fb_01.log

Tue, 18 Apr 2017 04:59:13 -0600

author
Glitchvid <Glitchvid@glitchvid.com>
date
Tue, 18 Apr 2017 04:59:13 -0600
changeset 1
b7059b176815
parent 0
407a7c156621
child 2
f8c7396a2d72
permissions
-rw-r--r--

- Add properly curving tunnels
- Change basement materials
- Spice up basement lighting
- Add details in canals

================== VBSP ==================



materialPath: H:\Games\steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials
Loading E:\mapsrc\sync\2015\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/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 70 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\mapsrc\sync\2015\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) (119116 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 735 texinfos to 289
Reduced 44 texdatas to 37 (1050 bytes to 839)
Writing E:\mapsrc\sync\2015\fourbeasts\fb_01.bsp
1 second elapsed

================== VVIS ==================




6 threads
reading e:\mapsrc\sync\2015\fourbeasts\fb_01.bsp
reading e:\mapsrc\sync\2015\fourbeasts\fb_01.prt
 123 portalclusters
 270 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 9 visible clusters (0.19%)
Total clusters visible: 4820
Average clusters visible: 39
Building PAS...
Average clusters audible: 60
visdatasize:4302  compressed from 3936
writing e:\mapsrc\sync\2015\fourbeasts\fb_01.bsp
0 seconds elapsed

================== VRAD ==================




[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

[Reading texlights from 'H:\Games\steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\sample.rad']
[3 texlights parsed from 'H:\Games\steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\sample.rad']

Loading e:\mapsrc\sync\2015\fourbeasts\fb_01.bsp
Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf
866 faces
52886 square feet [7615585.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
866 patches before subdivision
15730 patches after subdivision
39 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1459545, max 374
transfer lists:  11.1 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(5524, 3595, 2055)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(1381, 716, 341)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(342, 144, 60)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(88, 30, 11)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(24, 6, 2)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(7, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0063 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                   4/1024          192/49152    ( 0.4%) 
brushes                345/8192         4140/98304    ( 4.2%) 
brushsides            2889/65536       23112/524288   ( 4.4%) 
planes                1794/65536       35880/1310720  ( 2.7%) 
vertexes              1369/65536       16428/786432   ( 2.1%) 
nodes                  335/65536       10720/2097152  ( 0.5%) 
texinfos               289/12288       20808/884736   ( 2.4%) 
texdata                 37/2048         1184/65536    ( 1.8%) 
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                  866/65536       48496/3670016  ( 1.3%) 
hdr faces              866/65536       48496/3670016  ( 1.3%) 
origfaces              594/65536       33264/3670016  ( 0.9%) 
leaves                 340/65536       10880/2097152  ( 0.5%) 
leaffaces             1130/65536        2260/131072   ( 1.7%) 
leafbrushes            734/65536        1468/131072   ( 1.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             6855/512000      27420/2048000  ( 1.3%) 
edges                 4325/256000      17300/1024000  ( 1.7%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights         39/8192         3432/720896   ( 0.5%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            113/32768        1130/327680   ( 0.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2253/65536        4506/131072   ( 3.4%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 6/512          2112/180224   ( 1.2%) 
LDR lightdata         [variable]           0/0        ( 0.0%) 
HDR lightdata         [variable]      629640/0        ( 0.0%) 
visdata               [variable]        4302/16777216 ( 0.0%) 
entdata               [variable]       36456/393216   ( 9.3%) 
LDR ambient table      340/65536        1360/262144   ( 0.5%) 
HDR ambient table      340/65536        1360/262144   ( 0.5%) 
LDR leaf ambient       340/65536        9520/1835008  ( 0.5%) 
HDR leaf ambient       602/65536       16856/1835008  ( 0.9%) 
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]           1/6236     ( 0.0%) 
pakfile               [variable]      527142/0        ( 0.0%) 
physics               [variable]      119116/4194304  ( 2.8%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 2

Total triangle count: 2729
Writing e:\mapsrc\sync\2015\fourbeasts\fb_01.bsp
9 seconds elapsed

mercurial