Fri, 21 Apr 2017 04:40:57 -0600
- Add .Hgignore
- Add next storm drain section
- Add cubemaps
- Add comments to entities
================== 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/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 92 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) (249165 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 1457 texinfos to 660 Reduced 112 texdatas to 91 (3348 bytes to 2553) 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 279 portalclusters 678 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 102 visible clusters (0.35%) Total clusters visible: 29162 Average clusters visible: 104 Building PAS... Average clusters audible: 178 visdatasize:17660 compressed from 22320 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 1949 faces 5 degenerate faces 153880 square feet [22158772.00 square inches] 6 Displacements 3869 Square Feet [557252.25 Square Inches] 1944 patches before subdivision zero area child patch zero area child patch 35550 patches after subdivision 58 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 5070826, max 759 transfer lists: 38.7 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(10259, 7978, 4930) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1935, 1503, 879) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(328, 245, 127) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(65, 48, 24) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(12, 8, 4) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(3, 2, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0055 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 18/1024 864/49152 ( 1.8%) brushes 730/8192 8760/98304 ( 8.9%) brushsides 6008/65536 48064/524288 ( 9.2%) planes 3096/65536 61920/1310720 ( 4.7%) vertexes 2921/65536 35052/786432 ( 4.5%) nodes 914/65536 29248/2097152 ( 1.4%) texinfos 660/12288 47520/884736 ( 5.4%) texdata 91/2048 2912/65536 ( 4.4%) 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 1949/65536 109144/3670016 ( 3.0%) hdr faces 1949/65536 109144/3670016 ( 3.0%) origfaces 1217/65536 68152/3670016 ( 1.9%) leaves 933/65536 29856/2097152 ( 1.4%) leaffaces 2440/65536 4880/131072 ( 3.7%) leafbrushes 1712/65536 3424/131072 ( 2.6%) areas 2/256 16/2048 ( 0.8%) surfedges 14626/512000 58504/2048000 ( 2.9%) edges 8836/256000 35344/1024000 ( 3.5%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 58/8192 5104/720896 ( 0.7%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 272/32768 2720/327680 ( 0.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 5127/65536 10254/131072 ( 7.8%) cubemapsamples 20/1024 320/16384 ( 2.0%) overlays 15/512 5280/180224 ( 2.9%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 1330912/0 ( 0.0%) visdata [variable] 17660/16777216 ( 0.1%) entdata [variable] 78797/393216 (20.0%) LDR ambient table 933/65536 3732/262144 ( 1.4%) HDR ambient table 933/65536 3732/262144 ( 1.4%) LDR leaf ambient 933/65536 26124/1835008 ( 1.4%) HDR leaf ambient 2278/65536 63784/1835008 ( 3.5%) 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] 1/18136 ( 0.0%) pakfile [variable] 2693487/0 ( 0.0%) physics [variable] 249165/4194304 ( 5.9%) physics terrain [variable] 1216/1048576 ( 0.1%) Level flags = 2 Total triangle count: 5912 Writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp 11 seconds elapsed