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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 -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_autumn"
- Valve Software - vbsp.exe (Aug 2 2018)
- 4 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_autumn.vmf
- Patching WVT material: maps/jump_autumn/autumnal/blend/blendrocktoharvestgrass_wvt_patch
- Patching WVT material: maps/jump_autumn/winter/blendrocktorock001_wvt_patch
- Patching WVT material: maps/jump_autumn/autumnal/blend/echoeblend001_wvt_patch
- Patching WVT material: maps/jump_autumn/autumnal/blend/blendgroundtograss_skelter_wvt_patch
- Patching WVT material: maps/jump_autumn/autumnal/blend/blendleaftograss_skelter_wvt_patch
- Patching WVT material: maps/jump_autumn/nature/blendrockgroundwall003_wvt_patch
- Patching WVT material: maps/jump_autumn/swamp/nature/blendswampmudtodirt001_wvt_patch
- Patching WVT material: maps/jump_autumn/nature/blendrockwalldirt001_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 (1)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 3228 detail faces...done (0)
- 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_autumn.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_yeast*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_yeast*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Found a displacement edge abutting multiple other edges.
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- qhull precision error: Only 4 facets remain. Can not merge another
- pair. The convexity constraints may be too strong. Reduce the
- magnitude of 'Cn' or increase the magnitude of 'An'. For example,
- try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
- done (3) (615034 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 6317 texinfos to 3365
- Reduced 76 texdatas to 59 (2892 bytes to 1949)
- Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Projects\jump_autumn.bsp
- Wrote ZIP buffer, estimated size 969469, actual size 963493
- 15 seconds elapsed
- Compile Complete for this module.
- VBSP Completed: September 26, 2018, 6:26:49 AM
- VBSP: Compile time: 15 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_autumn"
- Valve Software - vvis.exe (Aug 2 2018)
- 4 threads
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_autumn.bsp
- reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_autumn.prt
- 1733 portalclusters
- 4416 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2142)
- Optimized: 1656 visible clusters (0.15%)
- Total clusters visible: 1109691
- Average clusters visible: 640
- Building PAS...
- Average clusters audible: 1635
- visdatasize:620658 compressed from 776384
- writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_autumn.bsp
- 35 minutes, 44 seconds elapsed
- Compile Complete for this module.
- VVIS Completed: September 26, 2018, 7:02:33 AM
- VVIS: Compile time: 35 minutes, 44 seconds elapsed
- -------------- Start Compile VRAD ----------------
- VRAD Started, Please Wait!
- VRAD: c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\vrad.exe -both -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_autumn"
- Valve Software - vrad.exe SSE (Jul 18 2018)
- Valve Radiosity Simulator
- 4 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_autumn.bsp
- Setting up ray-trace acceleration structure... Done (8.57 seconds)
- 7668 faces
- 25504168 square feet [3672600064.00 square inches]
- 1039 Displacements
- 8527506 Square Feet [1227960832.00 Square Inches]
- 7668 patches before subdivision
- 198232 patches after subdivision
- sun extent from map=0.087156
- 35 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (57)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (56)
- transfers 14560694, max 758
- transfer lists: 111.1 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(567058, 212776, 55514)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(63145, 17840, 3722)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(6883, 1225, 166)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(881, 119, 14)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #5 added RGB(117, 11, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(17, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(3, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.2444 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (22)
- 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 (36)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 31/1024 1488/49152 ( 3.0%)
- brushes 1605/8192 19260/98304 (19.6%)
- brushsides 15655/65536 125240/524288 (23.9%)
- planes 17420/65536 348400/1310720 (26.6%)
- vertexes 15906/65536 190872/786432 (24.3%)
- nodes 4675/65536 149600/2097152 ( 7.1%)
- texinfos 3365/12288 242280/884736 (27.4%)
- texdata 59/2048 1888/65536 ( 2.9%)
- dispinfos 1039/0 182864/0 ( 0.0%)
- disp_verts 73071/0 1461420/0 ( 0.0%)
- disp_tris 113984/0 227968/0 ( 0.0%)
- disp_lmsamples 5747572/0 5747572/0 ( 0.0%)
- faces 7668/65536 429408/3670016 (11.7%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 5756/65536 322336/3670016 ( 8.8%)
- leaves 4707/65536 150624/2097152 ( 7.2%)
- leaffaces 9223/65536 18446/131072 (14.1%)
- leafbrushes 6046/65536 12092/131072 ( 9.2%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 59514/512000 238056/2048000 (11.6%)
- edges 36733/256000 146932/1024000 (14.3%)
- LDR worldlights 35/8192 3080/720896 ( 0.4%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 4/32768 48/393216 ( 0.0%)
- waterstrips 954/32768 9540/327680 ( 2.9%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 18696/65536 37392/131072 (28.5%)
- cubemapsamples 10/1024 160/16384 ( 1.0%)
- overlays 31/512 10912/180224 ( 6.1%)
- LDR lightdata [variable] 19103400/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 620658/16777216 ( 3.7%)
- entdata [variable] 71593/393216 (18.2%)
- LDR ambient table 4707/65536 18828/262144 ( 7.2%)
- HDR ambient table 4707/65536 18828/262144 ( 7.2%)
- LDR leaf ambient 30468/65536 853104/1835008 (46.5%)
- HDR leaf ambient 4707/65536 131796/1835008 ( 7.2%)
- 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] 1/1183932 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/56436 ( 0.0%)
- pakfile [variable] 963493/0 ( 0.0%)
- physics [variable] 615034/4194304 (14.7%)
- physics terrain [variable] 348915/1048576 (33.3%)
- Level flags = 0
- Total triangle count: 21115
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_autumn.bsp
- 3 minutes, 13 seconds elapsed
- Valve Software - vrad.exe SSE (Jul 18 2018)
- Valve Radiosity Simulator
- 4 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_autumn.bsp
- Setting up ray-trace acceleration structure... Done (8.34 seconds)
- 7668 faces
- 25504168 square feet [3672600064.00 square inches]
- 1039 Displacements
- 8527506 Square Feet [1227960832.00 Square Inches]
- 7668 patches before subdivision
- 198232 patches after subdivision
- sun extent from map=0.087156
- 35 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (71)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (65)
- transfers 14560694, max 758
- transfer lists: 111.1 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(567058, 212776, 55514)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(63145, 17840, 3722)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(6883, 1225, 166)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #4 added RGB(881, 119, 14)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(117, 11, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(17, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(3, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.2714 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (23)
- 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 (33)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 31/1024 1488/49152 ( 3.0%)
- brushes 1605/8192 19260/98304 (19.6%)
- brushsides 15655/65536 125240/524288 (23.9%)
- planes 17420/65536 348400/1310720 (26.6%)
- vertexes 15906/65536 190872/786432 (24.3%)
- nodes 4675/65536 149600/2097152 ( 7.1%)
- texinfos 3365/12288 242280/884736 (27.4%)
- texdata 59/2048 1888/65536 ( 2.9%)
- dispinfos 1039/0 182864/0 ( 0.0%)
- disp_verts 73071/0 1461420/0 ( 0.0%)
- disp_tris 113984/0 227968/0 ( 0.0%)
- disp_lmsamples 5747572/0 5747572/0 ( 0.0%)
- faces 7668/65536 429408/3670016 (11.7%)
- hdr faces 7668/65536 429408/3670016 (11.7%)
- origfaces 5756/65536 322336/3670016 ( 8.8%)
- leaves 4707/65536 150624/2097152 ( 7.2%)
- leaffaces 9223/65536 18446/131072 (14.1%)
- leafbrushes 6046/65536 12092/131072 ( 9.2%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 59514/512000 238056/2048000 (11.6%)
- edges 36733/256000 146932/1024000 (14.3%)
- LDR worldlights 35/8192 3080/720896 ( 0.4%)
- HDR worldlights 35/8192 3080/720896 ( 0.4%)
- leafwaterdata 4/32768 48/393216 ( 0.0%)
- waterstrips 954/32768 9540/327680 ( 2.9%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 18696/65536 37392/131072 (28.5%)
- cubemapsamples 10/1024 160/16384 ( 1.0%)
- overlays 31/512 10912/180224 ( 6.1%)
- LDR lightdata [variable] 19103400/0 ( 0.0%)
- HDR lightdata [variable] 19103400/0 ( 0.0%)
- visdata [variable] 620658/16777216 ( 3.7%)
- entdata [variable] 71593/393216 (18.2%)
- LDR ambient table 4707/65536 18828/262144 ( 7.2%)
- HDR ambient table 4707/65536 18828/262144 ( 7.2%)
- LDR leaf ambient 30468/65536 853104/1835008 (46.5%)
- HDR leaf ambient 30468/65536 853104/1835008 (46.5%)
- 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] 1/1183932 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/56436 ( 0.0%)
- pakfile [variable] 963493/0 ( 0.0%)
- physics [variable] 615034/4194304 (14.7%)
- physics terrain [variable] 348915/1048576 (33.3%)
- Level flags = 0
- Total triangle count: 21115
- Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_autumn.bsp
- 3 minutes, 31 seconds elapsed
- Compile Complete for this module.
- VRAD Completed: September 26, 2018, 7:09:21 AM
- VRAD: Compile time: 3 minutes, 13 seconds elapsed
- VRAD: Compile time: 3 minutes, 31 seconds elapsed
- One Line Summary: 2018-09-26 7:09:21 AM, jump_autumn.vmf, Team Fortress 2, normal , normal, normal, 00:00:16, 00:35:44, 00:06:48, 00:42:48
- History.csv was updated.
- Compile Summary - job mode: FULL
- Map Name: jump_autumn.vmf
- VBSP - mode:normal , 15 seconds, 00:00:16 elapsed
- VVIS - mode:normal, 35 minutes, 44 seconds, 00:35:44 elapsed
- VRAD - mode:normal, 3 minutes, 13 seconds(LDR), 3 minutes, 31 seconds(HDR), 00:06:48 elapsed
- Total Compile time: 00:42:48
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