Fri, 21 Apr 2017 01:23:58 -0600
- Add decals
- Add lighting
- Add misc details
- Clean up directory to only contain log and VMFs
================== 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 84 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) (198990 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 1117 texinfos to 508 Reduced 76 texdatas to 68 (1865 bytes to 1623) Writing E:\mapsrc\sync\2016\fourbeasts\fb_01.bsp 0 seconds elapsed ================== VVIS ================== 12 threads reading e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp reading e:\mapsrc\sync\2016\fourbeasts\fb_01.prt 255 portalclusters 644 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 95 visible clusters (0.35%) Total clusters visible: 26959 Average clusters visible: 105 Building PAS... Average clusters audible: 164 visdatasize:15073 compressed from 16320 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 1640 faces 5 degenerate faces 144546 square feet [20814658.00 square inches] 6 Displacements 3869 Square Feet [557252.25 Square Inches] 1635 patches before subdivision zero area child patch zero area child patch 33059 patches after subdivision 46 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4745542, max 748 transfer lists: 36.2 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(7922, 6149, 3869) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1520, 1188, 712) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(261, 195, 103) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(53, 39, 20) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(10, 7, 3) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0052 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 12/1024 576/49152 ( 1.2%) brushes 568/8192 6816/98304 ( 6.9%) brushsides 4691/65536 37528/524288 ( 7.2%) planes 2592/65536 51840/1310720 ( 4.0%) vertexes 2443/65536 29316/786432 ( 3.7%) nodes 776/65536 24832/2097152 ( 1.2%) texinfos 508/12288 36576/884736 ( 4.1%) texdata 68/2048 2176/65536 ( 3.3%) 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 1640/65536 91840/3670016 ( 2.5%) hdr faces 1640/65536 91840/3670016 ( 2.5%) origfaces 935/65536 52360/3670016 ( 1.4%) leaves 789/65536 25248/2097152 ( 1.2%) leaffaces 2094/65536 4188/131072 ( 3.2%) leafbrushes 1493/65536 2986/131072 ( 2.3%) areas 2/256 16/2048 ( 0.8%) surfedges 12103/512000 48412/2048000 ( 2.4%) edges 7315/256000 29260/1024000 ( 2.9%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 46/8192 4048/720896 ( 0.6%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 248/32768 2480/327680 ( 0.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4623/65536 9246/131072 ( 7.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 15/512 5280/180224 ( 2.9%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 1199600/0 ( 0.0%) visdata [variable] 15073/16777216 ( 0.1%) entdata [variable] 65423/393216 (16.6%) LDR ambient table 789/65536 3156/262144 ( 1.2%) HDR ambient table 789/65536 3156/262144 ( 1.2%) LDR leaf ambient 789/65536 22092/1835008 ( 1.2%) HDR leaf ambient 1488/65536 41664/1835008 ( 2.3%) 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] 1/16942 ( 0.0%) pakfile [variable] 985667/0 ( 0.0%) physics [variable] 198990/4194304 ( 4.7%) physics terrain [variable] 1216/1048576 ( 0.1%) Level flags = 2 Total triangle count: 5118 Writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp 8 seconds elapsed