Advertisement
Guest User

Untitled

a guest
Feb 16th, 2020
117
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 22.66 KB | None | 0 0
  1. Starting a 'Normal' compile.
  2. Starting compilation of 123_001_001_postbridge_compile_detail_2
  3. Valve Software - vbsp.exe (Sep 23 2019)
  4. 4 threads
  5. MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\Josh\Desktop\CompilePal 027\123_001_001_postbridge_compile_detail_2.log', but we don't own that location. Allowing.
  6. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
  7. Loading C:\Users\Josh\Desktop\CompilePal 027\123_001_001_postbridge_compile_detail_2.vmf
  8. Patching WVT material: maps/123_001_001_postbridge_compile_detail_2/coalmines/blendgroundtowall_coalmines_wvt_patch
  9. Patching WVT material: maps/123_001_001_postbridge_compile_detail_2/brick/blendcobbletocobblesnow001_wvt_patch
  10. Patching WVT material: maps/123_001_001_postbridge_compile_detail_2/coalmines/blendgroundtograss_coalmines_wvt_patch
  11. Patching WVT material: maps/123_001_001_postbridge_compile_detail_2/swamp/nature/blendswampmudtodirt001_wvt_patch
  12. Patching WVT material: maps/123_001_001_postbridge_compile_detail_2/nature/blendrockgroundwallforest002_wvt_patch
  13. fixing up env_cubemap materials on brush sides...
  14. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  15. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  16. Processing areas...done (0)
  17. Building Faces...done (0)
  18. Chop Details...done (0)
  19. Find Visible Detail Sides...
  20. Merged 2440 detail faces...done (0)
  21. Merging details...done (1)
  22. FixTjuncs...
  23. PruneNodes...
  24. WriteBSP...
  25. done (1)
  26. writing C:\Users\Josh\Desktop\CompilePal 027\123_001_001_postbridge_compile_detail_2.prt...Building visibility clusters...
  27. done (0)
  28. Creating default LDR cubemaps for env_cubemap using skybox materials:
  29. skybox/sky_day01_01*.vmt
  30. ! Run buildcubemaps in the engine to get the correct cube maps.
  31. Creating default HDR cubemaps for env_cubemap using skybox materials:
  32. skybox/sky_day01_01*.vmt
  33. ! Run buildcubemaps in the engine to get the correct cube maps.
  34. Finding displacement neighbors...
  35. Found a displacement edge abutting multiple other edges.
  36. Warning: overflowed 20 displacement corner-neighbor lists.Finding lightmap sample positions...
  37. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  38. Building Physics collision data...
  39. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  40. done (1) (3207710 bytes)
  41. Error! To use model "models/player/heavy.mdl"
  42. with prop_static, it must be compiled with $staticprop!
  43. Error loading studio model "models/player/heavy.mdl"!
  44. Error! To use model "models/props_2fort/lantern001.mdl"
  45. with prop_static, it must be compiled with $staticprop!
  46. Error loading studio model "models/props_2fort/lantern001.mdl"!
  47. Static prop models/props_hydro/metal_barrier03.mdl outside the map (-2292.00, 1536.00, 208.00)
  48. Error! To use model "models/props_gameplay/door_slide_small_dynamic.mdl"
  49. with prop_static, it must be compiled with $staticprop!
  50. Error loading studio model "models/props_gameplay/door_slide_small_dynamic.mdl"!
  51. Error! To use model "models/props_gameplay/resupply_locker.mdl"
  52. with prop_static, it must be compiled with $staticprop!
  53. Error loading studio model "models/props_gameplay/resupply_locker.mdl"!
  54. Error! To use model "models/thundermountain_fx/bridgedyncrates.mdl"
  55. with prop_static, it must be compiled with $staticprop!
  56. Error loading studio model "models/thundermountain_fx/bridgedyncrates.mdl"!
  57. Error! To use model "models/player/soldier.mdl"
  58. with prop_static, it must be compiled with $staticprop!
  59. Error loading studio model "models/player/soldier.mdl"!
  60. Error! To use model "models/player/pyro.mdl"
  61. with prop_static, it must be compiled with $staticprop!
  62. Error loading studio model "models/player/pyro.mdl"!
  63. Error! To use model "models/buildables/sentry2.mdl"
  64. with prop_static, it must be compiled with $staticprop!
  65. Error loading studio model "models/buildables/sentry2.mdl"!
  66. Error! To use model "models/player/DEMO.mdl"
  67. with prop_static, it must be compiled with $staticprop!
  68. Error loading studio model "models/player/DEMO.mdl"!
  69. Error! To use model "models/player/spy.mdl"
  70. with prop_static, it must be compiled with $staticprop!
  71. Error loading studio model "models/player/spy.mdl"!
  72. Static prop models/props_2fort/lightbulb001.mdl outside the map (-960.00, 3456.00, -128.00)
  73. Error! To use model "models/player/sniper.mdl"
  74. with prop_static, it must be compiled with $staticprop!
  75. Error loading studio model "models/player/sniper.mdl"!
  76. Error! To use model "models/weapons/w_models/w_bonesaw.mdl"
  77. with prop_static, it must be compiled with $staticprop!
  78. Error loading studio model "models/weapons/w_models/w_bonesaw.mdl"!
  79. Static prop models/props_farm/sewer_cap001a.mdl outside the map (48.00, 1536.00, -168.00)
  80. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  81. Water found with no water_lod_control entity, creating a default one.
  82. Compacting texture/material tables...
  83. Reduced 6779 texinfos to 4186
  84. Reduced 309 texdatas to 275 (9454 bytes to 7789)
  85. Writing C:\Users\Josh\Desktop\CompilePal 027\123_001_001_postbridge_compile_detail_2.bsp
  86. MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\Josh\Desktop\CompilePal 027\123_001_001_postbridge_compile_detail_2.bsp', but we don't own that location. Allowing.
  87. Wrote ZIP buffer, estimated size 871592, actual size 864142
  88. 15 seconds elapsed
  89. -2.337347 -1.299201 0.000000
  90. -2.337347 -1.278825 0.000000
  91. 2.063540 1.299201 0.000000
  92. -2.337347 1.299201 0.000000
  93. make_triangles:calc_triangle_representation: Cannot convert
  94. Valve Software - vvis.exe (Sep 23 2019)
  95. MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\josh\desktop\compilepal 027\123_001_001_postbridge_compile_detail_2.log', but we don't own that location. Allowing.
  96. 4 threads
  97. reading c:\users\josh\desktop\compilepal 027\123_001_001_postbridge_compile_detail_2.bsp
  98. reading c:\users\josh\desktop\compilepal 027\123_001_001_postbridge_compile_detail_2.prt
  99. 1989 portalclusters
  100. 5578 numportals
  101. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
  102. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (125)
  103. Optimized: 7811 visible clusters (1.36%)
  104. Total clusters visible: 574924
  105. Average clusters visible: 289
  106. Building PAS...
  107. Average clusters audible: 1225
  108. visdatasize:617695 compressed from 1018368
  109. writing c:\users\josh\desktop\compilepal 027\123_001_001_postbridge_compile_detail_2.bsp
  110. MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\josh\desktop\compilepal 027\123_001_001_postbridge_compile_detail_2.bsp', but we don't own that location. Allowing.
  111. 2 minutes, 6 seconds elapsed
  112. Valve Software - vrad.exe SSE (Sep 23 2019)
  113.  
  114. Valve Radiosity Simulator
  115. 4 threads
  116. MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\josh\desktop\compilepal 027\123_001_001_postbridge_compile_detail_2.log', but we don't own that location. Allowing.
  117. [Reading texlights from 'lights.rad']
  118. unknown light specifier type - lights
  119.  
  120. [56 texlights parsed from 'lights.rad']
  121.  
  122. Loading c:\users\josh\desktop\compilepal 027\123_001_001_postbridge_compile_detail_2.bsp
  123. Setting up ray-trace acceleration structure... Done (7.34 seconds)
  124. 17788 faces
  125. 18 degenerate faces
  126. 1507337 square feet [217056608.00 square inches]
  127. 257 Displacements
  128. 96048 Square Feet [13831042.00 Square Inches]
  129. 17770 patches before subdivision
  130. zero area child patch
  131. zero area child patch
  132. zero area child patch
  133. zero area child patch
  134. zero area child patch
  135. zero area child patch
  136. zero area child patch
  137. zero area child patch
  138. zero area child patch
  139. zero area child patch
  140. 241550 patches after subdivision
  141. 516 direct lights
  142. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (77)
  143. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (114)
  144. transfers 55364427, max 2077
  145. transfer lists: 422.4 megs
  146. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  147. Bounce #1 added RGB(nan, nan, nan)
  148. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  149. Bounce #2 added RGB(nan, nan, nan)
  150. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  151. Bounce #3 added RGB(nan, nan, nan)
  152. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  153. Bounce #4 added RGB(nan, nan, nan)
  154. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  155. Bounce #5 added RGB(nan, nan, nan)
  156. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  157. Bounce #6 added RGB(nan, nan, nan)
  158. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  159. Bounce #7 added RGB(nan, nan, nan)
  160. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  161. Bounce #8 added RGB(nan, nan, nan)
  162. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  163. Bounce #9 added RGB(nan, nan, nan)
  164. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  165. Bounce #10 added RGB(nan, nan, nan)
  166. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  167. Bounce #11 added RGB(nan, nan, nan)
  168. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  169. Bounce #12 added RGB(nan, nan, nan)
  170. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  171. Bounce #13 added RGB(nan, nan, nan)
  172. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  173. Bounce #14 added RGB(nan, nan, nan)
  174. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  175. Bounce #15 added RGB(nan, nan, nan)
  176. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  177. Bounce #16 added RGB(nan, nan, nan)
  178. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  179. Bounce #17 added RGB(nan, nan, nan)
  180. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  181. Bounce #18 added RGB(nan, nan, nan)
  182. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  183. Bounce #19 added RGB(nan, nan, nan)
  184. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  185. Bounce #20 added RGB(nan, nan, nan)
  186. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  187. Bounce #21 added RGB(nan, nan, nan)
  188. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  189. Bounce #22 added RGB(nan, nan, nan)
  190. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  191. Bounce #23 added RGB(nan, nan, nan)
  192. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  193. Bounce #24 added RGB(nan, nan, nan)
  194. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  195. Bounce #25 added RGB(nan, nan, nan)
  196. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  197. Bounce #26 added RGB(nan, nan, nan)
  198. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  199. Bounce #27 added RGB(nan, nan, nan)
  200. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  201. Bounce #28 added RGB(nan, nan, nan)
  202. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  203. Bounce #29 added RGB(nan, nan, nan)
  204. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  205. Bounce #30 added RGB(nan, nan, nan)
  206. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  207. Bounce #31 added RGB(nan, nan, nan)
  208. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  209. Bounce #32 added RGB(nan, nan, nan)
  210. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  211. Bounce #33 added RGB(nan, nan, nan)
  212. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  213. Bounce #34 added RGB(nan, nan, nan)
  214. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  215. Bounce #35 added RGB(nan, nan, nan)
  216. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  217. Bounce #36 added RGB(nan, nan, nan)
  218. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  219. Bounce #37 added RGB(nan, nan, nan)
  220. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  221. Bounce #38 added RGB(nan, nan, nan)
  222. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  223. Bounce #39 added RGB(nan, nan, nan)
  224. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  225. Bounce #40 added RGB(nan, nan, nan)
  226. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  227. Bounce #41 added RGB(nan, nan, nan)
  228. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  229. Bounce #42 added RGB(nan, nan, nan)
  230. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  231. Bounce #43 added RGB(nan, nan, nan)
  232. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  233. Bounce #44 added RGB(nan, nan, nan)
  234. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  235. Bounce #45 added RGB(nan, nan, nan)
  236. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  237. Bounce #46 added RGB(nan, nan, nan)
  238. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  239. Bounce #47 added RGB(nan, nan, nan)
  240. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  241. Bounce #48 added RGB(nan, nan, nan)
  242. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  243. Bounce #49 added RGB(nan, nan, nan)
  244. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  245. Bounce #50 added RGB(nan, nan, nan)
  246. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  247. Bounce #51 added RGB(nan, nan, nan)
  248. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  249. Bounce #52 added RGB(nan, nan, nan)
  250. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  251. Bounce #53 added RGB(nan, nan, nan)
  252. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  253. Bounce #54 added RGB(nan, nan, nan)
  254. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  255. Bounce #55 added RGB(nan, nan, nan)
  256. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  257. Bounce #56 added RGB(nan, nan, nan)
  258. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  259. Bounce #57 added RGB(nan, nan, nan)
  260. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  261. Bounce #58 added RGB(nan, nan, nan)
  262. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  263. Bounce #59 added RGB(nan, nan, nan)
  264. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  265. Bounce #60 added RGB(nan, nan, nan)
  266. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  267. Bounce #61 added RGB(nan, nan, nan)
  268. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  269. Bounce #62 added RGB(nan, nan, nan)
  270. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  271. Bounce #63 added RGB(nan, nan, nan)
  272. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  273. Bounce #64 added RGB(nan, nan, nan)
  274. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  275. Bounce #65 added RGB(nan, nan, nan)
  276. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  277. Bounce #66 added RGB(nan, nan, nan)
  278. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  279. Bounce #67 added RGB(nan, nan, nan)
  280. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  281. Bounce #68 added RGB(nan, nan, nan)
  282. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  283. Bounce #69 added RGB(nan, nan, nan)
  284. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  285. Bounce #70 added RGB(nan, nan, nan)
  286. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  287. Bounce #71 added RGB(nan, nan, nan)
  288. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  289. Bounce #72 added RGB(nan, nan, nan)
  290. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  291. Bounce #73 added RGB(nan, nan, nan)
  292. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  293. Bounce #74 added RGB(nan, nan, nan)
  294. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  295. Bounce #75 added RGB(nan, nan, nan)
  296. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  297. Bounce #76 added RGB(nan, nan, nan)
  298. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  299. Bounce #77 added RGB(nan, nan, nan)
  300. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  301. Bounce #78 added RGB(nan, nan, nan)
  302. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  303. Bounce #79 added RGB(nan, nan, nan)
  304. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  305. Bounce #80 added RGB(nan, nan, nan)
  306. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  307. Bounce #81 added RGB(nan, nan, nan)
  308. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  309. Bounce #82 added RGB(nan, nan, nan)
  310. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  311. Bounce #83 added RGB(nan, nan, nan)
  312. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  313. Bounce #84 added RGB(nan, nan, nan)
  314. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  315. Bounce #85 added RGB(nan, nan, nan)
  316. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  317. Bounce #86 added RGB(nan, nan, nan)
  318. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  319. Bounce #87 added RGB(nan, nan, nan)
  320. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  321. Bounce #88 added RGB(nan, nan, nan)
  322. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  323. Bounce #89 added RGB(nan, nan, nan)
  324. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  325. Bounce #90 added RGB(nan, nan, nan)
  326. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  327. Bounce #91 added RGB(nan, nan, nan)
  328. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  329. Bounce #92 added RGB(nan, nan, nan)
  330. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  331. Bounce #93 added RGB(nan, nan, nan)
  332. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  333. Bounce #94 added RGB(nan, nan, nan)
  334. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  335. Bounce #95 added RGB(nan, nan, nan)
  336. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  337. Bounce #96 added RGB(nan, nan, nan)
  338. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  339. Bounce #97 added RGB(nan, nan, nan)
  340. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  341. Bounce #98 added RGB(nan, nan, nan)
  342. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  343. Bounce #99 added RGB(nan, nan, nan)
  344. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  345. Bounce #100 added RGB(nan, nan, nan)
  346. Build Patch/Sample Hash Table(s).....Done<0.0951 sec>
  347. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
  348. FinalLightFace Done
  349. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  350. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (18)
  351. Writing leaf ambient...done
  352. Ready to Finish
  353.  
  354. Object names Objects/Maxobjs Memory / Maxmem Fullness
  355. ------------ --------------- --------------- --------
  356. models 11/1024 528/49152 ( 1.1%)
  357. brushes 4365/8192 52380/98304 (53.3%)
  358. brushsides 31580/65536 252640/524288 (48.2%)
  359. planes 15790/65536 315800/1310720 (24.1%)
  360. vertexes 33498/65536 401976/786432 (51.1%)
  361. nodes 4923/65536 157536/2097152 ( 7.5%)
  362. texinfos 4186/12288 301392/884736 (34.1%)
  363. texdata 275/2048 8800/65536 (13.4%)
  364. dispinfos 257/0 45232/0 ( 0.0%)
  365. disp_verts 10225/0 204500/0 ( 0.0%)
  366. disp_tris 14848/0 29696/0 ( 0.0%)
  367. disp_lmsamples 267844/0 267844/0 ( 0.0%)
  368. faces 17788/65536 996128/3670016 (27.1%)
  369. hdr faces 0/65536 0/3670016 ( 0.0%)
  370. origfaces 12303/65536 688968/3670016 (18.8%)
  371. leaves 4935/65536 157920/2097152 ( 7.5%)
  372. leaffaces 24526/65536 49052/131072 (37.4%)
  373. leafbrushes 9927/65536 19854/131072 (15.1%)
  374. areas 3/256 24/2048 ( 1.2%)
  375. surfedges 138619/512000 554476/2048000 (27.1%)
  376. edges 85975/256000 343900/1024000 (33.6%)
  377. LDR worldlights 516/8192 45408/720896 ( 6.3%)
  378. HDR worldlights 0/8192 0/720896 ( 0.0%)
  379. leafwaterdata 1/32768 12/393216 ( 0.0%)
  380. waterstrips 2498/32768 24980/327680 ( 7.6%)
  381. waterverts 0/65536 0/786432 ( 0.0%)
  382. waterindices 44679/65536 89358/131072 (68.2%)
  383. cubemapsamples 7/1024 112/16384 ( 0.7%)
  384. overlays 399/512 140448/180224 (77.9%)
  385. LDR lightdata [variable] 11977284/0 ( 0.0%)
  386. HDR lightdata [variable] 0/0 ( 0.0%)
  387. visdata [variable] 617695/16777216 ( 3.7%)
  388. entdata [variable] 372410/393216 (94.7%) VERY FULL!
  389. LDR ambient table 4935/65536 19740/262144 ( 7.5%)
  390. HDR ambient table 4935/65536 19740/262144 ( 7.5%)
  391. LDR leaf ambient 4440/65536 124320/1835008 ( 6.8%)
  392. HDR leaf ambient 4935/65536 138180/1835008 ( 7.5%)
  393. occluders 0/0 0/0 ( 0.0%)
  394. occluder polygons 0/0 0/0 ( 0.0%)
  395. occluder vert ind 0/0 0/0 ( 0.0%)
  396. detail props [variable] 1/12 ( 8.3%)
  397. static props [variable] 1/183690 ( 0.0%)
  398. pakfile [variable] 864142/0 ( 0.0%)
  399. physics [variable] 3207710/4194304 (76.5%)
  400. physics terrain [variable] 0/1048576 ( 0.0%)
  401.  
  402. Level flags = 0
  403.  
  404. Total triangle count: 54479
  405. Writing c:\users\josh\desktop\compilepal 027\123_001_001_postbridge_compile_detail_2.bsp
  406. 4 minutes, 42 seconds elapsed
  407. -2.337347 -1.299201 0.000000
  408. -2.337347 -1.278825 0.000000
  409. 2.063540 1.299201 0.000000
  410. -2.337347 1.299201 0.000000
  411. make_triangles:calc_triangle_representation: Cannot convert
  412. C:\Users\Josh\Desktop\CompilePal 027\123_001_001_postbridge_compile_detail_2.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\123_001_001_postbridge_compile_detail_2.bsp
  413. 1 File(s) copied
  414. 'Normal' compile finished in 00:07:06
  415. 29 errors/warnings logged:
  416. 29 errors/warnings logged for 123_001_001_postbridge_compile_detail_2:
  417. ● 1x: Info: Found a displacement edge abutting multiple other edges.
  418. ● 1x: Caution: Warning: overflowed 20 displacement corner-neighbor lists.Finding lightmap sample positions...
  419. ● 12x: Caution: Error loading studio model "models/player/heavy.mdl"!
  420. ● 3x: Info: Static prop models/props_hydro/metal_barrier03.mdl outside the map (-2292.00, 1536.00, 208.00)
  421. ● 2x: Warning: make_triangles:calc_triangle_representation: Cannot convert
  422. ● 10x: Info: zero area child patch
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement