Thu, 22 Sep 2016 17:57:21 -0600
- Add cubemap in vent
- Clean up VisGroups
- Increment TTT text version
================== 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" Can't find surfaceprop stone for material STONE/INFBASEA, using default 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 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 1850 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 (1) 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 (2) (2092147 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 11287 texinfos to 4998 Reduced 861 texdatas to 706 (44643 bytes to 37415) Writing E:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp 24 seconds elapsed ================== VVIS ================== 6 threads reading e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp reading e:\mapsrc\sync\2015\foreguard\ttt_canvas.prt 1933 portalclusters 4923 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1218 visible clusters (0.44%) Total clusters visible: 277293 Average clusters visible: 143 Building PAS... Average clusters audible: 436 visdatasize:321111 compressed from 958768 writing e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp 30 seconds elapsed