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- materialPath: H:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
- Loading H:\SteamLibrary\steamapps\common\Team Fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.vmf
- Patching WVT material: maps/dusktilldawn_kawaiiheavy_1g/brick/blendtestwall003_watergate_wvt_patch
- Patching WVT material: maps/dusktilldawn_kawaiiheavy_1g/egypt/sand_grass_blend_02_wvt_patch
- fixing up env_cubemap materials on brush sides...
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
- Building Faces...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing H:\SteamLibrary\steamapps\common\Team Fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.prt...Building visibility clusters...
- done (0)
- *** Error: Skybox vtf files for skybox/sky_wildfire_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_wildfire_01 to build the default cubemap!
- *** Error: Skybox vtf files for skybox/sky_wildfire_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_wildfire_01 to build the default cubemap!
- 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...
- WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
- done (0) (7224792 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 430 texinfos to 249
- Reduced 31 texdatas to 24 (1396 bytes to 1039)
- Writing H:\SteamLibrary\steamapps\common\Team Fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
- Wrote ZIP buffer, estimated size 5936, actual size 4516
- 4 seconds elapsed
- 8 threads
- reading h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
- reading h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.prt
- 872 portalclusters
- 2802 numportals
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 2144 visible clusters (0.80%)
- Total clusters visible: 266868
- Average clusters visible: 306
- Building PAS...
- Average clusters audible: 853
- visdatasize:175854 compressed from 195328
- writing h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
- 1 minute, 51 seconds elapsed
- [Reading texlights from 'lights.rad']
- [56 texlights parsed from 'lights.rad']
- Loading h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
- 4076 faces
- 10 degenerate faces
- 597409 square feet [86026944.00 square inches]
- 145 Displacements
- 132907 Square Feet [19138744.00 Square Inches]
- 4066 patches before subdivision
- zero area child patch
- 159660 patches after subdivision
- 8 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 17361781, max 860
- transfer lists: 132.5 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(31418, 3226, 997)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(11583, 413, 92)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1947, 18, 2)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(580, 1, 0)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(125, 0, 0)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(33, 0, 0)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(8, 0, 0)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(2, 0, 0)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0331 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 159/8192 1908/98304 ( 1.9%)
- brushsides 1380/65536 11040/524288 ( 2.1%)
- planes 1502/65536 30040/1310720 ( 2.3%)
- vertexes 6328/65536 75936/786432 ( 9.7%)
- nodes 1734/65536 55488/2097152 ( 2.6%)
- texinfos 249/12288 17928/884736 ( 2.0%)
- texdata 24/2048 768/65536 ( 1.2%)
- dispinfos 145/0 25520/0 ( 0.0%)
- disp_verts 36241/0 724820/0 ( 0.0%)
- disp_tris 63872/0 127744/0 ( 0.0%)
- disp_lmsamples 1982078/0 1982078/0 ( 0.0%)
- faces 4076/65536 228256/3670016 ( 6.2%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 852/65536 47712/3670016 ( 1.3%)
- leaves 1737/65536 55584/2097152 ( 2.7%)
- leaffaces 4967/65536 9934/131072 ( 7.6%)
- leafbrushes 1230/65536 2460/131072 ( 1.9%)
- areas 3/256 24/2048 ( 1.2%)
- surfedges 23650/512000 94600/2048000 ( 4.6%)
- edges 12456/256000 49824/1024000 ( 4.9%)
- LDR worldlights 7/8192 616/720896 ( 0.1%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 1/32768 12/393216 ( 0.0%)
- waterstrips 668/32768 6680/327680 ( 2.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 9543/65536 19086/131072 (14.6%)
- cubemapsamples 3/1024 48/16384 ( 0.3%)
- overlays 15/512 5280/180224 ( 2.9%)
- LDR lightdata [variable] 14692052/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 175854/16777216 ( 1.0%)
- entdata [variable] 27118/393216 ( 6.9%)
- LDR ambient table 1737/65536 6948/262144 ( 2.7%)
- HDR ambient table 1737/65536 6948/262144 ( 2.7%)
- LDR leaf ambient 3268/65536 91504/1835008 ( 5.0%)
- HDR leaf ambient 1737/65536 48636/1835008 ( 2.7%)
- 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] 1/668404 ( 0.0%)
- dtl prp lght [variable] 1/97074 ( 0.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/6454 ( 0.0%)
- pakfile [variable] 196202/0 ( 0.0%)
- physics [variable] 7224792/4194304 (172.3%) VERY FULL!
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 1
- Total triangle count: 11921
- Writing h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
- 2 minutes, 58 seconds elapsed
- materialPath: H:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
- Loading H:\SteamLibrary\steamapps\common\Team Fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.vmf
- Patching WVT material: maps/dusktilldawn_kawaiiheavy_1g/brick/blendtestwall003_watergate_wvt_patch
- Patching WVT material: maps/dusktilldawn_kawaiiheavy_1g/egypt/sand_grass_blend_02_wvt_patch
- fixing up env_cubemap materials on brush sides...
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
- Building Faces...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (1)
- writing H:\SteamLibrary\steamapps\common\Team Fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.prt...Building visibility clusters...
- done (0)
- *** Error: Skybox vtf files for skybox/sky_wildfire_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_wildfire_01 to build the default cubemap!
- *** Error: Skybox vtf files for skybox/sky_wildfire_01 weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_wildfire_01 to build the default cubemap!
- 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
- Overlay touching too many faces (touching 192, max 64)
- Overlay overlays/birch_groundleaves_1_pile at -419.0 -170.0 211.5
- 8 threads
- reading h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
- reading h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.prt
- 872 portalclusters
- 2802 numportals
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 2144 visible clusters (0.80%)
- Total clusters visible: 266868
- Average clusters visible: 306
- Building PAS...
- Average clusters audible: 853
- visdatasize:175854 compressed from 195328
- writing h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
- 1 minute, 42 seconds elapsed
- [Reading texlights from 'lights.rad']
- [56 texlights parsed from 'lights.rad']
- Loading h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
- 4076 faces
- 10 degenerate faces
- 597409 square feet [86026944.00 square inches]
- 145 Displacements
- 132907 Square Feet [19138744.00 Square Inches]
- 4066 patches before subdivision
- zero area child patch
- 159660 patches after subdivision
- 8 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 17361781, max 860
- transfer lists: 132.5 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(31417, 3226, 997)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(11583, 413, 92)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1947, 18, 2)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(580, 1, 0)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(125, 0, 0)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(33, 0, 0)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(8, 0, 0)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(2, 0, 0)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0330 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 159/8192 1908/98304 ( 1.9%)
- brushsides 1380/65536 11040/524288 ( 2.1%)
- planes 1502/65536 30040/1310720 ( 2.3%)
- vertexes 6328/65536 75936/786432 ( 9.7%)
- nodes 1734/65536 55488/2097152 ( 2.6%)
- texinfos 249/12288 17928/884736 ( 2.0%)
- texdata 24/2048 768/65536 ( 1.2%)
- dispinfos 145/0 25520/0 ( 0.0%)
- disp_verts 36241/0 724820/0 ( 0.0%)
- disp_tris 63872/0 127744/0 ( 0.0%)
- disp_lmsamples 1982078/0 1982078/0 ( 0.0%)
- faces 4076/65536 228256/3670016 ( 6.2%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 852/65536 47712/3670016 ( 1.3%)
- leaves 1737/65536 55584/2097152 ( 2.7%)
- leaffaces 4967/65536 9934/131072 ( 7.6%)
- leafbrushes 1230/65536 2460/131072 ( 1.9%)
- areas 3/256 24/2048 ( 1.2%)
- surfedges 23650/512000 94600/2048000 ( 4.6%)
- edges 12456/256000 49824/1024000 ( 4.9%)
- LDR worldlights 7/8192 616/720896 ( 0.1%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 1/32768 12/393216 ( 0.0%)
- waterstrips 668/32768 6680/327680 ( 2.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 9543/65536 19086/131072 (14.6%)
- cubemapsamples 3/1024 48/16384 ( 0.3%)
- overlays 15/512 5280/180224 ( 2.9%)
- LDR lightdata [variable] 14692052/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 175854/16777216 ( 1.0%)
- entdata [variable] 27118/393216 ( 6.9%)
- LDR ambient table 1737/65536 6948/262144 ( 2.7%)
- HDR ambient table 1737/65536 6948/262144 ( 2.7%)
- LDR leaf ambient 3267/65536 91476/1835008 ( 5.0%)
- HDR leaf ambient 1737/65536 48636/1835008 ( 2.7%)
- 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] 1/668404 ( 0.0%)
- dtl prp lght [variable] 1/97074 ( 0.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/6454 ( 0.0%)
- pakfile [variable] 196202/0 ( 0.0%)
- physics [variable] 7224792/4194304 (172.3%) VERY FULL!
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 1
- Total triangle count: 11921
- Writing h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
- 2 minutes, 59 seconds elapsed
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