Thu, 28 Dec 2017 04:28:15 -0700
- Add beginning ladder for combine
- Add some wall detail in zombie encounter
- Redo lighting for zombiechase scene
- Add detail in buffer hallway between combine and sewer canal.
- Remove solid block in zombie encounter pipe, added branches
================== 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 material "brick/brickwall008d" not found. Material not found!: BRICK/BRICKWALL008D 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 230 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) (520221 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 2838 texinfos to 1436 Reduced 175 texdatas to 145 (5404 bytes to 4308) 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 415 portalclusters 958 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 285 visible clusters (0.65%) Total clusters visible: 43963 Average clusters visible: 105 Building PAS... Average clusters audible: 219 visdatasize:32766 compressed from 46480 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 3922 faces 6 degenerate faces 198297 square feet [28554858.00 square inches] 6 Displacements 3860 Square Feet [555841.94 Square Inches] 3916 patches before subdivision zero area child patch zero area child patch zero area child patch 70438 patches after subdivision 101 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 7960598, max 684 transfer lists: 60.7 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(40688, 32108, 18672) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(6091, 4772, 2483) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(906, 690, 316) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(152, 112, 48) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(26, 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<0.0124 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 48/1024 2304/49152 ( 4.7%) brushes 1543/8192 18516/98304 (18.8%) brushsides 13462/65536 107696/524288 (20.5%) planes 8662/65536 173240/1310720 (13.2%) vertexes 6034/65536 72408/786432 ( 9.2%) nodes 1865/65536 59680/2097152 ( 2.8%) texinfos 1436/12288 103392/884736 (11.7%) texdata 145/2048 4640/65536 ( 7.1%) 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 3922/65536 219632/3670016 ( 6.0%) hdr faces 3922/65536 219632/3670016 ( 6.0%) origfaces 2779/65536 155624/3670016 ( 4.2%) leaves 1914/65536 61248/2097152 ( 2.9%) leaffaces 4934/65536 9868/131072 ( 7.5%) leafbrushes 3128/65536 6256/131072 ( 4.8%) areas 5/256 40/2048 ( 2.0%) surfedges 30095/512000 120380/2048000 ( 5.9%) edges 18196/256000 72784/1024000 ( 7.1%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 101/8192 8888/720896 ( 1.2%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 483/32768 4830/327680 ( 1.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 8814/65536 17628/131072 (13.4%) cubemapsamples 35/1024 560/16384 ( 3.4%) overlays 22/512 7744/180224 ( 4.3%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 3309720/0 ( 0.0%) visdata [variable] 32766/16777216 ( 0.2%) entdata [variable] 181863/393216 (46.3%) LDR ambient table 1914/65536 7656/262144 ( 2.9%) HDR ambient table 1914/65536 7656/262144 ( 2.9%) LDR leaf ambient 1914/65536 53592/1835008 ( 2.9%) HDR leaf ambient 3479/65536 97412/1835008 ( 5.3%) 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] 1/26514 ( 0.0%) pakfile [variable] 4552306/0 ( 0.0%) physics [variable] 520221/4194304 (12.4%) physics terrain [variable] 1146/1048576 ( 0.1%) Level flags = 2 Total triangle count: 11298 Writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp 37 seconds elapsed