Tue, 17 Jul 2018 18:14:13 -0600
- Add bananas to visgroup
- Add black stripe to large office partition
- Replace carpet texture in large office
- Bump TTT Text version
================== VVIS ================== 12 threads reading e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp reading e:\mapsrc\sync\2015\foreguard\ttt_canvas.prt 1806 portalclusters 4579 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1367 visible clusters (0.48%) Total clusters visible: 281912 Average clusters visible: 156 Building PAS... Average clusters audible: 482 visdatasize:336649 compressed from 837984 writing e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp 7 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 Loaded alpha texture materials\models\props\de_inferno\largebushi.vtf Loaded alpha texture materials\models\props\de_inferno\largebushj.vtf Loaded alpha texture materials\models\props\de_inferno\largebushh.vtf Loaded alpha texture materials\models\props\de_inferno\largebushe.vtf Loaded alpha texture materials\models\props\de_inferno\largebushd.vtf Loaded alpha texture materials\models\props\de_inferno\lilypads.vtf 20479 faces 6 degenerate faces 1281182 square feet [184490320.00 square inches] 4 Displacements 1197 Square Feet [172495.31 Square Inches] 20473 patches before subdivision 412175 patches after subdivision 4714 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 65678840, max 1439 transfer lists: 501.1 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 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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<0.0750 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 3859 of 3861 (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 146/1024 7008/49152 (14.3%) brushes 6890/8192 82680/98304 (84.1%) VERY FULL! brushsides 59565/65536 476520/524288 (90.9%) VERY FULL! planes 37494/65536 749880/1310720 (57.2%) vertexes 33880/65536 406560/786432 (51.7%) nodes 5568/65536 178176/2097152 ( 8.5%) texinfos 6694/12288 481968/884736 (54.5%) texdata 1096/2048 35072/65536 (53.5%) dispinfos 4/0 704/0 ( 0.0%) disp_verts 212/0 4240/0 ( 0.0%) disp_tris 320/0 640/0 ( 0.0%) disp_lmsamples 3532/0 3532/0 ( 0.0%) faces 20479/65536 1146824/3670016 (31.2%) hdr faces 20479/65536 1146824/3670016 (31.2%) origfaces 13407/65536 750792/3670016 (20.5%) leaves 5715/65536 182880/2097152 ( 8.7%) leaffaces 27130/65536 54260/131072 (41.4%) leafbrushes 13823/65536 27646/131072 (21.1%) areas 23/256 184/2048 ( 9.0%) surfedges 154074/512000 616296/2048000 (30.1%) edges 95365/256000 381460/1024000 (37.3%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 4714/8192 414832/720896 (57.5%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 2563/32768 25630/327680 ( 7.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 48879/65536 97758/131072 (74.6%) cubemapsamples 119/1024 1904/16384 (11.6%) overlays 56/512 19712/180224 (10.9%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 31909928/0 ( 0.0%) visdata [variable] 336649/16777216 ( 2.0%) entdata [variable] 883575/393216 (224.7%) VERY FULL! LDR ambient table 5715/65536 22860/262144 ( 8.7%) HDR ambient table 5715/65536 22860/262144 ( 8.7%) LDR leaf ambient 5715/65536 160020/1835008 ( 8.7%) HDR leaf ambient 18090/65536 506520/1835008 (27.6%) occluders 7/0 280/0 ( 0.0%) occluder polygons 52/0 624/0 ( 0.0%) occluder vert ind 228/0 912/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/122776 ( 0.0%) pakfile [variable] 7689280/0 ( 0.0%) physics [variable] 2200304/4194304 (52.5%) physics terrain [variable] 774/1048576 ( 0.1%) Level flags = 2 Total triangle count: 59499 Writing e:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp 25 minutes, 51 seconds elapsed 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... env_cubemap pointing at deleted brushside near (-1920, 768, 640) env_cubemap pointing at deleted brushside near (-1920, 768, 640) env_cubemap pointing at deleted brushside near (-1920, 768, 640) env_cubemap pointing at deleted brushside near (-1920, 768, 640) env_cubemap pointing at deleted brushside near (-1920, 768, 640) 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 1636 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 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) (2204168 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 14240 texinfos to 6706 Reduced 1308 texdatas to 1104 (73349 bytes to 63244) Writing E:\mapsrc\sync\2015\foreguard\ttt_canvas.bsp 15 seconds elapsed