ttt_canvas.log

Tue, 14 Mar 2017 08:48:03 -0600

author
Glitchvid <Glitchvid@glitchvid.com>
date
Tue, 14 Mar 2017 08:48:03 -0600
branch
wip
changeset 187
0f20c41ff6b4
parent 186
beb7e65ea538
child 188
ecd2748f361d
permissions
-rw-r--r--

- Add breakable glass with explosions
- Add static detail prop fading

================== VBSP ==================



materialPath: H:\Games\steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials
Loading E:\mapsrc\sync\2015\foreguard\ttt_canvas.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"materials/glitchvid/water/waterfall_running1.vtf": cached version doesn't exist
Error in .VMT file: error parsing vector element "$envmaptint" in "$envmaptint"
Can't find surfaceprop stone for material STONE/INFBASEA, using default
Could not locate 'GameData' key in h:\games\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt
Patching WVT material: maps/ttt_canvas/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
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)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 1630 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\mapsrc\sync\2015\foreguard\ttt_canvas.prt...Building visibility clusters...
done (0)
WARNING: node without a volume
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/train_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/train_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (2140533 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 13566 texinfos to 6403
Reduced 1260 texdatas to 1059 (70487 bytes to 60608)
Writing E:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp
11 seconds elapsed

================== VVIS ==================




12 threads
reading e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp
reading e:\mapsrc\sync\2015\foreguard\ttt_canvas.prt
1814 portalclusters
4537 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1384 visible clusters (0.49%)
Total clusters visible: 284877
Average clusters visible: 157
Building PAS...
Average clusters audible: 478
visdatasize:338632  compressed from 841696
writing e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp
6 seconds elapsed

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