Fri, 28 Apr 2017 15:37:32 -0600
- Add ventdrop scene
Needs work
Todo: Make it so the player can't get an SMG1
================== VBSP ================== materialPath: H:\Games\steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials Loading E:\mapsrc\sync\2016\fourbeasts\fb_01.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in h:\games\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt Patching WVT material: maps/fb_01/concrete/blenddebris001a_wvt_patch Patching WVT material: maps/fb_01/concrete/blendconcretedebris001a_wvt_patch Patching WVT material: maps/fb_01/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... 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 224 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing E:\mapsrc\sync\2016\fourbeasts\fb_01.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_08*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_08*.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 (0) (498939 bytes) 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 2715 texinfos to 1374 Reduced 162 texdatas to 136 (4838 bytes to 3993) Writing E:\mapsrc\sync\2016\fourbeasts\fb_01.bsp 2 seconds elapsed ================== VVIS ================== 12 threads reading e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp reading e:\mapsrc\sync\2016\fourbeasts\fb_01.prt 398 portalclusters 912 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 192 visible clusters (0.48%) Total clusters visible: 40265 Average clusters visible: 101 Building PAS... Average clusters audible: 205 visdatasize:30180 compressed from 44576 writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp 1 second 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\2016\fourbeasts\fb_01.bsp Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_branches.vtf Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves.vtf Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves2.vtf 3825 faces 6 degenerate faces 194097 square feet [27950058.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 3819 patches before subdivision zero area child patch zero area child patch zero area child patch 68121 patches after subdivision 85 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 7796005, max 687 transfer lists: 59.5 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(37627, 30506, 18261) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(5768, 4577, 2428) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(892, 680, 316) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(153, 113, 49) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(27, 18, 7) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(5, 3, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0100 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% 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 46/1024 2208/49152 ( 4.5%) brushes 1468/8192 17616/98304 (17.9%) brushsides 12834/65536 102672/524288 (19.6%) planes 7994/65536 159880/1310720 (12.2%) vertexes 5896/65536 70752/786432 ( 9.0%) nodes 1823/65536 58336/2097152 ( 2.8%) texinfos 1374/12288 98928/884736 (11.2%) texdata 136/2048 4352/65536 ( 6.6%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 3825/65536 214200/3670016 ( 5.8%) hdr faces 3825/65536 214200/3670016 ( 5.8%) origfaces 2661/65536 149016/3670016 ( 4.1%) leaves 1870/65536 59840/2097152 ( 2.9%) leaffaces 4864/65536 9728/131072 ( 7.4%) leafbrushes 3022/65536 6044/131072 ( 4.6%) areas 5/256 40/2048 ( 2.0%) surfedges 29172/512000 116688/2048000 ( 5.7%) edges 17707/256000 70828/1024000 ( 6.9%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 85/8192 7480/720896 ( 1.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 456/32768 4560/327680 ( 1.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 8481/65536 16962/131072 (12.9%) cubemapsamples 36/1024 576/16384 ( 3.5%) overlays 18/512 6336/180224 ( 3.5%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 3253192/0 ( 0.0%) visdata [variable] 30180/16777216 ( 0.2%) entdata [variable] 172863/393216 (44.0%) LDR ambient table 1870/65536 7480/262144 ( 2.9%) HDR ambient table 1870/65536 7480/262144 ( 2.9%) LDR leaf ambient 1870/65536 52360/1835008 ( 2.9%) HDR leaf ambient 3628/65536 101584/1835008 ( 5.5%) 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] 1/23534 ( 0.0%) pakfile [variable] 4397383/0 ( 0.0%) physics [variable] 498939/4194304 (11.9%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 2 Total triangle count: 11022 Writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp 18 seconds elapsed