Mon, 13 Feb 2017 01:39:11 -0700
- Incorporate new light fixture model
Replace brush-based slit lights with barlight
Add barlight to largeoffice
Add barlight to lowerhall
Replace circular droplight with barlight in auditorium
- Move and add cubemaps to T-Hall
- Add vent model in roundoffice
- Add motion detector model in roundoffice
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2 | ================== VVIS ================== |
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7 | 12 threads |
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8 | reading e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp |
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9 | reading e:\mapsrc\sync\2015\foreguard\ttt_canvas.prt |
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10 | 1781 portalclusters |
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11 | 4456 numportals |
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12 | 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1432 visible clusters (0.52%) |
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13 | Total clusters visible: 276872 |
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14 | Average clusters visible: 155 |
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15 | Building PAS... |
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16 | Average clusters audible: 468 |
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17 | visdatasize:325989 compressed from 797888 |
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18 | writing e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp |
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19 | 5 seconds elapsed |
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20 | |
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21 | ================== VRAD ================== |
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22 | |
162 | 23 | |
24 | ||
25 | ||
26 | [Reading texlights from 'lights.rad'] | |
27 | [48 texlights parsed from 'lights.rad'] | |
28 | ||
29 | [Reading texlights from 'E:\mapsrc\sync\2015\foreguard\foreguard.rad'] | |
30 | [3 texlights parsed from 'E:\mapsrc\sync\2015\foreguard\foreguard.rad'] | |
31 | ||
32 | Loading e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp | |
33 | Loaded alpha texture materials\models\props\de_inferno\bushgreen.vtf | |
34 | Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf | |
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35 | 19959 faces |
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36 | 8 degenerate faces |
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37 | 1261460 square feet [181650256.00 square inches] |
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38 | 3 Displacements |
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39 | 1069 Square Feet [154061.73 Square Inches] |
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40 | 19951 patches before subdivision |
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41 | 403619 patches after subdivision |
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42 | 4569 direct lights |
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43 | 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 64334754, max 1507 |
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44 | transfer lists: 490.8 megs |
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45 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(-1, -1, -1) |
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114 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #70 added RGB(-1, -1, -1) |
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115 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #71 added RGB(-1, -1, -1) |
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123 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #79 added RGB(-1, -1, -1) |
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124 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #80 added RGB(-1, -1, -1) |
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125 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #81 added RGB(-1, -1, -1) |
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126 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #82 added RGB(-1, -1, -1) |
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127 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #83 added RGB(-1, -1, -1) |
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128 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #84 added RGB(-1, -1, -1) |
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129 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #85 added RGB(-1, -1, -1) |
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130 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #86 added RGB(-1, -1, -1) |
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131 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #87 added RGB(-1, -1, -1) |
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132 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #88 added RGB(-1, -1, -1) |
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133 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #89 added RGB(-1, -1, -1) |
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134 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #90 added RGB(-1, -1, -1) |
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135 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #91 added RGB(-1, -1, -1) |
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136 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #92 added RGB(-1, -1, -1) |
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137 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #93 added RGB(-1, -1, -1) |
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138 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #94 added RGB(-1, -1, -1) |
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139 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #95 added RGB(-1, -1, -1) |
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140 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #96 added RGB(-1, -1, -1) |
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141 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #97 added RGB(-1, -1, -1) |
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142 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #98 added RGB(-1, -1, -1) |
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143 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #99 added RGB(-1, -1, -1) |
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144 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #100 added RGB(-1, -1, -1) |
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145 | Build Patch/Sample Hash Table(s).....Done<0.0677 sec> |
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146 | 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done |
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147 | 3731 of 3733 (99% of) surface lights went in leaf ambient cubes. |
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148 | 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done |
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149 | Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10 |
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150 | Ready to Finish |
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151 | |
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152 | Object names Objects/Maxobjs Memory / Maxmem Fullness |
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153 | ------------ --------------- --------------- -------- |
173
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154 | models 127/1024 6096/49152 (12.4%) |
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155 | brushes 6664/8192 79968/98304 (81.3%) VERY FULL! |
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156 | brushsides 57746/65536 461968/524288 (88.1%) VERY FULL! |
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157 | planes 36516/65536 730320/1310720 (55.7%) |
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158 | vertexes 32941/65536 395292/786432 (50.3%) |
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159 | nodes 5356/65536 171392/2097152 ( 8.2%) |
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160 | texinfos 6243/12288 449496/884736 (50.8%) |
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161 | texdata 1021/2048 32672/65536 (49.9%) |
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162 | dispinfos 3/0 528/0 ( 0.0%) |
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163 | disp_verts 131/0 2620/0 ( 0.0%) |
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164 | disp_tris 192/0 384/0 ( 0.0%) |
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165 | disp_lmsamples 3084/0 3084/0 ( 0.0%) |
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166 | faces 19959/65536 1117704/3670016 (30.5%) |
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167 | hdr faces 19959/65536 1117704/3670016 (30.5%) |
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168 | origfaces 12889/65536 721784/3670016 (19.7%) |
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169 | leaves 5484/65536 175488/2097152 ( 8.4%) |
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170 | leaffaces 26355/65536 52710/131072 (40.2%) |
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171 | leafbrushes 13343/65536 26686/131072 (20.4%) |
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172 | areas 22/256 176/2048 ( 8.6%) |
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173 | surfedges 149716/512000 598864/2048000 (29.2%) |
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174 | edges 92673/256000 370692/1024000 (36.2%) |
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175 | LDR worldlights 0/8192 0/720896 ( 0.0%) |
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176 | HDR worldlights 4569/8192 402072/720896 (55.8%) |
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177 | leafwaterdata 2/32768 24/393216 ( 0.0%) |
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178 | waterstrips 2558/32768 25580/327680 ( 7.8%) |
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179 | waterverts 0/65536 0/786432 ( 0.0%) |
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180 | waterindices 48825/65536 97650/131072 (74.5%) |
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181 | cubemapsamples 115/1024 1840/16384 (11.2%) |
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182 | overlays 52/512 18304/180224 (10.2%) |
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183 | LDR lightdata [variable] 0/0 ( 0.0%) |
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184 | HDR lightdata [variable] 30666352/0 ( 0.0%) |
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185 | visdata [variable] 325989/16777216 ( 1.9%) |
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186 | entdata [variable] 658954/393216 (167.6%) VERY FULL! |
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187 | LDR ambient table 5484/65536 21936/262144 ( 8.4%) |
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188 | HDR ambient table 5484/65536 21936/262144 ( 8.4%) |
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189 | LDR leaf ambient 5484/65536 153552/1835008 ( 8.4%) |
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190 | HDR leaf ambient 17949/65536 502572/1835008 (27.4%) |
175 | 191 | occluders 8/0 320/0 ( 0.0%) |
192 | occluder polygons 61/0 732/0 ( 0.0%) | |
193 | occluder vert ind 274/0 1096/0 ( 0.0%) | |
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194 | detail props [variable] 1/12 ( 8.3%) |
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195 | static props [variable] 1/120588 ( 0.0%) |
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196 | pakfile [variable] 6570856/0 ( 0.0%) |
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197 | physics [variable] 2108127/4194304 (50.3%) |
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198 | physics terrain [variable] 469/1048576 ( 0.0%) |
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199 | |
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200 | Level flags = 2 |
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201 | |
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202 | Total triangle count: 58246 |
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203 | Writing e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp |
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204 | 22 minutes, 36 seconds elapsed |
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205 | |
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207 | |
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208 | materialPath: H:\Games\steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials |
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209 | Loading E:\mapsrc\sync\2015\foreguard\ttt_canvas.vmf |
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210 | ConVarRef mat_reduceparticles doesn't point to an existing ConVar |
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211 | "materials/glitchvid/water/waterfall_running1.vtf": cached version doesn't exist |
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212 | Error in .VMT file: error parsing vector element "$envmaptint" in "$envmaptint" |
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213 | Can't find surfaceprop stone for material STONE/INFBASEA, using default |
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214 | Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_D, using default |
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215 | Could not locate 'GameData' key in h:\games\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt |
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216 | Patching WVT material: maps/ttt_canvas/dev/dev_blendmeasure_wvt_patch |
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217 | fixing up env_cubemap materials on brush sides... |
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218 | Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... |
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219 | Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... |
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220 | Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... |
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221 | 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) |
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222 | Building Faces...done (0) |
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223 | Chop Details...done (1) |
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224 | Find Visible Detail Sides... |
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225 | Merged 1602 detail faces...done (1) |
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226 | Merging details...done (0) |
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227 | FixTjuncs... |
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228 | PruneNodes... |
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229 | WriteBSP... |
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230 | done (1) |
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231 | writing E:\mapsrc\sync\2015\foreguard\ttt_canvas.prt...Building visibility clusters... |
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232 | done (0) |
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233 | Finding displacement neighbors... |
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234 | Finding lightmap sample positions... |
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235 | Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 |
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236 | Building Physics collision data... |
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237 | done (1) (2109631 bytes) |