Tue, 14 Mar 2017 08:17:42 -0600
- Make glass destroyable with explosives
- Add bird thud sound variety
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1 | ================== VBSP ================== |
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2 | |
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3 | |
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4 | |
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5 | materialPath: H:\Games\steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials |
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6 | Loading E:\mapsrc\sync\2015\foreguard\ttt_canvas.vmf |
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7 | ConVarRef mat_reduceparticles doesn't point to an existing ConVar |
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8 | "materials/glitchvid/water/waterfall_running1.vtf": cached version doesn't exist |
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9 | Error in .VMT file: error parsing vector element "$envmaptint" in "$envmaptint" |
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10 | Can't find surfaceprop stone for material STONE/INFBASEA, using default |
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11 | Could not locate 'GameData' key in h:\games\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt |
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12 | Patching WVT material: maps/ttt_canvas/dev/dev_blendmeasure_wvt_patch |
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13 | fixing up env_cubemap materials on brush sides... |
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14 | Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... |
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15 | Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... |
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16 | Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... |
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17 | 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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18 | Building Faces...done (0) |
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19 | Chop Details...done (0) |
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20 | Find Visible Detail Sides... |
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21 | Merged 1630 detail faces...done (0) |
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22 | Merging details...done (1) |
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23 | FixTjuncs... |
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24 | PruneNodes... |
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25 | WriteBSP... |
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26 | done (1) |
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27 | writing E:\mapsrc\sync\2015\foreguard\ttt_canvas.prt...Building visibility clusters... |
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28 | done (0) |
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29 | WARNING: node without a volume |
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30 | Creating default LDR cubemaps for env_cubemap using skybox materials: |
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31 | skybox/train_hdr*.vmt |
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32 | ! Run buildcubemaps in the engine to get the correct cube maps. |
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33 | Creating default HDR cubemaps for env_cubemap using skybox materials: |
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34 | skybox/train_hdr*.vmt |
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35 | ! Run buildcubemaps in the engine to get the correct cube maps. |
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36 | Finding displacement neighbors... |
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37 | Finding lightmap sample positions... |
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38 | Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 |
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39 | Building Physics collision data... |
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40 | done (1) (2140533 bytes) |
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41 | Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 |
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42 | Compacting texture/material tables... |
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43 | Reduced 13575 texinfos to 6403 |
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44 | Reduced 1260 texdatas to 1059 (70487 bytes to 60608) |
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45 | Writing E:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp |
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46 | 12 seconds elapsed |
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47 | |
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48 | ================== VVIS ================== |
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49 | |
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50 | |
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51 | |
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52 | |
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53 | 12 threads |
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54 | reading e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp |
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55 | reading e:\mapsrc\sync\2015\foreguard\ttt_canvas.prt |
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56 | 1814 portalclusters |
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57 | 4537 numportals |
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58 | 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1386 visible clusters (0.49%) |
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59 | Total clusters visible: 284865 |
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60 | Average clusters visible: 157 |
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61 | Building PAS... |
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62 | Average clusters audible: 478 |
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63 | visdatasize:338632 compressed from 841696 |
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64 | writing e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp |
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65 | 7 seconds elapsed |