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- 4 threads
- reading e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.bsp
- reading e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.prt
- 4747 portalclusters
- 11734 numportals
- 0...1...2...3...4...5...6...7...8...9...100...1...2..
- materialPath: E:\Steam\steamapps\common\Half-Life 2\ep2\materials
- Loading E:\Steam\steamapps\common\Half-Life 2\ep2\rp_apex_industrial17_b8.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Could not locate 'GameData' key in e:\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
- Patching WVT material: maps/rp_apex_industrial17_b8/nature/blendrocksand004a_wvt_patch
- Patching WVT material: maps/rp_apex_industrial17_b8/nature/blendsandgrass008a_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 798 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (2)
- writing E:\Steam\steamapps\common\Half-Life 2\ep2\rp_apex_industrial17_b8.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_09*.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_09*.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...
- WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
- done (2) (4749214 bytes)
- Static prop models/props_c17/light_cagelight01_on.mdl outside the map (3502.04, 4607.28, -70.74)
- Placing detail props : 0...1...2...3...4...5...6...7...8.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- ..9...10
- Compacting texture/material tables...
- Reduced 20206 texinfos to 9689
- Reduced 2046 texdatas to 1558 (116170 bytes to 89615)
- Writing E:\Steam\steamapps\common\Half-Life 2\ep2\rp_apex_industrial17_b8.bsp
- 12 seconds elapsed
- materialPath: E:\Steam\steamapps\common\Half-Life 2\ep2\materials
- Loading E:\Steam\steamapps\common\Half-Life 2\ep2\rp_apex_industrial17_b8.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Could not locate 'GameData' key in e:\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
- Patching WVT material: maps/rp_apex_industrial17_b8/nature/blendrocksand004a_wvt_patch
- Patching WVT material: maps/rp_apex_industrial17_b8/nature/blendsandgrass008a_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 798 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (2)
- writing E:\Steam\steamapps\common\Half-Life 2\ep2\rp_apex_industrial17_b8.prt...Building visibility clusters...
- done (1)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_09*.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_09*.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...
- WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
- done (2) (4749214 bytes)
- Static prop models/props_c17/light_cagelight01_on.mdl outside the map (3502.04, 4607.28, -70.74)
- Placing detail props : 0...1...2...3...4...5...6...7...8.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
- ..9...10
- Compacting texture/material tables...
- Reduced 20206 texinfos to 9689
- Reduced 2046 texdatas to 1558 (116170 bytes to 89615)
- Writing E:\Steam\steamapps\common\Half-Life 2\ep2\rp_apex_industrial17_b8.bsp
- 13 seconds elapsed
- 4 threads
- reading e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.bsp
- reading e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.prt
- 4747 portalclusters
- 11734 numportals
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 10845 visible clusters (0.68%)
- Total clusters visible: 1606361
- Average clusters visible: 338
- Building PAS...
- Average clusters audible: 1023
- visdatasize:1624485 compressed from 5696400
- writing e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.bsp
- 13 hours, 37 minutes, 23 seconds elapsed
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.bsp
- 30374 faces
- 3 degenerate faces
- 9213102 square feet [1326686720.00 square inches]
- 49 Displacements
- 1054196 Square Feet [151804272.00 Square Inches]
- 30371 patches before subdivision
- 347491 patches after subdivision
- 1309 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 40434564, max 896
- transfer lists: 308.5 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(920920, 730901, 329534)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(157193, 116565, 45395)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(25189, 17695, 6259)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(5465, 3674, 1142)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1205, 778, 220)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(329, 204, 50)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(91, 54, 12)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(28, 16, 3)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(9, 5, 1)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 2, 0)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.1076 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
- 14 of 14 (100% 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 637/1024 30576/49152 (62.2%)
- brushes 7946/8192 95352/98304 (97.0%) VERY FULL!
- brushsides 54773/65536 438184/524288 (83.6%) VERY FULL!
- planes 24490/65536 489800/1310720 (37.4%)
- vertexes 50631/65536 607572/786432 (77.3%)
- nodes 16733/65536 535456/2097152 (25.5%)
- texinfos 9689/12288 697608/884736 (78.8%)
- texdata 1558/2048 49856/65536 (76.1%)
- dispinfos 49/0 8624/0 ( 0.0%)
- disp_verts 8753/0 175060/0 ( 0.0%)
- disp_tris 15104/0 30208/0 ( 0.0%)
- disp_lmsamples 217992/0 217992/0 ( 0.0%)
- faces 30374/65536 1700944/3670016 (46.3%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 21158/65536 1184848/3670016 (32.3%)
- leaves 17371/65536 555872/2097152 (26.5%)
- leaffaces 37487/65536 74974/131072 (57.2%)
- leafbrushes 16834/65536 33668/131072 (25.7%)
- areas 22/256 176/2048 ( 8.6%)
- surfedges 232853/512000 931412/2048000 (45.5%)
- edges 143364/256000 573456/1024000 (56.0%)
- LDR worldlights 1309/8192 115192/720896 (16.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 11/32768 132/393216 ( 0.0%)
- waterstrips 2863/32768 28630/327680 ( 8.7%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 54672/65536 109344/131072 (83.4%) VERY FULL!
- cubemapsamples 201/1024 3216/16384 (19.6%)
- overlays 40/512 14080/180224 ( 7.8%)
- LDR lightdata [variable] 23766688/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 1624485/16777216 ( 9.7%)
- entdata [variable] 1557515/393216 (396.1%) VERY FULL!
- LDR ambient table 17371/65536 69484/262144 (26.5%)
- HDR ambient table 17371/65536 69484/262144 (26.5%)
- LDR leaf ambient 64829/65536 1815212/1835008 (98.9%) VERY FULL!
- HDR leaf ambient 17371/65536 486388/1835008 (26.5%)
- 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] 1/187430 ( 0.0%)
- pakfile [variable] 36061452/0 ( 0.0%)
- physics [variable] 4749214/4194304 (113.2%) VERY FULL!
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 1
- Total triangle count: 86802
- Writing e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.bsp
- 12 minutes, 44 seconds elapsed
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.bsp
- 30374 faces
- 3 degenerate faces
- 9213102 square feet [1326686720.00 square inches]
- 49 Displacements
- 1054196 Square Feet [151804272.00 Square Inches]
- 30371 patches before subdivision
- 347491 patches after subdivision
- 1309 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 40434564, max 896
- transfer lists: 308.5 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(845633, 574368, 306776)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(144685, 92204, 42087)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(23585, 14793, 5913)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(5162, 3156, 1088)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1159, 705, 213)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(319, 188, 49)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(89, 52, 12)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(28, 16, 3)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(9, 5, 1)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 2, 0)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.1185 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
- 14 of 14 (100% 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 637/1024 30576/49152 (62.2%)
- brushes 7946/8192 95352/98304 (97.0%) VERY FULL!
- brushsides 54773/65536 438184/524288 (83.6%) VERY FULL!
- planes 24490/65536 489800/1310720 (37.4%)
- vertexes 50631/65536 607572/786432 (77.3%)
- nodes 16733/65536 535456/2097152 (25.5%)
- texinfos 9689/12288 697608/884736 (78.8%)
- texdata 1558/2048 49856/65536 (76.1%)
- dispinfos 49/0 8624/0 ( 0.0%)
- disp_verts 8753/0 175060/0 ( 0.0%)
- disp_tris 15104/0 30208/0 ( 0.0%)
- disp_lmsamples 217992/0 217992/0 ( 0.0%)
- faces 30374/65536 1700944/3670016 (46.3%)
- hdr faces 30374/65536 1700944/3670016 (46.3%)
- origfaces 21158/65536 1184848/3670016 (32.3%)
- leaves 17371/65536 555872/2097152 (26.5%)
- leaffaces 37487/65536 74974/131072 (57.2%)
- leafbrushes 16834/65536 33668/131072 (25.7%)
- areas 22/256 176/2048 ( 8.6%)
- surfedges 232853/512000 931412/2048000 (45.5%)
- edges 143364/256000 573456/1024000 (56.0%)
- LDR worldlights 1309/8192 115192/720896 (16.0%)
- HDR worldlights 1309/8192 115192/720896 (16.0%)
- leafwaterdata 11/32768 132/393216 ( 0.0%)
- waterstrips 2863/32768 28630/327680 ( 8.7%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 54672/65536 109344/131072 (83.4%) VERY FULL!
- cubemapsamples 201/1024 3216/16384 (19.6%)
- overlays 40/512 14080/180224 ( 7.8%)
- LDR lightdata [variable] 23766688/0 ( 0.0%)
- HDR lightdata [variable] 23766688/0 ( 0.0%)
- visdata [variable] 1624485/16777216 ( 9.7%)
- entdata [variable] 1557515/393216 (396.1%) VERY FULL!
- LDR ambient table 17371/65536 69484/262144 (26.5%)
- HDR ambient table 17371/65536 69484/262144 (26.5%)
- LDR leaf ambient 64829/65536 1815212/1835008 (98.9%) VERY FULL!
- HDR leaf ambient 63617/65536 1781276/1835008 (97.1%) VERY FULL!
- 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] 1/187430 ( 0.0%)
- pakfile [variable] 50204188/0 ( 0.0%)
- physics [variable] 4749214/4194304 (113.2%) VERY FULL!
- physics terrain [variable] 0/1048576 ( 0.0%)
- Level flags = 3
- Total triangle count: 86802
- Writing e:\steam\steamapps\common\half-life 2\ep2\rp_apex_industrial17_b8.bsp
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