Fri, 24 Feb 2017 17:42:44 -0700
- Replace roundoffice glass material with new one
- Replace stairplatform glass windows with new mat
- Replace materials on lobby water fixture
- Add experimental stairs in void
- Add wall curve and lights in lobby hallway
================== VVIS ================== 12 threads reading e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp reading e:\mapsrc\sync\2015\foreguard\ttt_canvas.prt 1799 portalclusters 4497 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1394 visible clusters (0.50%) Total clusters visible: 280416 Average clusters visible: 155 Building PAS... Average clusters audible: 471 visdatasize:330771 compressed from 834736 writing e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp 5 seconds elapsed ================== VRAD ================== [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] [Reading texlights from 'E:\mapsrc\sync\2015\foreguard\foreguard.rad'] [3 texlights parsed from 'E:\mapsrc\sync\2015\foreguard\foreguard.rad'] Loading e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp Loaded alpha texture materials\models\props\de_inferno\bushgreen.vtf Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf 20189 faces 8 degenerate faces 1262081 square feet [181739664.00 square inches] 3 Displacements 1069 Square Feet [154061.73 Square Inches] 20181 patches before subdivision 407127 patches after subdivision 4581 direct lights 0...1...2...3...4 warning - face vectors parallel to face normal. bad lighting will be produced no samples 8317 warning - face vectors parallel to face normal. bad lighting will be produced no samples 8320 warning - face vectors parallel to face normal. bad lighting will be produced no samples 8322 ...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 65238185, max 1509 transfer lists: 497.7 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(-1, -1, -1) 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0...1...2...3...4...5...6...7...8...9...10 Bounce #89 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #90 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #91 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #92 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #93 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #94 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #95 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #96 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #97 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #98 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #99 added RGB(-1, -1, -1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #100 added RGB(-1, -1, -1) Build Patch/Sample Hash Table(s).....Done<0.0898 sec> 0...1...2...3...4 warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced SampleRadial: Punting, Waiting for fix warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced ...5...6...7...8...9...10FinalLightFace Done 3731 of 3733 (99% 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 127/1024 6096/49152 (12.4%) brushes 6765/8192 81180/98304 (82.6%) VERY FULL! brushsides 58630/65536 469040/524288 (89.5%) VERY FULL! planes 36934/65536 738680/1310720 (56.4%) vertexes 33327/65536 399924/786432 (50.9%) nodes 5391/65536 172512/2097152 ( 8.2%) texinfos 6347/12288 456984/884736 (51.7%) texdata 1042/2048 33344/65536 (50.9%) dispinfos 3/0 528/0 ( 0.0%) disp_verts 131/0 2620/0 ( 0.0%) disp_tris 192/0 384/0 ( 0.0%) disp_lmsamples 3084/0 3084/0 ( 0.0%) faces 20189/65536 1130584/3670016 (30.8%) hdr faces 20189/65536 1130584/3670016 (30.8%) origfaces 13067/65536 731752/3670016 (19.9%) leaves 5519/65536 176608/2097152 ( 8.4%) leaffaces 26689/65536 53378/131072 (40.7%) leafbrushes 13514/65536 27028/131072 (20.6%) areas 22/256 176/2048 ( 8.6%) surfedges 151458/512000 605832/2048000 (29.6%) edges 93803/256000 375212/1024000 (36.6%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 4581/8192 403128/720896 (55.9%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 2573/32768 25730/327680 ( 7.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 49077/65536 98154/131072 (74.9%) cubemapsamples 117/1024 1872/16384 (11.4%) overlays 52/512 18304/180224 (10.2%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 30961144/0 ( 0.0%) visdata [variable] 330771/16777216 ( 2.0%) entdata [variable] 664748/393216 (169.1%) VERY FULL! LDR ambient table 5519/65536 22076/262144 ( 8.4%) HDR ambient table 5519/65536 22076/262144 ( 8.4%) LDR leaf ambient 5519/65536 154532/1835008 ( 8.4%) HDR leaf ambient 18151/65536 508228/1835008 (27.7%) occluders 8/0 320/0 ( 0.0%) occluder polygons 61/0 732/0 ( 0.0%) occluder vert ind 274/0 1096/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/122392 ( 0.0%) pakfile [variable] 6670120/0 ( 0.0%) physics [variable] 2141966/4194304 (51.1%) physics terrain [variable] 469/1048576 ( 0.0%) Level flags = 2 Total triangle count: 58812 Writing e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp 24 minutes, 6 seconds elapsed