fb_01.log

Sun, 23 Apr 2017 00:53:49 -0600

author
Glitchvid <Glitchvid@glitchvid.com>
date
Sun, 23 Apr 2017 00:53:49 -0600
changeset 10
555f868fe233
parent 9
c798a8961e6e
child 11
0af3b402abb4
permissions
-rw-r--r--

- Various names fixes

8
93f23f716c55 - Change zombiechase to use ai goal system instead of AI, hopes, and dreams
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parents: 7
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1 ================== VBSP ==================
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2
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3
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4
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5 materialPath: H:\Games\steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials
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6 Loading E:\mapsrc\sync\2016\fourbeasts\fb_01.vmf
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7 ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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8 "materials/glitchvid/water/waterfall_running1.vtf": cached version doesn't exist
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9 Could not locate 'GameData' key in h:\games\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt
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10 Patching WVT material: maps/fb_01/concrete/blendconcretedebris001a_wvt_patch
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11 Patching WVT material: maps/fb_01/dev/dev_blendmeasure_wvt_patch
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12 fixing up env_cubemap materials on brush sides...
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13 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
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14 Building Faces...done (0)
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15 Chop Details...done (0)
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16 Find Visible Detail Sides...
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17 Merged 178 detail faces...done (0)
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18 Merging details...done (0)
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19 FixTjuncs...
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20 PruneNodes...
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21 WriteBSP...
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22 done (0)
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23 writing E:\mapsrc\sync\2016\fourbeasts\fb_01.prt...Building visibility clusters...
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24 done (0)
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25 Creating default LDR cubemaps for env_cubemap using skybox materials:
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parents: 7
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26 skybox/sky_day01_08*.vmt
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27 ! Run buildcubemaps in the engine to get the correct cube maps.
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28 Creating default HDR cubemaps for env_cubemap using skybox materials:
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29 skybox/sky_day01_08*.vmt
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30 ! Run buildcubemaps in the engine to get the correct cube maps.
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31 Finding displacement neighbors...
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32 Finding lightmap sample positions...
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33 Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
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34 Building Physics collision data...
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35 done (0) (340570 bytes)
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36 Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
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37 Water found with no water_lod_control entity, creating a default one.
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38 Compacting texture/material tables...
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39 Reduced 2094 texinfos to 1010
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parents: 7
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40 Reduced 142 texdatas to 115 (4412 bytes to 3408)
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parents: 7
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41 Writing E:\mapsrc\sync\2016\fourbeasts\fb_01.bsp
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42 1 second elapsed
0
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43
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44 ================== VVIS ==================
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45
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46
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47
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48
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49 12 threads
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50 reading e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp
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51 reading e:\mapsrc\sync\2016\fourbeasts\fb_01.prt
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52 323 portalclusters
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53 782 numportals
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54 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 129 visible clusters (0.38%)
8
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55 Total clusters visible: 34399
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56 Average clusters visible: 106
0
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57 Building PAS...
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58 Average clusters audible: 200
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59 visdatasize:22205 compressed from 31008
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60 writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp
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61 0 seconds elapsed
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62
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63 ================== VRAD ==================
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64
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66
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67
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68 [Reading texlights from 'lights.rad']
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69 [48 texlights parsed from 'lights.rad']
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70
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71 [Reading texlights from 'E:\mapsrc\sync\2015\foreguard\foreguard.rad']
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72 [3 texlights parsed from 'E:\mapsrc\sync\2015\foreguard\foreguard.rad']
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73
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74 Loading e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp
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75 Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf
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76 Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_branches.vtf
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77 Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves.vtf
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78 Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves2.vtf
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79 2716 faces
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80 5 degenerate faces
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81 173512 square feet [24985784.00 square inches]
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82 6 Displacements
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Glitchvid <Glitchvid@glitchvid.com>
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83 3869 Square Feet [557252.25 Square Inches]
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84 2711 patches before subdivision
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85 zero area child patch
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86 zero area child patch
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87 49273 patches after subdivision
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88 68 direct lights
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89 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6131949, max 676
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90 transfer lists: 46.8 megs
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91 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(18870, 16329, 10483)
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92 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3928, 3237, 1903)
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93 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(630, 489, 256)
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94 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(123, 90, 44)
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95 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(23, 16, 7)
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96 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(5, 3, 1)
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97 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 1, 0)
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98 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(0, 0, 0)
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99 Build Patch/Sample Hash Table(s).....Done<0.0073 sec>
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100 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
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101 0 of 0 (0% of) surface lights went in leaf ambient cubes.
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102 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
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103 Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
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104 Ready to Finish
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105
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106 Object names Objects/Maxobjs Memory / Maxmem Fullness
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107 ------------ --------------- --------------- --------
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108 models 34/1024 1632/49152 ( 3.3%)
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109 brushes 1034/8192 12408/98304 (12.6%)
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110 brushsides 9339/65536 74712/524288 (14.3%)
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111 planes 6310/65536 126200/1310720 ( 9.6%)
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112 vertexes 4103/65536 49236/786432 ( 6.3%)
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113 nodes 1181/65536 37792/2097152 ( 1.8%)
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114 texinfos 1010/12288 72720/884736 ( 8.2%)
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115 texdata 115/2048 3680/65536 ( 5.6%)
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116 dispinfos 6/0 1056/0 ( 0.0%)
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117 disp_verts 486/0 9720/0 ( 0.0%)
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118 disp_tris 768/0 1536/0 ( 0.0%)
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119 disp_lmsamples 11920/0 11920/0 ( 0.0%)
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120 faces 2716/65536 152096/3670016 ( 4.1%)
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121 hdr faces 2716/65536 152096/3670016 ( 4.1%)
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122 origfaces 1796/65536 100576/3670016 ( 2.7%)
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123 leaves 1216/65536 38912/2097152 ( 1.9%)
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124 leaffaces 3488/65536 6976/131072 ( 5.3%)
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125 leafbrushes 2174/65536 4348/131072 ( 3.3%)
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126 areas 4/256 32/2048 ( 1.6%)
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127 surfedges 20555/512000 82220/2048000 ( 4.0%)
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128 edges 12346/256000 49384/1024000 ( 4.8%)
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129 LDR worldlights 0/8192 0/720896 ( 0.0%)
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130 HDR worldlights 68/8192 5984/720896 ( 0.8%)
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parents: 0
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131 leafwaterdata 1/32768 12/393216 ( 0.0%)
9
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parents: 8
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132 waterstrips 380/32768 3800/327680 ( 1.2%)
0
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133 waterverts 0/65536 0/786432 ( 0.0%)
9
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Glitchvid <Glitchvid@glitchvid.com>
parents: 8
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134 waterindices 6897/65536 13794/131072 (10.5%)
6
4c8a1108df5e - Add more canal tunnels
Glitchvid <Glitchvid@glitchvid.com>
parents: 5
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135 cubemapsamples 24/1024 384/16384 ( 2.3%)
4c8a1108df5e - Add more canal tunnels
Glitchvid <Glitchvid@glitchvid.com>
parents: 5
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136 overlays 16/512 5632/180224 ( 3.1%)
0
407a7c156621 Initial
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parents:
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137 LDR lightdata [variable] 0/0 ( 0.0%)
9
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Glitchvid <Glitchvid@glitchvid.com>
parents: 8
diff changeset
138 HDR lightdata [variable] 2146880/0 ( 0.0%)
8
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Glitchvid <Glitchvid@glitchvid.com>
parents: 7
diff changeset
139 visdata [variable] 22205/16777216 ( 0.1%)
9
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Glitchvid <Glitchvid@glitchvid.com>
parents: 8
diff changeset
140 entdata [variable] 141501/393216 (36.0%)
8
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Glitchvid <Glitchvid@glitchvid.com>
parents: 7
diff changeset
141 LDR ambient table 1216/65536 4864/262144 ( 1.9%)
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Glitchvid <Glitchvid@glitchvid.com>
parents: 7
diff changeset
142 HDR ambient table 1216/65536 4864/262144 ( 1.9%)
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Glitchvid <Glitchvid@glitchvid.com>
parents: 7
diff changeset
143 LDR leaf ambient 1216/65536 34048/1835008 ( 1.9%)
9
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Glitchvid <Glitchvid@glitchvid.com>
parents: 8
diff changeset
144 HDR leaf ambient 2964/65536 82992/1835008 ( 4.5%)
0
407a7c156621 Initial
glitchvid
parents:
diff changeset
145 occluders 0/0 0/0 ( 0.0%)
407a7c156621 Initial
glitchvid
parents:
diff changeset
146 occluder polygons 0/0 0/0 ( 0.0%)
407a7c156621 Initial
glitchvid
parents:
diff changeset
147 occluder vert ind 0/0 0/0 ( 0.0%)
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148 detail props [variable] 1/12 ( 8.3%)
9
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Glitchvid <Glitchvid@glitchvid.com>
parents: 8
diff changeset
149 static props [variable] 1/21634 ( 0.0%)
c798a8961e6e - Increase lightmap grid res in stormdrain entrance
Glitchvid <Glitchvid@glitchvid.com>
parents: 8
diff changeset
150 pakfile [variable] 3242631/0 ( 0.0%)
8
93f23f716c55 - Change zombiechase to use ai goal system instead of AI, hopes, and dreams
Glitchvid <Glitchvid@glitchvid.com>
parents: 7
diff changeset
151 physics [variable] 340570/4194304 ( 8.1%)
2
f8c7396a2d72 - Add decals
Glitchvid <Glitchvid@glitchvid.com>
parents: 0
diff changeset
152 physics terrain [variable] 1216/1048576 ( 0.1%)
0
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153
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154 Level flags = 2
407a7c156621 Initial
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155
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Glitchvid <Glitchvid@glitchvid.com>
parents: 8
diff changeset
156 Total triangle count: 8032
2
f8c7396a2d72 - Add decals
Glitchvid <Glitchvid@glitchvid.com>
parents: 0
diff changeset
157 Writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp
9
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Glitchvid <Glitchvid@glitchvid.com>
parents: 8
diff changeset
158 14 seconds elapsed

mercurial