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Apr 27th, 2019
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  1.  
  2.  
  3.  
  4. materialPath: H:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
  5. Loading H:\SteamLibrary\steamapps\common\Team Fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.vmf
  6. Patching WVT material: maps/dusktilldawn_kawaiiheavy_1g/brick/blendtestwall003_watergate_wvt_patch
  7. Patching WVT material: maps/dusktilldawn_kawaiiheavy_1g/egypt/sand_grass_blend_02_wvt_patch
  8. fixing up env_cubemap materials on brush sides...
  9. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  10. Building Faces...done (0)
  11. FixTjuncs...
  12. PruneNodes...
  13. WriteBSP...
  14. done (0)
  15. writing H:\SteamLibrary\steamapps\common\Team Fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.prt...Building visibility clusters...
  16. done (0)
  17. *** Error: Skybox vtf files for skybox/sky_wildfire_01 weren't compiled with the same size texture and/or same flags!
  18. Can't load skybox file skybox/sky_wildfire_01 to build the default cubemap!
  19. *** Error: Skybox vtf files for skybox/sky_wildfire_01 weren't compiled with the same size texture and/or same flags!
  20. Can't load skybox file skybox/sky_wildfire_01 to build the default cubemap!
  21. Finding displacement neighbors...
  22. Found a displacement edge abutting multiple other edges.
  23. Finding lightmap sample positions...
  24. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  25. Building Physics collision data...
  26. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  27. done (0) (7224792 bytes)
  28. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  29. Water found with no water_lod_control entity, creating a default one.
  30. Compacting texture/material tables...
  31. Reduced 430 texinfos to 249
  32. Reduced 31 texdatas to 24 (1396 bytes to 1039)
  33. Writing H:\SteamLibrary\steamapps\common\Team Fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
  34. Wrote ZIP buffer, estimated size 5936, actual size 4516
  35. 4 seconds elapsed
  36.  
  37.  
  38.  
  39. 8 threads
  40. reading h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
  41. reading h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.prt
  42. 872 portalclusters
  43. 2802 numportals
  44. 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%)
  45. Total clusters visible: 266868
  46. Average clusters visible: 306
  47. Building PAS...
  48. Average clusters audible: 853
  49. visdatasize:175854 compressed from 195328
  50. writing h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
  51. 1 minute, 51 seconds elapsed
  52.  
  53.  
  54.  
  55. [Reading texlights from 'lights.rad']
  56. [56 texlights parsed from 'lights.rad']
  57.  
  58. Loading h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
  59. 4076 faces
  60. 10 degenerate faces
  61. 597409 square feet [86026944.00 square inches]
  62. 145 Displacements
  63. 132907 Square Feet [19138744.00 Square Inches]
  64. 4066 patches before subdivision
  65. zero area child patch
  66. 159660 patches after subdivision
  67. 8 direct lights
  68. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 17361781, max 860
  69. transfer lists: 132.5 megs
  70. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(31418, 3226, 997)
  71. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(11583, 413, 92)
  72. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1947, 18, 2)
  73. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(580, 1, 0)
  74. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(125, 0, 0)
  75. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(33, 0, 0)
  76. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(8, 0, 0)
  77. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(2, 0, 0)
  78. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(1, 0, 0)
  79. Build Patch/Sample Hash Table(s).....Done<0.0331 sec>
  80. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  81. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  82. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  83. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  84. Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
  85. Ready to Finish
  86.  
  87. Object names Objects/Maxobjs Memory / Maxmem Fullness
  88. ------------ --------------- --------------- --------
  89. models 2/1024 96/49152 ( 0.2%)
  90. brushes 159/8192 1908/98304 ( 1.9%)
  91. brushsides 1380/65536 11040/524288 ( 2.1%)
  92. planes 1502/65536 30040/1310720 ( 2.3%)
  93. vertexes 6328/65536 75936/786432 ( 9.7%)
  94. nodes 1734/65536 55488/2097152 ( 2.6%)
  95. texinfos 249/12288 17928/884736 ( 2.0%)
  96. texdata 24/2048 768/65536 ( 1.2%)
  97. dispinfos 145/0 25520/0 ( 0.0%)
  98. disp_verts 36241/0 724820/0 ( 0.0%)
  99. disp_tris 63872/0 127744/0 ( 0.0%)
  100. disp_lmsamples 1982078/0 1982078/0 ( 0.0%)
  101. faces 4076/65536 228256/3670016 ( 6.2%)
  102. hdr faces 0/65536 0/3670016 ( 0.0%)
  103. origfaces 852/65536 47712/3670016 ( 1.3%)
  104. leaves 1737/65536 55584/2097152 ( 2.7%)
  105. leaffaces 4967/65536 9934/131072 ( 7.6%)
  106. leafbrushes 1230/65536 2460/131072 ( 1.9%)
  107. areas 3/256 24/2048 ( 1.2%)
  108. surfedges 23650/512000 94600/2048000 ( 4.6%)
  109. edges 12456/256000 49824/1024000 ( 4.9%)
  110. LDR worldlights 7/8192 616/720896 ( 0.1%)
  111. HDR worldlights 0/8192 0/720896 ( 0.0%)
  112. leafwaterdata 1/32768 12/393216 ( 0.0%)
  113. waterstrips 668/32768 6680/327680 ( 2.0%)
  114. waterverts 0/65536 0/786432 ( 0.0%)
  115. waterindices 9543/65536 19086/131072 (14.6%)
  116. cubemapsamples 3/1024 48/16384 ( 0.3%)
  117. overlays 15/512 5280/180224 ( 2.9%)
  118. LDR lightdata [variable] 14692052/0 ( 0.0%)
  119. HDR lightdata [variable] 0/0 ( 0.0%)
  120. visdata [variable] 175854/16777216 ( 1.0%)
  121. entdata [variable] 27118/393216 ( 6.9%)
  122. LDR ambient table 1737/65536 6948/262144 ( 2.7%)
  123. HDR ambient table 1737/65536 6948/262144 ( 2.7%)
  124. LDR leaf ambient 3268/65536 91504/1835008 ( 5.0%)
  125. HDR leaf ambient 1737/65536 48636/1835008 ( 2.7%)
  126. occluders 0/0 0/0 ( 0.0%)
  127. occluder polygons 0/0 0/0 ( 0.0%)
  128. occluder vert ind 0/0 0/0 ( 0.0%)
  129. detail props [variable] 1/668404 ( 0.0%)
  130. dtl prp lght [variable] 1/97074 ( 0.0%)
  131. HDR dtl prp lght [variable] 1/4 (25.0%)
  132. static props [variable] 1/6454 ( 0.0%)
  133. pakfile [variable] 196202/0 ( 0.0%)
  134. physics [variable] 7224792/4194304 (172.3%) VERY FULL!
  135. physics terrain [variable] 0/1048576 ( 0.0%)
  136.  
  137. Level flags = 1
  138.  
  139. Total triangle count: 11921
  140. Writing h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
  141. 2 minutes, 58 seconds elapsed
  142.  
  143.  
  144.  
  145. materialPath: H:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
  146. Loading H:\SteamLibrary\steamapps\common\Team Fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.vmf
  147. Patching WVT material: maps/dusktilldawn_kawaiiheavy_1g/brick/blendtestwall003_watergate_wvt_patch
  148. Patching WVT material: maps/dusktilldawn_kawaiiheavy_1g/egypt/sand_grass_blend_02_wvt_patch
  149. fixing up env_cubemap materials on brush sides...
  150. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  151. Building Faces...done (0)
  152. FixTjuncs...
  153. PruneNodes...
  154. WriteBSP...
  155. done (1)
  156. writing H:\SteamLibrary\steamapps\common\Team Fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.prt...Building visibility clusters...
  157. done (0)
  158. *** Error: Skybox vtf files for skybox/sky_wildfire_01 weren't compiled with the same size texture and/or same flags!
  159. Can't load skybox file skybox/sky_wildfire_01 to build the default cubemap!
  160. *** Error: Skybox vtf files for skybox/sky_wildfire_01 weren't compiled with the same size texture and/or same flags!
  161. Can't load skybox file skybox/sky_wildfire_01 to build the default cubemap!
  162. Finding displacement neighbors...
  163. Found a displacement edge abutting multiple other edges.
  164. Finding lightmap sample positions...
  165. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  166. Overlay touching too many faces (touching 192, max 64)
  167. Overlay overlays/birch_groundleaves_1_pile at -419.0 -170.0 211.5
  168.  
  169.  
  170. 8 threads
  171. reading h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
  172. reading h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.prt
  173. 872 portalclusters
  174. 2802 numportals
  175. 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%)
  176. Total clusters visible: 266868
  177. Average clusters visible: 306
  178. Building PAS...
  179. Average clusters audible: 853
  180. visdatasize:175854 compressed from 195328
  181. writing h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
  182. 1 minute, 42 seconds elapsed
  183.  
  184.  
  185.  
  186. [Reading texlights from 'lights.rad']
  187. [56 texlights parsed from 'lights.rad']
  188.  
  189. Loading h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
  190. 4076 faces
  191. 10 degenerate faces
  192. 597409 square feet [86026944.00 square inches]
  193. 145 Displacements
  194. 132907 Square Feet [19138744.00 Square Inches]
  195. 4066 patches before subdivision
  196. zero area child patch
  197. 159660 patches after subdivision
  198. 8 direct lights
  199. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 17361781, max 860
  200. transfer lists: 132.5 megs
  201. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(31417, 3226, 997)
  202. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(11583, 413, 92)
  203. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1947, 18, 2)
  204. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(580, 1, 0)
  205. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(125, 0, 0)
  206. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(33, 0, 0)
  207. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(8, 0, 0)
  208. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(2, 0, 0)
  209. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(1, 0, 0)
  210. Build Patch/Sample Hash Table(s).....Done<0.0330 sec>
  211. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  212. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  213. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  214. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  215. Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
  216. Ready to Finish
  217.  
  218. Object names Objects/Maxobjs Memory / Maxmem Fullness
  219. ------------ --------------- --------------- --------
  220. models 2/1024 96/49152 ( 0.2%)
  221. brushes 159/8192 1908/98304 ( 1.9%)
  222. brushsides 1380/65536 11040/524288 ( 2.1%)
  223. planes 1502/65536 30040/1310720 ( 2.3%)
  224. vertexes 6328/65536 75936/786432 ( 9.7%)
  225. nodes 1734/65536 55488/2097152 ( 2.6%)
  226. texinfos 249/12288 17928/884736 ( 2.0%)
  227. texdata 24/2048 768/65536 ( 1.2%)
  228. dispinfos 145/0 25520/0 ( 0.0%)
  229. disp_verts 36241/0 724820/0 ( 0.0%)
  230. disp_tris 63872/0 127744/0 ( 0.0%)
  231. disp_lmsamples 1982078/0 1982078/0 ( 0.0%)
  232. faces 4076/65536 228256/3670016 ( 6.2%)
  233. hdr faces 0/65536 0/3670016 ( 0.0%)
  234. origfaces 852/65536 47712/3670016 ( 1.3%)
  235. leaves 1737/65536 55584/2097152 ( 2.7%)
  236. leaffaces 4967/65536 9934/131072 ( 7.6%)
  237. leafbrushes 1230/65536 2460/131072 ( 1.9%)
  238. areas 3/256 24/2048 ( 1.2%)
  239. surfedges 23650/512000 94600/2048000 ( 4.6%)
  240. edges 12456/256000 49824/1024000 ( 4.9%)
  241. LDR worldlights 7/8192 616/720896 ( 0.1%)
  242. HDR worldlights 0/8192 0/720896 ( 0.0%)
  243. leafwaterdata 1/32768 12/393216 ( 0.0%)
  244. waterstrips 668/32768 6680/327680 ( 2.0%)
  245. waterverts 0/65536 0/786432 ( 0.0%)
  246. waterindices 9543/65536 19086/131072 (14.6%)
  247. cubemapsamples 3/1024 48/16384 ( 0.3%)
  248. overlays 15/512 5280/180224 ( 2.9%)
  249. LDR lightdata [variable] 14692052/0 ( 0.0%)
  250. HDR lightdata [variable] 0/0 ( 0.0%)
  251. visdata [variable] 175854/16777216 ( 1.0%)
  252. entdata [variable] 27118/393216 ( 6.9%)
  253. LDR ambient table 1737/65536 6948/262144 ( 2.7%)
  254. HDR ambient table 1737/65536 6948/262144 ( 2.7%)
  255. LDR leaf ambient 3267/65536 91476/1835008 ( 5.0%)
  256. HDR leaf ambient 1737/65536 48636/1835008 ( 2.7%)
  257. occluders 0/0 0/0 ( 0.0%)
  258. occluder polygons 0/0 0/0 ( 0.0%)
  259. occluder vert ind 0/0 0/0 ( 0.0%)
  260. detail props [variable] 1/668404 ( 0.0%)
  261. dtl prp lght [variable] 1/97074 ( 0.0%)
  262. HDR dtl prp lght [variable] 1/4 (25.0%)
  263. static props [variable] 1/6454 ( 0.0%)
  264. pakfile [variable] 196202/0 ( 0.0%)
  265. physics [variable] 7224792/4194304 (172.3%) VERY FULL!
  266. physics terrain [variable] 0/1048576 ( 0.0%)
  267.  
  268. Level flags = 1
  269.  
  270. Total triangle count: 11921
  271. Writing h:\steamlibrary\steamapps\common\team fortress 2\map_creation\contest dusktilldaw\dusktilldawn_kawaiiheavy_1g.bsp
  272. 2 minutes, 59 seconds elapsed
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