Fri, 21 Apr 2017 04:43:21 -0600
- Fix the stupid long fadein time
That was a terrible idea
0 | 1 | ================== VBSP ================== |
2 | ||
3 | ||
4 | ||
5 | materialPath: H:\Games\steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials | |
2 | 6 | Loading E:\mapsrc\sync\2016\fourbeasts\fb_01.vmf |
0 | 7 | ConVarRef mat_reduceparticles doesn't point to an existing ConVar |
2 | 8 | "materials/glitchvid/water/waterfall_running1.vtf": cached version doesn't exist |
0 | 9 | Could not locate 'GameData' key in h:\games\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt |
2 | 10 | Patching WVT material: maps/fb_01/concrete/blendconcretedebris001a_wvt_patch |
0 | 11 | Patching WVT material: maps/fb_01/dev/dev_blendmeasure_wvt_patch |
12 | fixing up env_cubemap materials on brush sides... | |
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) | |
14 | Building Faces...done (0) | |
15 | Chop Details...done (0) | |
16 | Find Visible Detail Sides... | |
3 | 17 | Merged 92 detail faces...done (0) |
0 | 18 | Merging details...done (0) |
19 | FixTjuncs... | |
20 | PruneNodes... | |
21 | WriteBSP... | |
22 | done (0) | |
2 | 23 | writing E:\mapsrc\sync\2016\fourbeasts\fb_01.prt...Building visibility clusters... |
0 | 24 | done (0) |
25 | Creating default LDR cubemaps for env_cubemap using skybox materials: | |
26 | skybox/sky_day01_08*.vmt | |
27 | ! Run buildcubemaps in the engine to get the correct cube maps. | |
28 | Creating default HDR cubemaps for env_cubemap using skybox materials: | |
29 | skybox/sky_day01_08*.vmt | |
30 | ! Run buildcubemaps in the engine to get the correct cube maps. | |
31 | Finding displacement neighbors... | |
32 | Finding lightmap sample positions... | |
33 | Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 | |
34 | Building Physics collision data... | |
3 | 35 | done (0) (249165 bytes) |
0 | 36 | Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 |
2 | 37 | Water found with no water_lod_control entity, creating a default one. |
0 | 38 | Compacting texture/material tables... |
3 | 39 | Reduced 1457 texinfos to 660 |
40 | Reduced 112 texdatas to 91 (3348 bytes to 2553) | |
2 | 41 | Writing E:\mapsrc\sync\2016\fourbeasts\fb_01.bsp |
3 | 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 | |
3 | 52 | 279 portalclusters |
53 | 678 numportals | |
4
a269d4df5ba4
- Fix the stupid long fadein time
Glitchvid <Glitchvid@glitchvid.com>
parents:
3
diff
changeset
|
54 | 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 103 visible clusters (0.35%) |
a269d4df5ba4
- Fix the stupid long fadein time
Glitchvid <Glitchvid@glitchvid.com>
parents:
3
diff
changeset
|
55 | Total clusters visible: 29163 |
3 | 56 | Average clusters visible: 104 |
0 | 57 | Building PAS... |
3 | 58 | Average clusters audible: 178 |
59 | visdatasize:17660 compressed from 22320 | |
2 | 60 | writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp |
0 | 61 | 0 seconds elapsed |
62 | ||
63 | ================== VRAD ================== | |
64 | ||
65 | ||
66 | ||
67 | ||
68 | [Reading texlights from 'lights.rad'] | |
69 | [48 texlights parsed from 'lights.rad'] | |
70 | ||
2 | 71 | [Reading texlights from 'E:\mapsrc\sync\2015\foreguard\foreguard.rad'] |
72 | [3 texlights parsed from 'E:\mapsrc\sync\2015\foreguard\foreguard.rad'] | |
0 | 73 | |
2 | 74 | Loading e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp |
0 | 75 | Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf |
3 | 76 | 1949 faces |
2 | 77 | 5 degenerate faces |
3 | 78 | 153880 square feet [22158772.00 square inches] |
2 | 79 | 6 Displacements |
80 | 3869 Square Feet [557252.25 Square Inches] | |
3 | 81 | 1944 patches before subdivision |
2 | 82 | zero area child patch |
83 | zero area child patch | |
3 | 84 | 35550 patches after subdivision |
85 | 58 direct lights | |
86 | 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 5070826, max 759 | |
87 | transfer lists: 38.7 megs | |
88 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(10259, 7978, 4930) | |
89 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1935, 1503, 879) | |
90 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(328, 245, 127) | |
91 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(65, 48, 24) | |
92 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(12, 8, 4) | |
93 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(3, 2, 1) | |
94 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 0, 0) | |
4
a269d4df5ba4
- Fix the stupid long fadein time
Glitchvid <Glitchvid@glitchvid.com>
parents:
3
diff
changeset
|
95 | Build Patch/Sample Hash Table(s).....Done<0.0056 sec> |
0 | 96 | 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done |
97 | 0 of 0 (0% of) surface lights went in leaf ambient cubes. | |
98 | 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done | |
99 | Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10 | |
100 | Ready to Finish | |
101 | ||
102 | Object names Objects/Maxobjs Memory / Maxmem Fullness | |
103 | ------------ --------------- --------------- -------- | |
3 | 104 | models 18/1024 864/49152 ( 1.8%) |
105 | brushes 730/8192 8760/98304 ( 8.9%) | |
106 | brushsides 6008/65536 48064/524288 ( 9.2%) | |
107 | planes 3096/65536 61920/1310720 ( 4.7%) | |
108 | vertexes 2921/65536 35052/786432 ( 4.5%) | |
109 | nodes 914/65536 29248/2097152 ( 1.4%) | |
110 | texinfos 660/12288 47520/884736 ( 5.4%) | |
111 | texdata 91/2048 2912/65536 ( 4.4%) | |
2 | 112 | dispinfos 6/0 1056/0 ( 0.0%) |
113 | disp_verts 486/0 9720/0 ( 0.0%) | |
114 | disp_tris 768/0 1536/0 ( 0.0%) | |
115 | disp_lmsamples 11920/0 11920/0 ( 0.0%) | |
3 | 116 | faces 1949/65536 109144/3670016 ( 3.0%) |
117 | hdr faces 1949/65536 109144/3670016 ( 3.0%) | |
118 | origfaces 1217/65536 68152/3670016 ( 1.9%) | |
119 | leaves 933/65536 29856/2097152 ( 1.4%) | |
120 | leaffaces 2440/65536 4880/131072 ( 3.7%) | |
121 | leafbrushes 1712/65536 3424/131072 ( 2.6%) | |
0 | 122 | areas 2/256 16/2048 ( 0.8%) |
3 | 123 | surfedges 14626/512000 58504/2048000 ( 2.9%) |
124 | edges 8836/256000 35344/1024000 ( 3.5%) | |
0 | 125 | LDR worldlights 0/8192 0/720896 ( 0.0%) |
3 | 126 | HDR worldlights 58/8192 5104/720896 ( 0.7%) |
2 | 127 | leafwaterdata 1/32768 12/393216 ( 0.0%) |
3 | 128 | waterstrips 272/32768 2720/327680 ( 0.8%) |
0 | 129 | waterverts 0/65536 0/786432 ( 0.0%) |
3 | 130 | waterindices 5127/65536 10254/131072 ( 7.8%) |
131 | cubemapsamples 20/1024 320/16384 ( 2.0%) | |
2 | 132 | overlays 15/512 5280/180224 ( 2.9%) |
0 | 133 | LDR lightdata [variable] 0/0 ( 0.0%) |
3 | 134 | HDR lightdata [variable] 1330912/0 ( 0.0%) |
135 | visdata [variable] 17660/16777216 ( 0.1%) | |
136 | entdata [variable] 78797/393216 (20.0%) | |
137 | LDR ambient table 933/65536 3732/262144 ( 1.4%) | |
138 | HDR ambient table 933/65536 3732/262144 ( 1.4%) | |
139 | LDR leaf ambient 933/65536 26124/1835008 ( 1.4%) | |
140 | HDR leaf ambient 2278/65536 63784/1835008 ( 3.5%) | |
0 | 141 | occluders 0/0 0/0 ( 0.0%) |
142 | occluder polygons 0/0 0/0 ( 0.0%) | |
143 | occluder vert ind 0/0 0/0 ( 0.0%) | |
144 | detail props [variable] 1/12 ( 8.3%) | |
3 | 145 | static props [variable] 1/18136 ( 0.0%) |
146 | pakfile [variable] 2693487/0 ( 0.0%) | |
147 | physics [variable] 249165/4194304 ( 5.9%) | |
2 | 148 | physics terrain [variable] 1216/1048576 ( 0.1%) |
0 | 149 | |
150 | Level flags = 2 | |
151 | ||
3 | 152 | Total triangle count: 5912 |
2 | 153 | Writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp |
3 | 154 | 11 seconds elapsed |