Thu, 27 Apr 2017 19:56:58 -0600
- Modify zombiechase scene to have run animation
Save for bugs, this is probably as good as its going to get without custom scenes
- Modify dynamic resupply master
- Expand trigger brush for board sqeaks
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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 | Could not locate 'GameData' key in h:\games\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt |
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9 | Patching WVT material: maps/fb_01/concrete/blenddebris001a_wvt_patch |
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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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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 (1) (379468 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 2234 texinfos to 1074 |
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40 | Reduced 143 texdatas to 120 (4197 bytes to 3475) |
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41 | Writing E:\mapsrc\sync\2016\fourbeasts\fb_01.bsp |
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42 | 1 second elapsed |
0 | 43 | |
44 | ================== VVIS ================== | |
45 | ||
46 | ||
47 | ||
48 | ||
2 | 49 | 12 threads |
50 | reading e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp | |
51 | reading e:\mapsrc\sync\2016\fourbeasts\fb_01.prt | |
13 | 52 | 357 portalclusters |
53 | 827 numportals | |
54 | 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 149 visible clusters (0.39%) | |
55 | Total clusters visible: 38699 | |
56 | Average clusters visible: 108 | |
0 | 57 | Building PAS... |
13 | 58 | Average clusters audible: 202 |
59 | visdatasize:25918 compressed from 34272 | |
2 | 60 | writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp |
0 | 61 | 0 seconds elapsed |
12 | 62 | |
63 | ================== VRAD ================== | |
64 | ||
65 | ||
66 | ||
67 | ||
68 | [Reading texlights from 'lights.rad'] | |
69 | [48 texlights parsed from 'lights.rad'] | |
70 | ||
71 | [Reading texlights from 'E:\mapsrc\sync\2015\foreguard\foreguard.rad'] | |
72 | [3 texlights parsed from 'E:\mapsrc\sync\2015\foreguard\foreguard.rad'] | |
73 | ||
74 | Loading e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp | |
75 | Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf | |
76 | Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_branches.vtf | |
77 | Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves.vtf | |
78 | Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves2.vtf | |
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79 | 2992 faces |
13 | 80 | 8 degenerate faces |
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81 | 185680 square feet [26738060.00 square inches] |
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82 | 0 Displacements |
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83 | 0 Square Feet [0.00 Square Inches] |
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84 | 2984 patches before subdivision |
12 | 85 | zero area child patch |
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86 | 50746 patches after subdivision |
13 | 87 | 72 direct lights |
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88 | 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6193683, max 694 |
13 | 89 | transfer lists: 47.3 megs |
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90 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(19120, 16739, 10871) |
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91 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3545, 2916, 1701) |
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92 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(572, 441, 229) |
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93 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(111, 81, 39) |
12 | 94 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(21, 14, 6) |
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95 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(5, 3, 1) |
12 | 96 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 1, 0) |
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97 | Build Patch/Sample Hash Table(s).....Done<0.0080 sec> |
12 | 98 | 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done |
99 | 0 of 0 (0% of) surface lights went in leaf ambient cubes. | |
100 | 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done | |
101 | Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10 | |
102 | Ready to Finish | |
103 | ||
104 | Object names Objects/Maxobjs Memory / Maxmem Fullness | |
105 | ------------ --------------- --------------- -------- | |
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106 | models 35/1024 1680/49152 ( 3.4%) |
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107 | brushes 1145/8192 13740/98304 (14.0%) |
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108 | brushsides 10378/65536 83024/524288 (15.8%) |
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109 | planes 6846/65536 136920/1310720 (10.4%) |
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110 | vertexes 4558/65536 54696/786432 ( 7.0%) |
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111 | nodes 1309/65536 41888/2097152 ( 2.0%) |
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112 | texinfos 1074/12288 77328/884736 ( 8.7%) |
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113 | texdata 120/2048 3840/65536 ( 5.9%) |
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114 | dispinfos 0/0 0/0 ( 0.0%) |
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115 | disp_verts 0/0 0/0 ( 0.0%) |
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116 | disp_tris 0/0 0/0 ( 0.0%) |
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117 | disp_lmsamples 0/0 0/0 ( 0.0%) |
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118 | faces 2992/65536 167552/3670016 ( 4.6%) |
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119 | hdr faces 2992/65536 167552/3670016 ( 4.6%) |
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120 | origfaces 1931/65536 108136/3670016 ( 2.9%) |
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121 | leaves 1345/65536 43040/2097152 ( 2.1%) |
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122 | leaffaces 3895/65536 7790/131072 ( 5.9%) |
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123 | leafbrushes 2556/65536 5112/131072 ( 3.9%) |
12 | 124 | areas 6/256 48/2048 ( 2.3%) |
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125 | surfedges 22384/512000 89536/2048000 ( 4.4%) |
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126 | edges 13456/256000 53824/1024000 ( 5.3%) |
12 | 127 | LDR worldlights 0/8192 0/720896 ( 0.0%) |
13 | 128 | HDR worldlights 72/8192 6336/720896 ( 0.9%) |
12 | 129 | leafwaterdata 1/32768 12/393216 ( 0.0%) |
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130 | waterstrips 417/32768 4170/327680 ( 1.3%) |
12 | 131 | waterverts 0/65536 0/786432 ( 0.0%) |
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132 | waterindices 7440/65536 14880/131072 (11.4%) |
13 | 133 | cubemapsamples 37/1024 592/16384 ( 3.6%) |
12 | 134 | overlays 16/512 5632/180224 ( 3.1%) |
135 | LDR lightdata [variable] 0/0 ( 0.0%) | |
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136 | HDR lightdata [variable] 2296628/0 ( 0.0%) |
13 | 137 | visdata [variable] 25918/16777216 ( 0.2%) |
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138 | entdata [variable] 153296/393216 (39.0%) |
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139 | LDR ambient table 1345/65536 5380/262144 ( 2.1%) |
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140 | HDR ambient table 1345/65536 5380/262144 ( 2.1%) |
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141 | LDR leaf ambient 1345/65536 37660/1835008 ( 2.1%) |
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142 | HDR leaf ambient 3025/65536 84700/1835008 ( 4.6%) |
12 | 143 | occluders 0/0 0/0 ( 0.0%) |
144 | occluder polygons 0/0 0/0 ( 0.0%) | |
145 | occluder vert ind 0/0 0/0 ( 0.0%) | |
146 | detail props [variable] 1/12 ( 8.3%) | |
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147 | static props [variable] 1/23264 ( 0.0%) |
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148 | pakfile [variable] 4459274/0 ( 0.0%) |
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149 | physics [variable] 379468/4194304 ( 9.0%) |
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150 | physics terrain [variable] 2/1048576 ( 0.0%) |
12 | 151 | |
152 | Level flags = 2 | |
153 | ||
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154 | Total triangle count: 8767 |
12 | 155 | Writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp |
13 | 156 | 16 seconds elapsed |