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  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 -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"
  5.  
  6. Valve Software - vbsp.exe (Aug 2 2018)
  7. 4 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_autumn.vmf
  10. Patching WVT material: maps/jump_autumn/autumnal/blend/blendrocktoharvestgrass_wvt_patch
  11. Patching WVT material: maps/jump_autumn/winter/blendrocktorock001_wvt_patch
  12. Patching WVT material: maps/jump_autumn/autumnal/blend/echoeblend001_wvt_patch
  13. Patching WVT material: maps/jump_autumn/autumnal/blend/blendgroundtograss_skelter_wvt_patch
  14. Patching WVT material: maps/jump_autumn/autumnal/blend/blendleaftograss_skelter_wvt_patch
  15. Patching WVT material: maps/jump_autumn/nature/blendrockgroundwall003_wvt_patch
  16. Patching WVT material: maps/jump_autumn/swamp/nature/blendswampmudtodirt001_wvt_patch
  17. Patching WVT material: maps/jump_autumn/nature/blendrockwalldirt001_wvt_patch
  18. fixing up env_cubemap materials on brush sides...
  19. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  20. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  21. Processing areas...done (0)
  22. Building Faces...done (0)
  23. Chop Details...done (0)
  24. Find Visible Detail Sides...
  25. Merged 3228 detail faces...done (0)
  26. Merging details...done (0)
  27. FixTjuncs...
  28. PruneNodes...
  29. WriteBSP...
  30. done (1)
  31. writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Projects\jump_autumn.prt...Building visibility clusters...
  32. done (0)
  33. Creating default LDR cubemaps for env_cubemap using skybox materials:
  34. skybox/sky_yeast*.vmt
  35. ! Run buildcubemaps in the engine to get the correct cube maps.
  36. Creating default HDR cubemaps for env_cubemap using skybox materials:
  37. skybox/sky_yeast*.vmt
  38. ! Run buildcubemaps in the engine to get the correct cube maps.
  39. Finding displacement neighbors...
  40. Found a displacement edge abutting multiple other edges.
  41. Finding lightmap sample positions...
  42. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  43. Building Physics collision data...
  44.  
  45. qhull precision error: Only 4 facets remain. Can not merge another
  46. pair. The convexity constraints may be too strong. Reduce the
  47. magnitude of 'Cn' or increase the magnitude of 'An'. For example,
  48. try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
  49. done (3) (615034 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 6317 texinfos to 3365
  54. Reduced 76 texdatas to 59 (2892 bytes to 1949)
  55. Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Projects\jump_autumn.bsp
  56. Wrote ZIP buffer, estimated size 969469, actual size 963493
  57. 15 seconds elapsed
  58.  
  59. Compile Complete for this module.
  60. VBSP Completed: September 26, 2018, 6:26:49 AM
  61. VBSP: Compile time: 15 seconds elapsed
  62.  
  63. -------------- Start Compile VVIS ----------------
  64. VVIS Started, Please Wait!
  65.  
  66. 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"
  67.  
  68. Valve Software - vvis.exe (Aug 2 2018)
  69. 4 threads
  70. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_autumn.bsp
  71. reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_autumn.prt
  72. 1733 portalclusters
  73. 4416 numportals
  74. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
  75. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2142)
  76. Optimized: 1656 visible clusters (0.15%)
  77. Total clusters visible: 1109691
  78. Average clusters visible: 640
  79. Building PAS...
  80. Average clusters audible: 1635
  81. visdatasize:620658 compressed from 776384
  82. writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_autumn.bsp
  83. 35 minutes, 44 seconds elapsed
  84.  
  85. Compile Complete for this module.
  86. VVIS Completed: September 26, 2018, 7:02:33 AM
  87. VVIS: Compile time: 35 minutes, 44 seconds elapsed
  88.  
  89. -------------- Start Compile VRAD ----------------
  90. VRAD Started, Please Wait!
  91.  
  92. 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"
  93.  
  94. Valve Software - vrad.exe SSE (Jul 18 2018)
  95.  
  96. Valve Radiosity Simulator
  97. 4 threads
  98. [Reading texlights from 'lights.rad']
  99. unknown light specifier type - lights
  100. [56 texlights parsed from 'lights.rad']
  101.  
  102. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_autumn.bsp
  103. Setting up ray-trace acceleration structure... Done (8.57 seconds)
  104. 7668 faces
  105. 25504168 square feet [3672600064.00 square inches]
  106. 1039 Displacements
  107. 8527506 Square Feet [1227960832.00 Square Inches]
  108. 7668 patches before subdivision
  109. 198232 patches after subdivision
  110. sun extent from map=0.087156
  111. 35 direct lights
  112. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (57)
  113. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (56)
  114. transfers 14560694, max 758
  115. transfer lists: 111.1 megs
  116. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  117. Bounce #1 added RGB(567058, 212776, 55514)
  118. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  119. Bounce #2 added RGB(63145, 17840, 3722)
  120. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  121. Bounce #3 added RGB(6883, 1225, 166)
  122. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  123. Bounce #4 added RGB(881, 119, 14)
  124. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  125. Bounce #5 added RGB(117, 11, 1)
  126. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  127. Bounce #6 added RGB(17, 1, 0)
  128. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  129. Bounce #7 added RGB(3, 0, 0)
  130. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  131. Bounce #8 added RGB(0, 0, 0)
  132. Build Patch/Sample Hash Table(s).....Done<0.2444 sec>
  133. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (22)
  134. FinalLightFace Done
  135. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  136. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  137. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (36)
  138. Writing leaf ambient...done
  139. Ready to Finish
  140.  
  141. Object names Objects/Maxobjs Memory / Maxmem Fullness
  142. ------------ --------------- --------------- --------
  143. models 31/1024 1488/49152 ( 3.0%)
  144. brushes 1605/8192 19260/98304 (19.6%)
  145. brushsides 15655/65536 125240/524288 (23.9%)
  146. planes 17420/65536 348400/1310720 (26.6%)
  147. vertexes 15906/65536 190872/786432 (24.3%)
  148. nodes 4675/65536 149600/2097152 ( 7.1%)
  149. texinfos 3365/12288 242280/884736 (27.4%)
  150. texdata 59/2048 1888/65536 ( 2.9%)
  151. dispinfos 1039/0 182864/0 ( 0.0%)
  152. disp_verts 73071/0 1461420/0 ( 0.0%)
  153. disp_tris 113984/0 227968/0 ( 0.0%)
  154. disp_lmsamples 5747572/0 5747572/0 ( 0.0%)
  155. faces 7668/65536 429408/3670016 (11.7%)
  156. hdr faces 0/65536 0/3670016 ( 0.0%)
  157. origfaces 5756/65536 322336/3670016 ( 8.8%)
  158. leaves 4707/65536 150624/2097152 ( 7.2%)
  159. leaffaces 9223/65536 18446/131072 (14.1%)
  160. leafbrushes 6046/65536 12092/131072 ( 9.2%)
  161. areas 2/256 16/2048 ( 0.8%)
  162. surfedges 59514/512000 238056/2048000 (11.6%)
  163. edges 36733/256000 146932/1024000 (14.3%)
  164. LDR worldlights 35/8192 3080/720896 ( 0.4%)
  165. HDR worldlights 0/8192 0/720896 ( 0.0%)
  166. leafwaterdata 4/32768 48/393216 ( 0.0%)
  167. waterstrips 954/32768 9540/327680 ( 2.9%)
  168. waterverts 0/65536 0/786432 ( 0.0%)
  169. waterindices 18696/65536 37392/131072 (28.5%)
  170. cubemapsamples 10/1024 160/16384 ( 1.0%)
  171. overlays 31/512 10912/180224 ( 6.1%)
  172. LDR lightdata [variable] 19103400/0 ( 0.0%)
  173. HDR lightdata [variable] 0/0 ( 0.0%)
  174. visdata [variable] 620658/16777216 ( 3.7%)
  175. entdata [variable] 71593/393216 (18.2%)
  176. LDR ambient table 4707/65536 18828/262144 ( 7.2%)
  177. HDR ambient table 4707/65536 18828/262144 ( 7.2%)
  178. LDR leaf ambient 30468/65536 853104/1835008 (46.5%)
  179. HDR leaf ambient 4707/65536 131796/1835008 ( 7.2%)
  180. occluders 0/0 0/0 ( 0.0%)
  181. occluder polygons 0/0 0/0 ( 0.0%)
  182. occluder vert ind 0/0 0/0 ( 0.0%)
  183. detail props [variable] 1/1183932 ( 0.0%)
  184. dtl prp lght [variable] 1/4 (25.0%)
  185. HDR dtl prp lght [variable] 1/4 (25.0%)
  186. static props [variable] 1/56436 ( 0.0%)
  187. pakfile [variable] 963493/0 ( 0.0%)
  188. physics [variable] 615034/4194304 (14.7%)
  189. physics terrain [variable] 348915/1048576 (33.3%)
  190.  
  191. Level flags = 0
  192.  
  193. Total triangle count: 21115
  194. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_autumn.bsp
  195. 3 minutes, 13 seconds elapsed
  196. Valve Software - vrad.exe SSE (Jul 18 2018)
  197.  
  198. Valve Radiosity Simulator
  199. 4 threads
  200. [Reading texlights from 'lights.rad']
  201. unknown light specifier type - lights
  202. [56 texlights parsed from 'lights.rad']
  203.  
  204. Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_autumn.bsp
  205. Setting up ray-trace acceleration structure... Done (8.34 seconds)
  206. 7668 faces
  207. 25504168 square feet [3672600064.00 square inches]
  208. 1039 Displacements
  209. 8527506 Square Feet [1227960832.00 Square Inches]
  210. 7668 patches before subdivision
  211. 198232 patches after subdivision
  212. sun extent from map=0.087156
  213. 35 direct lights
  214. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (71)
  215. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (65)
  216. transfers 14560694, max 758
  217. transfer lists: 111.1 megs
  218. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  219. Bounce #1 added RGB(567058, 212776, 55514)
  220. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  221. Bounce #2 added RGB(63145, 17840, 3722)
  222. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  223. Bounce #3 added RGB(6883, 1225, 166)
  224. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  225. Bounce #4 added RGB(881, 119, 14)
  226. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  227. Bounce #5 added RGB(117, 11, 1)
  228. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  229. Bounce #6 added RGB(17, 1, 0)
  230. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  231. Bounce #7 added RGB(3, 0, 0)
  232. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  233. Bounce #8 added RGB(0, 0, 0)
  234. Build Patch/Sample Hash Table(s).....Done<0.2714 sec>
  235. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (23)
  236. FinalLightFace Done
  237. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  238. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  239. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (33)
  240. Writing leaf ambient...done
  241. Ready to Finish
  242.  
  243. Object names Objects/Maxobjs Memory / Maxmem Fullness
  244. ------------ --------------- --------------- --------
  245. models 31/1024 1488/49152 ( 3.0%)
  246. brushes 1605/8192 19260/98304 (19.6%)
  247. brushsides 15655/65536 125240/524288 (23.9%)
  248. planes 17420/65536 348400/1310720 (26.6%)
  249. vertexes 15906/65536 190872/786432 (24.3%)
  250. nodes 4675/65536 149600/2097152 ( 7.1%)
  251. texinfos 3365/12288 242280/884736 (27.4%)
  252. texdata 59/2048 1888/65536 ( 2.9%)
  253. dispinfos 1039/0 182864/0 ( 0.0%)
  254. disp_verts 73071/0 1461420/0 ( 0.0%)
  255. disp_tris 113984/0 227968/0 ( 0.0%)
  256. disp_lmsamples 5747572/0 5747572/0 ( 0.0%)
  257. faces 7668/65536 429408/3670016 (11.7%)
  258. hdr faces 7668/65536 429408/3670016 (11.7%)
  259. origfaces 5756/65536 322336/3670016 ( 8.8%)
  260. leaves 4707/65536 150624/2097152 ( 7.2%)
  261. leaffaces 9223/65536 18446/131072 (14.1%)
  262. leafbrushes 6046/65536 12092/131072 ( 9.2%)
  263. areas 2/256 16/2048 ( 0.8%)
  264. surfedges 59514/512000 238056/2048000 (11.6%)
  265. edges 36733/256000 146932/1024000 (14.3%)
  266. LDR worldlights 35/8192 3080/720896 ( 0.4%)
  267. HDR worldlights 35/8192 3080/720896 ( 0.4%)
  268. leafwaterdata 4/32768 48/393216 ( 0.0%)
  269. waterstrips 954/32768 9540/327680 ( 2.9%)
  270. waterverts 0/65536 0/786432 ( 0.0%)
  271. waterindices 18696/65536 37392/131072 (28.5%)
  272. cubemapsamples 10/1024 160/16384 ( 1.0%)
  273. overlays 31/512 10912/180224 ( 6.1%)
  274. LDR lightdata [variable] 19103400/0 ( 0.0%)
  275. HDR lightdata [variable] 19103400/0 ( 0.0%)
  276. visdata [variable] 620658/16777216 ( 3.7%)
  277. entdata [variable] 71593/393216 (18.2%)
  278. LDR ambient table 4707/65536 18828/262144 ( 7.2%)
  279. HDR ambient table 4707/65536 18828/262144 ( 7.2%)
  280. LDR leaf ambient 30468/65536 853104/1835008 (46.5%)
  281. HDR leaf ambient 30468/65536 853104/1835008 (46.5%)
  282. occluders 0/0 0/0 ( 0.0%)
  283. occluder polygons 0/0 0/0 ( 0.0%)
  284. occluder vert ind 0/0 0/0 ( 0.0%)
  285. detail props [variable] 1/1183932 ( 0.0%)
  286. dtl prp lght [variable] 1/4 (25.0%)
  287. HDR dtl prp lght [variable] 1/4 (25.0%)
  288. static props [variable] 1/56436 ( 0.0%)
  289. pakfile [variable] 963493/0 ( 0.0%)
  290. physics [variable] 615034/4194304 (14.7%)
  291. physics terrain [variable] 348915/1048576 (33.3%)
  292.  
  293. Level flags = 0
  294.  
  295. Total triangle count: 21115
  296. Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\projects\jump_autumn.bsp
  297. 3 minutes, 31 seconds elapsed
  298.  
  299. Compile Complete for this module.
  300. VRAD Completed: September 26, 2018, 7:09:21 AM
  301. VRAD: Compile time: 3 minutes, 13 seconds elapsed
  302. VRAD: Compile time: 3 minutes, 31 seconds elapsed
  303.  
  304. 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
  305. History.csv was updated.
  306.  
  307. Compile Summary - job mode: FULL
  308. Map Name: jump_autumn.vmf
  309. VBSP - mode:normal , 15 seconds, 00:00:16 elapsed
  310. VVIS - mode:normal, 35 minutes, 44 seconds, 00:35:44 elapsed
  311. VRAD - mode:normal, 3 minutes, 13 seconds(LDR), 3 minutes, 31 seconds(HDR), 00:06:48 elapsed
  312. Total Compile time: 00:42:48
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