Tue, 25 Apr 2017 09:59:03 -0600
- Add cubemaps
================== 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 "materials/glitchvid/water/waterfall_running1.vtf": cached version doesn't exist 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) (363338 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 2184 texinfos to 1043 Reduced 149 texdatas to 120 (4588 bytes to 3537) 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 343 portalclusters 814 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 141 visible clusters (0.40%) Total clusters visible: 35261 Average clusters visible: 102 Building PAS... Average clusters audible: 197 visdatasize:24596 compressed from 32928 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 2885 faces 5 degenerate faces 182327 square feet [26255160.00 square inches] 6 Displacements 3860 Square Feet [555841.94 Square Inches] 2880 patches before subdivision zero area child patch zero area child patch 49762 patches after subdivision 68 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6160977, max 676 transfer lists: 47.0 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(19004, 16657, 10836) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3525, 2902, 1697) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(569, 439, 228) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(110, 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(4, 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<0.0076 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 34/1024 1632/49152 ( 3.3%) brushes 1100/8192 13200/98304 (13.4%) brushsides 10011/65536 80088/524288 (15.3%) planes 6630/65536 132600/1310720 (10.1%) vertexes 4402/65536 52824/786432 ( 6.7%) nodes 1264/65536 40448/2097152 ( 1.9%) texinfos 1043/12288 75096/884736 ( 8.5%) texdata 120/2048 3840/65536 ( 5.9%) dispinfos 6/0 1056/0 ( 0.0%) disp_verts 486/0 9720/0 ( 0.0%) disp_tris 768/0 1536/0 ( 0.0%) disp_lmsamples 11920/0 11920/0 ( 0.0%) faces 2885/65536 161560/3670016 ( 4.4%) hdr faces 2885/65536 161560/3670016 ( 4.4%) origfaces 1874/65536 104944/3670016 ( 2.9%) leaves 1299/65536 41568/2097152 ( 2.0%) leaffaces 3714/65536 7428/131072 ( 5.7%) leafbrushes 2440/65536 4880/131072 ( 3.7%) areas 6/256 48/2048 ( 2.3%) surfedges 21632/512000 86528/2048000 ( 4.2%) edges 13031/256000 52124/1024000 ( 5.1%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 68/8192 5984/720896 ( 0.8%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 392/32768 3920/327680 ( 1.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7071/65536 14142/131072 (10.8%) cubemapsamples 24/1024 384/16384 ( 2.3%) overlays 16/512 5632/180224 ( 3.1%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 2178724/0 ( 0.0%) visdata [variable] 24596/16777216 ( 0.1%) entdata [variable] 143578/393216 (36.5%) LDR ambient table 1299/65536 5196/262144 ( 2.0%) HDR ambient table 1299/65536 5196/262144 ( 2.0%) LDR leaf ambient 1299/65536 36372/1835008 ( 2.0%) HDR leaf ambient 3060/65536 85680/1835008 ( 4.7%) 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] 1/22452 ( 0.0%) pakfile [variable] 3291634/0 ( 0.0%) physics [variable] 363338/4194304 ( 8.7%) physics terrain [variable] 1146/1048576 ( 0.1%) Level flags = 2 Total triangle count: 8456 Writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp 15 seconds elapsed