Sun, 24 Jul 2016 09:37:26 -0600
- Increase lightmap res near lights
- Change door in T-room path
- Add Damageowner to T-room hallway doors
================== 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 Error in .VMT file: error parsing vector element "$envmaptint" in "$envmaptint" Error in .VMT file: error parsing vector element "$envmaptint" in "$envmaptint" Error in .VMT file: error parsing vector element "$envmaptint" in "$envmaptint" "materials/glitchvid/water/waterfall_running1.vtf": cached version doesn't exist Error in .VMT file: error parsing vector element "$envmaptint" in "$envmaptint" Error in .VMT file: error parsing vector element "$envmaptint" in "$envmaptint" Error in .VMT file: error parsing vector element "$envmaptint" in "$envmaptint" Can't find surfaceprop stone for material STONE/INFBASEA, using default Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_D, 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 (0) Find Visible Detail Sides... Merged 1710 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) writing E:\mapsrc\sync\2015\foreguard\ttt_canvas.prt...Building visibility clusters... done (0) 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 (1) (1970891 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 11279 texinfos to 4503 Reduced 884 texdatas to 722 (45816 bytes to 38353) Writing E:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp 26 seconds elapsed ================== VVIS ================== 6 threads reading e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp reading e:\mapsrc\sync\2015\foreguard\ttt_canvas.prt 1876 portalclusters 4950 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1285 visible clusters (0.46%) Total clusters visible: 278315 Average clusters visible: 148 Building PAS... Average clusters audible: 517 visdatasize:354118 compressed from 900480 writing e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp 42 seconds elapsed