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- H2Codex Release Mode
- Scenario SP_Tests
- AMD FX 8320 8 core 3.50 Ghz
- Lightmap Quality Super
- Single Instance
- Total time on rasterizing 10 min
- Full Log
- ***
- H2Toolz version: 2.0.150-96c2185
- Built on May 16 2020 at 20:27:00
- Lighting sp_tests of c:\program files (x86)\microsoft games\halo 2 map editor\tags\scenarios\multi\sp_tests\sp_tests
- 20000000 photons
- 2048 monte carlo samples per pixel
- Hit control-c now if this isn't right.
- Lightmap job started at 05.28.20 20:44:29.682
- Finished start in 00:00:00 [h:m:s] (00:00:00 [h:m:s] total)
- - mem (used= 0.00MB, free= 2048.00MB)
- solo map, players are [/chief]
- ### DX9 tag 'shaders\shader_passes\shadow\shadow_generate' uses alphakill
- ### DX9 tag 'shaders\shader_passes\shadow\shadow_generate' uses alphakill
- ### DX9 tag 'shaders\shader_passes\shadow\shadow_generate' uses alphakill
- ### DX9 tag 'shaders\shader_passes\shadow\shadow_generate' uses alphakill
- WARNING: shader 'objects\weapons\rifle\battle_rifle\shaders\tens' could not resolve bitmap 'zero'
- WARNING: shader 'objects\weapons\rifle\battle_rifle\shaders\ones' could not resolve bitmap 'zero'
- ### ERROR geometry 'objects\weapons\support_high\flak_cannon\projectiles\flak_projectile' shader 'objects\weapons\support_high\flak_cannon\shaders\flak_bolt_luminous' is transparent but was imported as opaque
- ### WARNING model 'objects\weapons\melee\gravity_hammer_mp\gravity_hammer_mp' didn't have begin fade or max draw distances set and we couldn't build defaults
- ### WARNING effect 'effects\impact\explosion_small\brute_shot\detonation' part 'effects\impact\explosion_small\brute_shot\detonation' was not found
- ### WARNING model 'objects\weapons\rifle\brute_plasma_rifle\brute_plasma_rifle' collision model region 'default' has no corresponding model region (will not be collideable)
- ### WARNING shader pass 'shaders\shader_passes\texture_camera\scope' texture #0 (implementation #0) has source extern - ignoring parameter name "scope"
- ### WARNING effect 'effects\scenarios\objects\covenant\military\scarab\main_gun_beam' particle system is invalid
- ### WARNING effect 'effects\scenarios\objects\covenant\military\scarab\scarab_beam_fire' particle system is invalid
- ### WARNING model 'objects\weapons\rifle\(h2a)smg\(h2a)smg' material 'metal' ('') couldn't find a global material named 'metal'
- ### WARNING model 'objects\vehicles\creep\creep' material 'antigrav_l_back' ('') couldn't find a global material named 'antigrav_l_back'
- ### WARNING model 'objects\vehicles\creep\creep' material 'wing_r_front' ('') couldn't find a global material named 'wing_r_front'
- ### WARNING model 'objects\vehicles\creep\creep' material 'wing_r_back' ('') couldn't find a global material named 'wing_r_back'
- ### WARNING model 'objects\vehicles\creep\creep' material 'wing_l_front' ('') couldn't find a global material named 'wing_l_front'
- ### WARNING model 'objects\vehicles\creep\creep' material 'wing_l_back' ('') couldn't find a global material named 'wing_l_back'
- ### WARNING model 'objects\vehicles\creep\creep' material 'turret_gun' ('') couldn't find a global material named 'turret_gun'
- ### WARNING model 'objects\vehicles\creep\creep' material 'turret' ('') couldn't find a global material named 'turret'
- ### WARNING model 'objects\vehicles\creep\creep' material 'seats' ('') couldn't find a global material named 'seats'
- ### WARNING model 'objects\vehicles\creep\creep' material 'ram' ('') couldn't find a global material named 'ram'
- ### WARNING model 'objects\vehicles\creep\creep' material 'nose' ('') couldn't find a global material named 'nose'
- ### WARNING model 'objects\vehicles\creep\creep' material 'hull' ('') couldn't find a global material named 'hull'
- ### WARNING model 'objects\vehicles\creep\creep' material 'antigrav_r_front' ('') couldn't find a global material named 'antigrav_r_front'
- ### WARNING model 'objects\vehicles\creep\creep' material 'antigrav_r_back' ('') couldn't find a global material named 'antigrav_r_back'
- ### WARNING model 'objects\vehicles\creep\creep' material 'antigrav_l_front' ('') couldn't find a global material named 'antigrav_l_front'
- ### WARNING object 'objects\vehicles\ghost\garbage\seat\seat' has a bounding sphere radius much less than its model (0.120000 vs 0.364857)
- ### WARNING object 'objects\vehicles\ghost\garbage\l_wing_shell\l_wing_shell' has a bounding sphere radius much less than its model (0.080000 vs 0.285048)
- ### WARNING object 'objects\vehicles\ghost\garbage\r_wing_shell\r_wing_shell' has a bounding sphere radius much less than its model (0.120000 vs 0.264751)
- ### WARNING physics model 'objects\vehicles\phantom\phantom' couldn't resolve material 'gravity_lift' (''), using default material
- ### WARNING physics model 'objects\vehicles\phantom\phantom' couldn't resolve material 'gravity_lift_brake' (''), using default material
- ### WARNING physics model 'objects\vehicles\phantom\phantom' couldn't resolve material 'special_material' (''), using default material
- ### WARNING physics model 'objects\vehicles\phantom\phantom' couldn't resolve material 'gravity_lift_vehicle' (''), using default material
- ### DX9: tag 'shaders\shader_passes\transparent\particle_alphatest' is using alpha_to_coverage
- ### DX9: tag 'shaders\shader_passes\transparent\particle_alphatest' is using alpha_to_one
- ### DX9: tag 'shaders\shader_passes\transparent\particle_alphatest' is using alpha_to_coverage
- ### DX9: tag 'shaders\shader_passes\transparent\particle_alphatest' is using alpha_to_one
- ### DX9 tag 'shaders\shader_passes\transparent\particle_alphatest' uses alphakill
- damage info postprocess: couldn't find a physics model constraint with name: hinge02
- ### ERROR geometry 'objects\characters\sentinel_aggressor\sentinel_aggressor' shader 'objects\characters\sentinel_aggressor\shaders\sentinel_aggressor_shield' is transparent but was imported as opaque
- ### WARNING physics model 'objects\characters\sentinel_enforcer\sentinel_enforcer' couldn't resolve material 'phantom' (''), using default material
- ### ERROR geometry 'objects\characters\sentinel_enforcer\right_shield\right_shield' shader 'objects\characters\sentinel_enforcer\shaders\energy_shield' is transparent but was imported as opaque
- ### ERROR geometry 'objects\characters\sentinel_enforcer\right_shield\right_shield' shader 'objects\characters\sentinel_enforcer\shaders\energy_shield' is transparent but was imported as opaque
- ### ERROR geometry 'objects\characters\sentinel_enforcer\left_shield\left_shield' shader 'objects\characters\sentinel_enforcer\shaders\energy_shield' is transparent but was imported as opaque
- ### ERROR geometry 'objects\characters\sentinel_enforcer\left_shield\left_shield' shader 'objects\characters\sentinel_enforcer\shaders\energy_shield' is transparent but was imported as opaque
- ### WARNING physics model 'objects\vehicles\pelican\pelican' couldn't resolve material 'metal' (''), using default material
- ### WARNING physics model 'objects\vehicles\pelican\pelican' couldn't resolve material 'special_material' (''), using default material
- ### WARNING model 'objects\weapons\rifle\smg\garbage\magazine\magazine' didn't have begin fade or max draw distances set and we couldn't build defaults
- Animation 'combat:hammer:aim_still_down' in graph [objects\characters\elite\elite] linked to an invalid blend screen. (The blend screen dimensions do not match the frame count of the animation)
- ### ERROR geometry 'objects\characters\elite\elite_ranger\elite_ranger' shader 'objects\characters\elite\elite_ranger\shaders\inset_lights' is transparent but was imported as opaque
- ### WARNING object 'objects\characters\bugger\bugger' has a bounding sphere radius much less than its model (0.380000 vs 0.670935)
- loaded script 'ai'
- ### ERROR geometry 'objects\characters\elite\fp_body\fp_body' shader 'objects\characters\elite\shaders\inset_lights' is opaque but was imported as transparent
- ### WARNING model 'objects\characters\elite\elite_mp' variant 'default' cannot find region 'hg_lights'
- Compiling scripts...
- scripts successfully compiled.
- Building Havok representation for bsp...
- starting scenarios\multi\sp_tests\sp_tests...
- Finished loading scenario in 00:00:22 [h:m:s] (00:00:22 [h:m:s] total)
- - mem (used= 0.00MB, free= 2048.00MB)
- finding checkerboard sky surfaces...done
- processing scenery objects
- done processing scenery objects
- NUG BUILD: built a grid with 16 triangles and 1 elements
- made 14 cells and 67 designators (1 duplicated cells)
- mean ratio of 4.800000 designators per occupied cell
- Finished processing geometry in 00:00:00 [h:m:s] (00:00:23 [h:m:s] total)
- - mem (used= 0.00MB, free= 2048.00MB)
- deleting unneeded tags...done!
- built 3 light managers
- Finished casting photons in 00:06:00 [h:m:s] (00:06:23 [h:m:s] total)
- - mem (used= 0.00MB, free= 2048.00MB)
- Finished computing r.e. entries in 00:00:03 [h:m:s] (00:06:26 [h:m:s] total)
- - mem (used= 0.00MB, free= 2048.00MB)
- Finished rasterizing in 00:03:40 [h:m:s] (00:10:06 [h:m:s] total)
- - mem (used= 0.00MB, free= 2048.00MB)
- writing out 0 buckets...
- dumping heap usage (currently 952446999 bytes) to C:\Users\Steven\Documents\Halo 2\heap_dump.txt...
- loaded script 'ai'
- Finished! (total time: 00:10:07 [h:m:s])
- - mem (used= 0.00MB, free= 2048.00MB)
- --------- lightmap stats ---------
- photons cast: 11015545
- raytests from photons: 30019884 (55.69)
- calls to find_photons: 515901
- raytests from find_photons: 2210512 (4.10)
- calls to compute_light_value: 168273
- sun tests: 28607
- sun raytests: 136880 (0.63)
- point light tests: 0
- point light raytests: 0 (0.00)
- surface light tests: 0
- surface light raytests: 0 (0.00)
- indirect radiance raytests: 21538944 (99.37)
- Press any key labeled enter to exit tool....
- ***
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