Wed, 15 Jul 2015 02:28:50 -0600
Initial
================== VBSP ================== materialPath: H:\Games\steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials Loading E:\mapsrc\foreguard\ttt_foreguard.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" Can't find surfaceprop panel for material METAL/PRODVENTA, using default 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 fixing up env_cubemap materials on brush sides... env_cubemap pointing at deleted brushside near (-1808, -1984, 432) env_cubemap pointing at deleted brushside near (-1808, -1984, 432) env_cubemap pointing at deleted brushside near (-1808, -1984, 432) env_cubemap pointing at deleted brushside near (-1520, -2272, 432) env_cubemap pointing at deleted brushside near (-1520, -2272, 432) env_cubemap pointing at deleted brushside near (-1520, -2272, 432) 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 1476 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (3) writing E:\mapsrc\foreguard\ttt_foreguard.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) (1911434 bytes) Error! prop_static using model "models/props/cs_office/file_cabinet1_group.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/file_cabinet1_group.mdl"! Error! prop_static using model "models/props/cs_office/file_cabinet3.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/file_cabinet3.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 13367 texinfos to 6333 Reduced 919 texdatas to 777 (52480 bytes to 45824) Writing E:\mapsrc\foreguard\ttt_foreguard.bsp 19 seconds elapsed ================== VVIS ================== 6 threads reading e:\mapsrc\foreguard\ttt_foreguard.bsp reading e:\mapsrc\foreguard\ttt_foreguard.prt 1973 portalclusters 5431 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1760 visible clusters (0.52%) Total clusters visible: 337499 Average clusters visible: 171 Building PAS... Average clusters audible: 614 visdatasize:394911 compressed from 978608 writing e:\mapsrc\foreguard\ttt_foreguard.bsp 34 seconds elapsed ================== VRAD ================== [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] [Reading texlights from 'H:\Games\steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\sample.rad'] [3 texlights parsed from 'H:\Games\steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\sample.rad'] Loading e:\mapsrc\foreguard\ttt_foreguard.bsp Loaded alpha texture materials\models\props_foliage\vines01.vtf Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf 19633 faces 11 degenerate faces 867410 square feet [124907072.00 square inches] 4 Displacements 1325 Square Feet [190925.80 Square Inches] 19622 patches before subdivision zero area child patch 352654 patches after subdivision 2661 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 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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<0.1289 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 2166 of 2166 (100% 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 39/1024 1872/49152 ( 3.8%) brushes 5958/8192 71496/98304 (72.7%) brushsides 53753/65536 430024/524288 (82.0%) VERY FULL! planes 35326/65536 706520/1310720 (53.9%) vertexes 33857/65536 406284/786432 (51.7%) nodes 5037/65536 161184/2097152 ( 7.7%) texinfos 6333/12288 455976/884736 (51.5%) texdata 777/2048 24864/65536 (37.9%) dispinfos 4/0 704/0 ( 0.0%) disp_verts 156/0 3120/0 ( 0.0%) disp_tris 224/0 448/0 ( 0.0%) disp_lmsamples 3884/0 3884/0 ( 0.0%) faces 19633/65536 1099448/3670016 (30.0%) hdr faces 19633/65536 1099448/3670016 (30.0%) origfaces 12784/65536 715904/3670016 (19.5%) leaves 5077/65536 162464/2097152 ( 7.7%) leaffaces 26505/65536 53010/131072 (40.4%) leafbrushes 11550/65536 23100/131072 (17.6%) areas 11/256 88/2048 ( 4.3%) surfedges 146763/512000 587052/2048000 (28.7%) edges 90583/256000 362332/1024000 (35.4%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 2661/8192 234168/720896 (32.5%) leafwaterdata 4/32768 48/393216 ( 0.0%) waterstrips 2856/32768 28560/327680 ( 8.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 60777/65536 121554/131072 (92.7%) VERY FULL! cubemapsamples 68/1024 1088/16384 ( 6.6%) overlays 34/512 11968/180224 ( 6.6%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 26745812/0 ( 0.0%) visdata [variable] 394911/16777216 ( 2.4%) entdata [variable] 321273/393216 (81.7%) VERY FULL! LDR ambient table 5077/65536 20308/262144 ( 7.7%) HDR ambient table 5077/65536 20308/262144 ( 7.7%) LDR leaf ambient 5077/65536 142156/1835008 ( 7.7%) HDR leaf ambient 22020/65536 616560/1835008 (33.6%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/39152 ( 0.0%) pakfile [variable] 7908416/0 ( 0.0%) physics [variable] 1911434/4194304 (45.6%) physics terrain [variable] 550/1048576 ( 0.1%) Level flags = 2 Total triangle count: 56493 Writing e:\mapsrc\foreguard\ttt_foreguard.bsp 27 minutes, 19 seconds elapsed materialPath: H:\Games\steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials Loading E:\mapsrc\\foreguard\ttt_foreguard.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 "$envmaptint" Can't find surfaceprop panel for material METAL/PRODVENTA, using default Error in .VMT file: error parsing vector element "$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 fixing up env_cubemap materials on brush sides... env_cubemap pointing at deleted brushside near (-1808, -1984, 432) env_cubemap pointing at deleted brushside near (-1808, -1984, 432) env_cubemap pointing at deleted brushside near (-1808, -1984, 432) env_cubemap pointing at deleted brushside near (-1520, -2272, 432) env_cubemap pointing at deleted brushside near (-1520, -2272, 432) env_cubemap pointing at deleted brushside near (-1520, -2272, 432) 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 1476 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (3) writing E:\mapsrc\\foreguard\ttt_foreguard.prt...Building visibility clusters... done (0) 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) (1911434 bytes) Error! prop_static using model "models/props/cs_office/file_cabinet1_group.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/file_cabinet1_group.mdl"! Error! prop_static using model "models/props/cs_office/file_cabinet3.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/file_cabinet3.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 13368 texinfos to 6334 Reduced 919 texdatas to 777 (52479 bytes to 45823) Writing E:\mapsrc\\foreguard\ttt_foreguard.bsp 19 seconds elapsed