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
================== 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 178 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 (1) (379468 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 2234 texinfos to 1074 Reduced 143 texdatas to 120 (4197 bytes to 3475) Writing E:\mapsrc\sync\2016\fourbeasts\fb_01.bsp 1 second elapsed ================== VVIS ================== 12 threads reading e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp reading e:\mapsrc\sync\2016\fourbeasts\fb_01.prt 357 portalclusters 827 numportals 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%) Total clusters visible: 38699 Average clusters visible: 108 Building PAS... Average clusters audible: 202 visdatasize:25918 compressed from 34272 writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp 0 seconds 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 2992 faces 8 degenerate faces 185680 square feet [26738060.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 2984 patches before subdivision zero area child patch 50746 patches after subdivision 72 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6193683, max 694 transfer lists: 47.3 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(19120, 16739, 10871) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3545, 2916, 1701) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(572, 441, 229) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(111, 81, 39) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(21, 14, 6) 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) Build Patch/Sample Hash Table(s).....Done<0.0080 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 35/1024 1680/49152 ( 3.4%) brushes 1145/8192 13740/98304 (14.0%) brushsides 10378/65536 83024/524288 (15.8%) planes 6846/65536 136920/1310720 (10.4%) vertexes 4558/65536 54696/786432 ( 7.0%) nodes 1309/65536 41888/2097152 ( 2.0%) texinfos 1074/12288 77328/884736 ( 8.7%) texdata 120/2048 3840/65536 ( 5.9%) 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 2992/65536 167552/3670016 ( 4.6%) hdr faces 2992/65536 167552/3670016 ( 4.6%) origfaces 1931/65536 108136/3670016 ( 2.9%) leaves 1345/65536 43040/2097152 ( 2.1%) leaffaces 3895/65536 7790/131072 ( 5.9%) leafbrushes 2556/65536 5112/131072 ( 3.9%) areas 6/256 48/2048 ( 2.3%) surfedges 22384/512000 89536/2048000 ( 4.4%) edges 13456/256000 53824/1024000 ( 5.3%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 72/8192 6336/720896 ( 0.9%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 417/32768 4170/327680 ( 1.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7440/65536 14880/131072 (11.4%) cubemapsamples 37/1024 592/16384 ( 3.6%) overlays 16/512 5632/180224 ( 3.1%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 2296628/0 ( 0.0%) visdata [variable] 25918/16777216 ( 0.2%) entdata [variable] 153296/393216 (39.0%) LDR ambient table 1345/65536 5380/262144 ( 2.1%) HDR ambient table 1345/65536 5380/262144 ( 2.1%) LDR leaf ambient 1345/65536 37660/1835008 ( 2.1%) HDR leaf ambient 3025/65536 84700/1835008 ( 4.6%) 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] 1/23264 ( 0.0%) pakfile [variable] 4459274/0 ( 0.0%) physics [variable] 379468/4194304 ( 9.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 2 Total triangle count: 8767 Writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp 16 seconds elapsed