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  1. Starting a 'Publish' compile.
  2. Starting compilation of pd_drowned_b3
  3. Valve Software - vbsp.exe (Jun 21 2018)
  4. 6 threads
  5. materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
  6. Loading C:\Users\Jusa\Dropbox\Pirate\VMF\pd_drowned_b3.vmf
  7. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  8. material "coast/concrete_trim01" not found.
  9. Material not found!: COAST/CONCRETE_TRIM01
  10. material "coast/cobblestone_sand" not found.
  11. Material not found!: COAST/COBBLESTONE_SAND
  12. material "coast/concrete_trim02" not found.
  13. Material not found!: COAST/CONCRETE_TRIM02
  14. material "nature/rockwall002_locker" not found.
  15. Material not found!: NATURE/ROCKWALL002_LOCKER
  16. material "coast/sand_to_rock" not found.
  17. Material not found!: COAST/SAND_TO_ROCK
  18. material "coast/fog_plane01" not found.
  19. Material not found!: COAST/FOG_PLANE01
  20. Patching WVT material: maps/pd_drowned_b3/coast/sand_to_cobble_coast_wvt_patch
  21. Patching WVT material: maps/pd_drowned_b3/island/thatch_roof001_wvt_patch
  22. Patching WVT material: maps/pd_drowned_b3/coast/sand_to_grass_coast_wvt_patch
  23. Patching WVT material: maps/pd_drowned_b3/brick/blendtestwall001_watergate_wvt_patch
  24. Patching WVT material: maps/pd_drowned_b3/coalmines/blendgroundtowall_coalmines_wvt_patch
  25. Patching WVT material: maps/pd_drowned_b3/egypt/sky_sand_waves_01_wvt_patch
  26. Patching WVT material: maps/pd_drowned_b3/coalmines/blendbeach_to_beach_wvt_patch
  27. Patching WVT material: maps/pd_drowned_b3/nature/blendrockgroundwallisland_wvt_patch
  28. Patching WVT material: maps/pd_drowned_b3/island/thatch_roof001_trans_wvt_patch
  29. Patching WVT material: maps/pd_drowned_b3/brick/blendtestwall002_watergate_wvt_patch
  30. Patching WVT material: maps/pd_drowned_b3/nature/blendgroundtocobble007_wvt_patch
  31. Patching WVT material: maps/pd_drowned_b3/dev/dev_blendmeasure_wvt_patch
  32. fixing up env_cubemap materials on brush sides...
  33. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  34. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  35. Processing areas...done (0)
  36. Building Faces...done (0)
  37. Chop Details...done (2)
  38. Find Visible Detail Sides...
  39. Merged 4058 detail faces...done (4)
  40. Merging details...done (0)
  41. FixTjuncs...
  42. PruneNodes...
  43. WriteBSP...
  44. done (2)
  45. writing C:\Users\Jusa\Dropbox\Pirate\VMF\pd_drowned_b3.prt...Building visibility clusters...
  46. done (0)
  47. *** Error: Skybox vtf files for skybox/sky_halloween_night_01 weren't compiled with the same size texture and/or same flags!
  48. Can't load skybox file skybox/sky_halloween_night_01 to build the default cubemap!
  49. *** Error: Skybox vtf files for skybox/sky_halloween_night_01 weren't compiled with the same size texture and/or same flags!
  50. Can't load skybox file skybox/sky_halloween_night_01 to build the default cubemap!
  51. Finding displacement neighbors...
  52. Found a displacement edge abutting multiple other edges.
  53. Finding lightmap sample positions...
  54. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  55. material "coast/town_sign03" not found.
  56. material "waterfx/caustic/causticfade" not found.
  57. material "signs/wanted_poster_3" not found.
  58. material "coast/town_sign01" not found.
  59. material "coast/town_sign02" not found.
  60. material "signs/wanted_poster_1" not found.
  61. material "signs/wanted_poster_2" not found.
  62. Building Physics collision data...
  63.  
  64. qhull precision error: Only 4 facets remain. Can not merge another
  65. pair. The convexity constraints may be too strong. Reduce the
  66. magnitude of 'Cn' or increase the magnitude of 'An'. For example,
  67. try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
  68. done (2) (2825937 bytes)
  69. Error loading studio model "models/props_coast/cobble_prop_01.mdl"!
  70. Error! To use model "models/props_manor/spooky_eyes_01.mdl"
  71. with prop_static, it must be compiled with $staticprop!
  72. Error loading studio model "models/props_manor/spooky_eyes_01.mdl"!
  73. Error! To use model "models/player/pyro.mdl"
  74. with prop_static, it must be compiled with $staticprop!
  75. Error loading studio model "models/player/pyro.mdl"!
  76. Error loading studio model "models/props_coast/metal_grill_tall.mdl"!
  77. Error loading studio model "models/props_antiquity/assorted/wooden_lighting_pole01.mdl"!
  78. Error! To use model "models/props_gameplay/resupply_locker.mdl"
  79. with prop_static, it must be compiled with $staticprop!
  80. Error loading studio model "models/props_gameplay/resupply_locker.mdl"!
  81. Error! To use model "models/props/pirate/bottle1.mdl"
  82. with prop_static, it must be compiled with $staticprop!
  83. Error loading studio model "models/props/pirate/bottle1.mdl"!
  84. Error! To use model "models/props/pirate/bottle2.mdl"
  85. with prop_static, it must be compiled with $staticprop!
  86. Error loading studio model "models/props/pirate/bottle2.mdl"!
  87. Error! To use model "models/props/pirate/bottle3.mdl"
  88. with prop_static, it must be compiled with $staticprop!
  89. Error loading studio model "models/props/pirate/bottle3.mdl"!
  90. Error! To use model "models/props/pirate/bottle5.mdl"
  91. with prop_static, it must be compiled with $staticprop!
  92. Error loading studio model "models/props/pirate/bottle5.mdl"!
  93. Error! To use model "models/props/pirate/bottle6.mdl"
  94. with prop_static, it must be compiled with $staticprop!
  95. Error loading studio model "models/props/pirate/bottle6.mdl"!
  96. Error! To use model "models/workshop/player/items/spy/spycrab/spycrab.mdl"
  97. with prop_static, it must be compiled with $staticprop!
  98. Error loading studio model "models/workshop/player/items/spy/spycrab/spycrab.mdl"!
  99. Error! To use model "models/player/items/demo/mighty_pirate.mdl"
  100. with prop_static, it must be compiled with $staticprop!
  101. Error loading studio model "models/player/items/demo/mighty_pirate.mdl"!
  102. Error loading studio model "models/props_coast/propper/bell_tower_1.mdl"!
  103. Error loading studio model "models/props_coast/propper/bell_tower_2.mdl"!
  104. Static prop models/props_coast/wooden_window_02.mdl outside the map (1168.00, -1560.00, 712.00)
  105. Error loading studio model "models/props_coast/cobble_prop_02.mdl"!
  106. Error loading studio model "models/props_coast/karst_rock_01.mdl"!
  107. Error loading studio model "models/props_coast/karst_rock_02.mdl"!
  108. Error loading studio model "models/props_coast/karst_cliff_01.mdl"!
  109. Error loading studio model "models/props_coast/boulder_locker_large.mdl"!
  110. Error loading studio model "models/props_pirate/human_skull_pile.mdl"!
  111. Error loading studio model "models/props_coast/boulder_pile2_locker.mdl"!
  112. Error loading studio model "models/props_coast/boulder_jumpad.mdl"!
  113. Error loading studio model "models/props_coast/locker_ship.mdl"!
  114. Error loading studio model "models/props_coast/locker_ship_back.mdl"!
  115. Error loading studio model "models/props_pirate/fog_plane03.mdl"!
  116. Error loading studio model "models/props_pirate/fog_plane01.mdl"!
  117. Error loading studio model "models/props_pirate/rock1.mdl"!
  118. Error loading studio model "models/props_pirate/rock3.mdl"!
  119. Error loading studio model "models/props_pirate/rock2.mdl"!
  120. Error loading studio model "models/props_pirate/locker_sconce.mdl"!
  121. Placing detail props : 0...1...2...3...4...5...6..Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  122. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  123. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  124. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  125. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  126. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  127. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  128. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  129. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  130. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  131. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  132. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  133. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  134. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  135. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  136. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  137. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  138. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  139. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  140. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  141. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  142. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  143. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  144. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  145. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  146. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  147. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  148. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  149. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  150. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  151. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  152. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  153. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  154. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  155. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  156. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  157. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  158. Material COAST/SAND_TO_GRASS_COAST uses unknown detail object type tf_forest_grass!
  159. .7...8...9...10
  160. Water found with no water_lod_control entity, creating a default one.
  161. Compacting texture/material tables...
  162. Reduced 23020 texinfos to 12053
  163. Reduced 232 texdatas to 202 (7227 bytes to 5943)
  164. Writing C:\Users\Jusa\Dropbox\Pirate\VMF\pd_drowned_b3.bsp
  165. Wrote ZIP buffer, estimated size 24450, actual size 17938
  166. 18 seconds elapsed
  167. CMaterialDict::Shutdown m_MissingList count: 13
  168. 3.251200 1.422400 0.000000
  169. 3.251200 1.524000 0.000000
  170. 3.657600 1.727200 0.000000
  171. 3.251200 1.727200 0.000000
  172. make_triangles:calc_triangle_representation: Cannot convert
  173. Valve Software - vvis.exe (Jun 21 2018)
  174. 6 threads
  175. reading c:\users\jusa\dropbox\pirate\vmf\pd_drowned_b3.bsp
  176. reading c:\users\jusa\dropbox\pirate\vmf\pd_drowned_b3.prt
  177. 2227 portalclusters
  178. 5947 numportals
  179. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  180. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (289)
  181. Optimized: 8913 visible clusters (0.91%)
  182. Total clusters visible: 976681
  183. Average clusters visible: 438
  184. Building PAS...
  185. Average clusters audible: 1382
  186. visdatasize:934726 compressed from 1247120
  187. writing c:\users\jusa\dropbox\pirate\vmf\pd_drowned_b3.bsp
  188. 4 minutes, 49 seconds elapsed
  189. Valve Software - vrad.exe SSE (Jun 21 2018)
  190.  
  191. Valve Radiosity Simulator
  192. 6 threads
  193. [Reading texlights from 'lights.rad']
  194. unknown light specifier type - lights
  195.  
  196. [56 texlights parsed from 'lights.rad']
  197.  
  198. Loading c:\users\jusa\dropbox\pirate\vmf\pd_drowned_b3.bsp
  199. Loaded alpha texture materials\models\props_foliage\grass_02.vtf
  200. Loaded alpha texture materials\models\props_foliage\grass_02.vtf
  201. Loaded alpha texture materials\models\props_foliage\grass_02_snow.vtf
  202. Loaded alpha texture materials\Models\props_farm\haypile001_card.vtf
  203. Loaded alpha texture materials\models\props_foliage\grass_01.vtf
  204. Loaded alpha texture materials\models\props_foliage\grass_01_skin2.vtf
  205. Setting up ray-trace acceleration structure... Done (35.22 seconds)
  206. 27926 faces
  207. 8 degenerate faces
  208. 7742706 square feet [1114949632.00 square inches]
  209. 1324 Displacements
  210. 1564152 Square Feet [225237888.00 Square Inches]
  211. 27918 patches before subdivision
  212. zero area child patch
  213. 197182 patches after subdivision
  214. sun extent from map=0.034899
  215. 346 direct lights
  216. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (679)
  217. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (112)
  218. transfers 20989991, max 2001
  219. transfer lists: 160.1 megs
  220. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  221. Bounce #1 added RGB(152805, 102232, 43281)
  222. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  223. Bounce #2 added RGB(22302, 11971, 3918)
  224. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  225. Bounce #3 added RGB(4325, 1932, 462)
  226. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  227. Bounce #4 added RGB(789, 308, 62)
  228. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  229. Bounce #5 added RGB(175, 60, 9)
  230. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  231. Bounce #6 added RGB(35, 11, 1)
  232. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  233. Bounce #7 added RGB(9, 2, 0)
  234. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  235. Bounce #8 added RGB(2, 1, 0)
  236. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  237. Bounce #9 added RGB(1, 0, 0)
  238. Build Patch/Sample Hash Table(s).....Done<0.0379 sec>
  239. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
  240. FinalLightFace Done
  241. 0 of 18 (0% of) surface lights went in leaf ambient cubes.
  242. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (20)
  243. Writing leaf ambient...done
  244. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (319)
  245.  
  246. Ready to Finish
  247.  
  248. Object names Objects/Maxobjs Memory / Maxmem Fullness
  249. ------------ --------------- --------------- --------
  250. models 252/1024 12096/49152 (24.6%)
  251. brushes 7736/8192 92832/98304 (94.4%) VERY FULL!
  252. brushsides 62832/65536 502656/524288 (95.9%) VERY FULL!
  253. planes 38840/65536 776800/1310720 (59.3%)
  254. vertexes 50790/65536 609480/786432 (77.5%)
  255. nodes 11494/65536 367808/2097152 (17.5%)
  256. texinfos 12053/12288 867816/884736 (98.1%) VERY FULL!
  257. texdata 202/2048 6464/65536 ( 9.9%)
  258. dispinfos 1324/0 233024/0 ( 0.0%)
  259. disp_verts 34948/0 698960/0 ( 0.0%)
  260. disp_tris 45536/0 91072/0 ( 0.0%)
  261. disp_lmsamples 3686868/0 3686868/0 ( 0.0%)
  262. faces 27926/65536 1563856/3670016 (42.6%)
  263. hdr faces 0/65536 0/3670016 ( 0.0%)
  264. origfaces 22701/65536 1271256/3670016 (34.6%)
  265. leaves 11747/65536 375904/2097152 (17.9%)
  266. leaffaces 33546/65536 67092/131072 (51.2%)
  267. leafbrushes 18314/65536 36628/131072 (27.9%)
  268. areas 25/256 200/2048 ( 9.8%)
  269. surfedges 226748/512000 906992/2048000 (44.3%)
  270. edges 140627/256000 562508/1024000 (54.9%)
  271. LDR worldlights 346/8192 30448/720896 ( 4.2%)
  272. HDR worldlights 0/8192 0/720896 ( 0.0%)
  273. leafwaterdata 3/32768 36/393216 ( 0.0%)
  274. waterstrips 2704/32768 27040/327680 ( 8.3%)
  275. waterverts 0/65536 0/786432 ( 0.0%)
  276. waterindices 53214/65536 106428/131072 (81.2%) VERY FULL!
  277. cubemapsamples 93/1024 1488/16384 ( 9.1%)
  278. overlays 139/512 48928/180224 (27.1%)
  279. LDR lightdata [variable] 10423588/0 ( 0.0%)
  280. HDR lightdata [variable] 0/0 ( 0.0%)
  281. visdata [variable] 934726/16777216 ( 5.6%)
  282. entdata [variable] 396384/393216 (100.8%) VERY FULL!
  283. LDR ambient table 11747/65536 46988/262144 (17.9%)
  284. HDR ambient table 11747/65536 46988/262144 (17.9%)
  285. LDR leaf ambient 46789/65536 1310092/1835008 (71.4%)
  286. HDR leaf ambient 11747/65536 328916/1835008 (17.9%)
  287. occluders 0/0 0/0 ( 0.0%)
  288. occluder polygons 0/0 0/0 ( 0.0%)
  289. occluder vert ind 0/0 0/0 ( 0.0%)
  290. detail props [variable] 1/12 ( 8.3%)
  291. static props [variable] 1/227930 ( 0.0%)
  292. pakfile [variable] 19145030/0 ( 0.0%)
  293. physics [variable] 2825937/4194304 (67.4%)
  294. physics terrain [variable] 265770/1048576 (25.3%)
  295.  
  296. Level flags = 1
  297.  
  298. Total triangle count: 79727
  299. Writing c:\users\jusa\dropbox\pirate\vmf\pd_drowned_b3.bsp
  300. 19 minutes, 39 seconds elapsed
  301. Valve Software - vrad.exe SSE (Jun 21 2018)
  302.  
  303. Valve Radiosity Simulator
  304. 6 threads
  305. [Reading texlights from 'lights.rad']
  306. unknown light specifier type - lights
  307.  
  308. [56 texlights parsed from 'lights.rad']
  309.  
  310. Loading c:\users\jusa\dropbox\pirate\vmf\pd_drowned_b3.bsp
  311. Loaded alpha texture materials\models\props_foliage\grass_02.vtf
  312. Loaded alpha texture materials\models\props_foliage\grass_02.vtf
  313. Loaded alpha texture materials\models\props_foliage\grass_02_snow.vtf
  314. Loaded alpha texture materials\Models\props_farm\haypile001_card.vtf
  315. Loaded alpha texture materials\models\props_foliage\grass_01.vtf
  316. Loaded alpha texture materials\models\props_foliage\grass_01_skin2.vtf
  317. Setting up ray-trace acceleration structure... Done (35.22 seconds)
  318. 27926 faces
  319. 8 degenerate faces
  320. 7742706 square feet [1114949632.00 square inches]
  321. 1324 Displacements
  322. 1564152 Square Feet [225237888.00 Square Inches]
  323. 27918 patches before subdivision
  324. zero area child patch
  325. 197182 patches after subdivision
  326. sun extent from map=0.034899
  327. 346 direct lights
  328. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (669)
  329. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (113)
  330. transfers 20989991, max 2001
  331. transfer lists: 160.1 megs
  332. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  333. Bounce #1 added RGB(149626, 100622, 43179)
  334. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  335. Bounce #2 added RGB(21921, 11805, 3910)
  336. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  337. Bounce #3 added RGB(4274, 1915, 462)
  338. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  339. Bounce #4 added RGB(782, 306, 62)
  340. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  341. Bounce #5 added RGB(174, 60, 9)
  342. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  343. Bounce #6 added RGB(35, 11, 1)
  344. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  345. Bounce #7 added RGB(9, 3, 0)
  346. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  347. Bounce #8 added RGB(2, 1, 0)
  348. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  349. Bounce #9 added RGB(1, 0, 0)
  350. Build Patch/Sample Hash Table(s).....Done<0.0479 sec>
  351. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
  352. FinalLightFace Done
  353. 0 of 18 (0% of) surface lights went in leaf ambient cubes.
  354. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (19)
  355. Writing leaf ambient...done
  356. Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (317)
  357.  
  358. Ready to Finish
  359.  
  360. Object names Objects/Maxobjs Memory / Maxmem Fullness
  361. ------------ --------------- --------------- --------
  362. models 252/1024 12096/49152 (24.6%)
  363. brushes 7736/8192 92832/98304 (94.4%) VERY FULL!
  364. brushsides 62832/65536 502656/524288 (95.9%) VERY FULL!
  365. planes 38840/65536 776800/1310720 (59.3%)
  366. vertexes 50790/65536 609480/786432 (77.5%)
  367. nodes 11494/65536 367808/2097152 (17.5%)
  368. texinfos 12053/12288 867816/884736 (98.1%) VERY FULL!
  369. texdata 202/2048 6464/65536 ( 9.9%)
  370. dispinfos 1324/0 233024/0 ( 0.0%)
  371. disp_verts 34948/0 698960/0 ( 0.0%)
  372. disp_tris 45536/0 91072/0 ( 0.0%)
  373. disp_lmsamples 3686868/0 3686868/0 ( 0.0%)
  374. faces 27926/65536 1563856/3670016 (42.6%)
  375. hdr faces 27926/65536 1563856/3670016 (42.6%)
  376. origfaces 22701/65536 1271256/3670016 (34.6%)
  377. leaves 11747/65536 375904/2097152 (17.9%)
  378. leaffaces 33546/65536 67092/131072 (51.2%)
  379. leafbrushes 18314/65536 36628/131072 (27.9%)
  380. areas 25/256 200/2048 ( 9.8%)
  381. surfedges 226748/512000 906992/2048000 (44.3%)
  382. edges 140627/256000 562508/1024000 (54.9%)
  383. LDR worldlights 346/8192 30448/720896 ( 4.2%)
  384. HDR worldlights 346/8192 30448/720896 ( 4.2%)
  385. leafwaterdata 3/32768 36/393216 ( 0.0%)
  386. waterstrips 2704/32768 27040/327680 ( 8.3%)
  387. waterverts 0/65536 0/786432 ( 0.0%)
  388. waterindices 53214/65536 106428/131072 (81.2%) VERY FULL!
  389. cubemapsamples 93/1024 1488/16384 ( 9.1%)
  390. overlays 139/512 48928/180224 (27.1%)
  391. LDR lightdata [variable] 10423588/0 ( 0.0%)
  392. HDR lightdata [variable] 10423588/0 ( 0.0%)
  393. visdata [variable] 934726/16777216 ( 5.6%)
  394. entdata [variable] 396384/393216 (100.8%) VERY FULL!
  395. LDR ambient table 11747/65536 46988/262144 (17.9%)
  396. HDR ambient table 11747/65536 46988/262144 (17.9%)
  397. LDR leaf ambient 46789/65536 1310092/1835008 (71.4%)
  398. HDR leaf ambient 46852/65536 1311856/1835008 (71.5%)
  399. occluders 0/0 0/0 ( 0.0%)
  400. occluder polygons 0/0 0/0 ( 0.0%)
  401. occluder vert ind 0/0 0/0 ( 0.0%)
  402. detail props [variable] 1/12 ( 8.3%)
  403. static props [variable] 1/227930 ( 0.0%)
  404. pakfile [variable] 34804524/0 ( 0.0%)
  405. physics [variable] 2825937/4194304 (67.4%)
  406. physics terrain [variable] 265770/1048576 (25.3%)
  407.  
  408. Level flags = 3
  409.  
  410. Total triangle count: 79727
  411. Writing c:\users\jusa\dropbox\pirate\vmf\pd_drowned_b3.bsp
  412. 19 minutes, 27 seconds elapsed
  413. C:\Users\Jusa\Dropbox\Pirate\VMF\pd_drowned_b3.bsp -> D:\Steam\steamapps\common\Team Fortress 2\tf\maps\pd_drowned_b3.bsp
  414. 1 File(s) copied
  415. CompilePal - Cubemap Generator
  416. Detecting HDR levels...
  417. Map requires two sets of cubemaps
  418. Compiling LDR cubemaps...
  419. Compiling HDR cubemaps...
  420. Cubemaps compiled
  421. 'Publish' compile finished in 00:45:56
  422. 82 errors/warnings logged:
  423. 82 errors/warnings logged for pd_drowned_b3:
  424. ● 6x: Caution: Material not found!: [sub:1]
  425. ● 2x: Caution: Can't load skybox file [sub:1] to build the default cubemap!
  426. ● 1x: Info: Found a displacement edge abutting multiple other edges
  427. ● 31x: Caution: Error loading studio model &quot;[sub:1]&quot;!
  428. ● 1x: Info: Static prop [sub:1] outside the map ([sub:2], [sub:3], [sub:4])
  429. ● 38x: Caution: Material [sub:1] uses unknown detail object type [sub:2]!
  430. ● 1x: Warning: make_triangles:calc_triangle_representation: Cannot convert
  431. ● 2x: Info: zero area child patch
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