAD: waterindices 64197/65536 128394/131072 (98.0%) VERY FULL!
  427. VRAD --> WARNING - Max Limit Approach!
  428. VRAD: LDR leaf ambient 88943/65536 2490404/1835008 (135.7%) VERY FULL!
  429. VRAD --> WARNING - Max Limit Approach!
  430. VRAD: Compile time: 21 minutes, 50 seconds elapsed
  431.  
  432. One Line Summary: 03/21/16 12:09:13 AM, surf_transient_a1.vmf, Team Fortress 2, normal , fast, normal, 00:00:40, 00:00:16, 00:21:51, 00:22:48
  433. History.csv was updated.
  434.  
  435. Compile Summary - job mode: FAST
  436. Map Name: surf_transient_a1.vmf
  437. VBSP - mode:normal , 37 seconds, 00:00:40 elapsed
  438. VVIS - mode:fast, 15 seconds, 00:00:16 elapsed
  439. VRAD - mode:normal, 21 minutes, 50 seconds(LDR), n/a(HDR), 00:21:51 elapsed
  440. Total Compile time: 00:22:48
  441.  
  442. NOTE: old BSP file renamed to : C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\surf_transient_a1_old.bsp
  443.  
  444. File copied: C:\Users\Association\Dropbox\collab1\surf_transient_a1.bsp to C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\surf_transient_a1.bsp
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