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  1.  
  2.  
  3.  
  4. materialPath: c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\materials
  5. Loading C:\Users\Dan\Documents\Maps\LAD Test\lad_test.vmf
  6. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\gameinfo.txt
  7. Patching WVT material: maps/lad_test/nature/blendgrassgravel01_wvt_patch
  8. fixing up env_cubemap materials on brush sides...
  9. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  10. Building Faces...done (0)
  11. FixTjuncs...
  12. PruneNodes...
  13. WriteBSP...
  14. done (0)
  15. writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.prt...Building visibility clusters...
  16. done (0)
  17. Creating default LDR cubemaps for env_cubemap using skybox materials:
  18. skybox/sky_day02_07*.vmt
  19. ! Run buildcubemaps in the engine to get the correct cube maps.
  20. Creating default HDR cubemaps for env_cubemap using skybox materials:
  21. skybox/sky_day02_07*.vmt
  22. ! Run buildcubemaps in the engine to get the correct cube maps.
  23. Finding displacement neighbors...
  24. Finding lightmap sample positions...
  25. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  26. Building Physics collision data...
  27. done (0) (2720 bytes)
  28. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  29. Compacting texture/material tables...
  30. Reduced 11 texinfos to 6
  31. Reduced 5 texdatas to 4 (138 bytes to 112)
  32. Writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.bsp
  33. 2 seconds elapsed
  34.  
  35.  
  36.  
  37. 4 threads
  38. reading c:\users\dan\documents\maps\lad test\lad_test.bsp
  39. reading c:\users\dan\documents\maps\lad test\lad_test.prt
  40. 24 portalclusters
  41. 44 numportals
  42. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  43. Total clusters visible: 576
  44. Average clusters visible: 24
  45. Building PAS...
  46. Average clusters audible: 24
  47. visdatasize:340 compressed from 384
  48. writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  49. 0 seconds elapsed
  50.  
  51.  
  52.  
  53. [Reading texlights from 'lights.rad']
  54. [48 texlights parsed from 'lights.rad']
  55.  
  56. Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
  57. 192 faces
  58. 469674 square feet [67633136.00 square inches]
  59. 0 Displacements
  60. 0 Square Feet [0.00 Square Inches]
  61. 192 patches before subdivision
  62. 10696 patches after subdivision
  63. 0 direct lights
  64. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 162576, max 225
  65. transfer lists: 1.2 megs
  66. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  67. Build Patch/Sample Hash Table(s).....Done<0.0111 sec>
  68. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  69. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  70. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  71. Ready to Finish
  72.  
  73. Object names Objects/Maxobjs Memory / Maxmem Fullness
  74. ------------ --------------- --------------- --------
  75. models 1/1024 48/49152 ( 0.1%)
  76. brushes 7/8192 84/98304 ( 0.1%)
  77. brushsides 42/65536 336/524288 ( 0.1%)
  78. planes 58/65536 1160/1310720 ( 0.1%)
  79. vertexes 243/65536 2916/786432 ( 0.4%)
  80. nodes 67/65536 2144/2097152 ( 0.1%)
  81. texinfos 6/12288 432/884736 ( 0.0%)
  82. texdata 4/2048 128/65536 ( 0.2%)
  83. dispinfos 0/0 0/0 ( 0.0%)
  84. disp_verts 0/0 0/0 ( 0.0%)
  85. disp_tris 0/0 0/0 ( 0.0%)
  86. disp_lmsamples 0/0 0/0 ( 0.0%)
  87. faces 192/65536 10752/3670016 ( 0.3%)
  88. hdr faces 0/65536 0/3670016 ( 0.0%)
  89. origfaces 11/65536 616/3670016 ( 0.0%)
  90. leaves 69/65536 2208/2097152 ( 0.1%)
  91. leaffaces 208/65536 416/131072 ( 0.3%)
  92. leafbrushes 56/65536 112/131072 ( 0.1%)
  93. areas 2/256 16/2048 ( 0.8%)
  94. surfedges 884/512000 3536/2048000 ( 0.2%)
  95. edges 455/256000 1820/1024000 ( 0.2%)
  96. LDR worldlights 0/8192 0/720896 ( 0.0%)
  97. HDR worldlights 0/8192 0/720896 ( 0.0%)
  98. leafwaterdata 0/32768 0/393216 ( 0.0%)
  99. waterstrips 8/32768 80/327680 ( 0.0%)
  100. waterverts 0/65536 0/786432 ( 0.0%)
  101. waterindices 192/65536 384/131072 ( 0.3%)
  102. cubemapsamples 0/1024 0/16384 ( 0.0%)
  103. overlays 0/512 0/180224 ( 0.0%)
  104. LDR lightdata [variable] 323832/0 ( 0.0%)
  105. HDR lightdata [variable] 0/0 ( 0.0%)
  106. visdata [variable] 340/16777216 ( 0.0%)
  107. entdata [variable] 637/393216 ( 0.2%)
  108. LDR ambient table 69/65536 276/262144 ( 0.1%)
  109. HDR ambient table 69/65536 276/262144 ( 0.1%)
  110. LDR leaf ambient 24/65536 672/1835008 ( 0.0%)
  111. HDR leaf ambient 69/65536 1932/1835008 ( 0.1%)
  112. occluders 0/0 0/0 ( 0.0%)
  113. occluder polygons 0/0 0/0 ( 0.0%)
  114. occluder vert ind 0/0 0/0 ( 0.0%)
  115. detail props [variable] 1/12 ( 8.3%)
  116. static props [variable] 1/12 ( 8.3%)
  117. pakfile [variable] 87075/0 ( 0.0%)
  118. physics [variable] 2720/4194304 ( 0.1%)
  119. physics terrain [variable] 2/1048576 ( 0.0%)
  120.  
  121. Level flags = 0
  122.  
  123. Total triangle count: 456
  124. Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  125. 3 seconds elapsed
  126.  
  127.  
  128.  
  129. [Reading texlights from 'lights.rad']
  130. [48 texlights parsed from 'lights.rad']
  131.  
  132. Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
  133. 192 faces
  134. 469674 square feet [67633136.00 square inches]
  135. 0 Displacements
  136. 0 Square Feet [0.00 Square Inches]
  137. 192 patches before subdivision
  138. 10696 patches after subdivision
  139. 0 direct lights
  140. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 162576, max 225
  141. transfer lists: 1.2 megs
  142. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  143. Build Patch/Sample Hash Table(s).....Done<0.0112 sec>
  144. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  145. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  146. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  147. Ready to Finish
  148.  
  149. Object names Objects/Maxobjs Memory / Maxmem Fullness
  150. ------------ --------------- --------------- --------
  151. models 1/1024 48/49152 ( 0.1%)
  152. brushes 7/8192 84/98304 ( 0.1%)
  153. brushsides 42/65536 336/524288 ( 0.1%)
  154. planes 58/65536 1160/1310720 ( 0.1%)
  155. vertexes 243/65536 2916/786432 ( 0.4%)
  156. nodes 67/65536 2144/2097152 ( 0.1%)
  157. texinfos 6/12288 432/884736 ( 0.0%)
  158. texdata 4/2048 128/65536 ( 0.2%)
  159. dispinfos 0/0 0/0 ( 0.0%)
  160. disp_verts 0/0 0/0 ( 0.0%)
  161. disp_tris 0/0 0/0 ( 0.0%)
  162. disp_lmsamples 0/0 0/0 ( 0.0%)
  163. faces 192/65536 10752/3670016 ( 0.3%)
  164. hdr faces 192/65536 10752/3670016 ( 0.3%)
  165. origfaces 11/65536 616/3670016 ( 0.0%)
  166. leaves 69/65536 2208/2097152 ( 0.1%)
  167. leaffaces 208/65536 416/131072 ( 0.3%)
  168. leafbrushes 56/65536 112/131072 ( 0.1%)
  169. areas 2/256 16/2048 ( 0.8%)
  170. surfedges 884/512000 3536/2048000 ( 0.2%)
  171. edges 455/256000 1820/1024000 ( 0.2%)
  172. LDR worldlights 0/8192 0/720896 ( 0.0%)
  173. HDR worldlights 0/8192 0/720896 ( 0.0%)
  174. leafwaterdata 0/32768 0/393216 ( 0.0%)
  175. waterstrips 8/32768 80/327680 ( 0.0%)
  176. waterverts 0/65536 0/786432 ( 0.0%)
  177. waterindices 192/65536 384/131072 ( 0.3%)
  178. cubemapsamples 0/1024 0/16384 ( 0.0%)
  179. overlays 0/512 0/180224 ( 0.0%)
  180. LDR lightdata [variable] 323832/0 ( 0.0%)
  181. HDR lightdata [variable] 323832/0 ( 0.0%)
  182. visdata [variable] 340/16777216 ( 0.0%)
  183. entdata [variable] 637/393216 ( 0.2%)
  184. LDR ambient table 69/65536 276/262144 ( 0.1%)
  185. HDR ambient table 69/65536 276/262144 ( 0.1%)
  186. LDR leaf ambient 24/65536 672/1835008 ( 0.0%)
  187. HDR leaf ambient 24/65536 672/1835008 ( 0.0%)
  188. occluders 0/0 0/0 ( 0.0%)
  189. occluder polygons 0/0 0/0 ( 0.0%)
  190. occluder vert ind 0/0 0/0 ( 0.0%)
  191. detail props [variable] 1/12 ( 8.3%)
  192. static props [variable] 1/12 ( 8.3%)
  193. pakfile [variable] 87075/0 ( 0.0%)
  194. physics [variable] 2720/4194304 ( 0.1%)
  195. physics terrain [variable] 2/1048576 ( 0.0%)
  196.  
  197. Level flags = 0
  198.  
  199. Total triangle count: 456
  200. Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  201. 3 seconds elapsed
  202.  
  203.  
  204.  
  205. materialPath: c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\materials
  206. Loading C:\Users\Dan\Documents\Maps\LAD Test\lad_test.vmf
  207. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\gameinfo.txt
  208. Patching WVT material: maps/lad_test/nature/blendgrassgravel01_wvt_patch
  209. fixing up env_cubemap materials on brush sides...
  210. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  211. Building Faces...done (0)
  212. FixTjuncs...
  213. PruneNodes...
  214. WriteBSP...
  215. done (0)
  216. writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.prt...Building visibility clusters...
  217. done (0)
  218. Creating default LDR cubemaps for env_cubemap using skybox materials:
  219. skybox/sky_day02_07*.vmt
  220. ! Run buildcubemaps in the engine to get the correct cube maps.
  221. Creating default HDR cubemaps for env_cubemap using skybox materials:
  222. skybox/sky_day02_07*.vmt
  223. ! Run buildcubemaps in the engine to get the correct cube maps.
  224. Finding displacement neighbors...
  225. Finding lightmap sample positions...
  226. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  227. Building Physics collision data...
  228. done (0) (2720 bytes)
  229. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  230. Compacting texture/material tables...
  231. Reduced 11 texinfos to 6
  232. Reduced 5 texdatas to 4 (138 bytes to 112)
  233. Writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.bsp
  234. 0 seconds elapsed
  235.  
  236.  
  237.  
  238. 4 threads
  239. reading c:\users\dan\documents\maps\lad test\lad_test.bsp
  240. reading c:\users\dan\documents\maps\lad test\lad_test.prt
  241. 24 portalclusters
  242. 44 numportals
  243. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  244. Total clusters visible: 576
  245. Average clusters visible: 24
  246. Building PAS...
  247. Average clusters audible: 24
  248. visdatasize:340 compressed from 384
  249. writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  250. 0 seconds elapsed
  251.  
  252.  
  253.  
  254. [Reading texlights from 'lights.rad']
  255. [48 texlights parsed from 'lights.rad']
  256.  
  257. Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
  258. 192 faces
  259. 469674 square feet [67633136.00 square inches]
  260. 0 Displacements
  261. 0 Square Feet [0.00 Square Inches]
  262. 192 patches before subdivision
  263. 10696 patches after subdivision
  264. 0 direct lights
  265. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 162576, max 225
  266. transfer lists: 1.2 megs
  267. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  268. Build Patch/Sample Hash Table(s).....Done<0.0110 sec>
  269. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  270. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  271. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  272. Ready to Finish
  273.  
  274. Object names Objects/Maxobjs Memory / Maxmem Fullness
  275. ------------ --------------- --------------- --------
  276. models 1/1024 48/49152 ( 0.1%)
  277. brushes 7/8192 84/98304 ( 0.1%)
  278. brushsides 42/65536 336/524288 ( 0.1%)
  279. planes 58/65536 1160/1310720 ( 0.1%)
  280. vertexes 243/65536 2916/786432 ( 0.4%)
  281. nodes 67/65536 2144/2097152 ( 0.1%)
  282. texinfos 6/12288 432/884736 ( 0.0%)
  283. texdata 4/2048 128/65536 ( 0.2%)
  284. dispinfos 0/0 0/0 ( 0.0%)
  285. disp_verts 0/0 0/0 ( 0.0%)
  286. disp_tris 0/0 0/0 ( 0.0%)
  287. disp_lmsamples 0/0 0/0 ( 0.0%)
  288. faces 192/65536 10752/3670016 ( 0.3%)
  289. hdr faces 0/65536 0/3670016 ( 0.0%)
  290. origfaces 11/65536 616/3670016 ( 0.0%)
  291. leaves 69/65536 2208/2097152 ( 0.1%)
  292. leaffaces 208/65536 416/131072 ( 0.3%)
  293. leafbrushes 56/65536 112/131072 ( 0.1%)
  294. areas 2/256 16/2048 ( 0.8%)
  295. surfedges 884/512000 3536/2048000 ( 0.2%)
  296. edges 455/256000 1820/1024000 ( 0.2%)
  297. LDR worldlights 0/8192 0/720896 ( 0.0%)
  298. HDR worldlights 0/8192 0/720896 ( 0.0%)
  299. leafwaterdata 0/32768 0/393216 ( 0.0%)
  300. waterstrips 8/32768 80/327680 ( 0.0%)
  301. waterverts 0/65536 0/786432 ( 0.0%)
  302. waterindices 192/65536 384/131072 ( 0.3%)
  303. cubemapsamples 0/1024 0/16384 ( 0.0%)
  304. overlays 0/512 0/180224 ( 0.0%)
  305. LDR lightdata [variable] 323832/0 ( 0.0%)
  306. HDR lightdata [variable] 0/0 ( 0.0%)
  307. visdata [variable] 340/16777216 ( 0.0%)
  308. entdata [variable] 637/393216 ( 0.2%)
  309. LDR ambient table 69/65536 276/262144 ( 0.1%)
  310. HDR ambient table 69/65536 276/262144 ( 0.1%)
  311. LDR leaf ambient 24/65536 672/1835008 ( 0.0%)
  312. HDR leaf ambient 69/65536 1932/1835008 ( 0.1%)
  313. occluders 0/0 0/0 ( 0.0%)
  314. occluder polygons 0/0 0/0 ( 0.0%)
  315. occluder vert ind 0/0 0/0 ( 0.0%)
  316. detail props [variable] 1/12 ( 8.3%)
  317. static props [variable] 1/12 ( 8.3%)
  318. pakfile [variable] 87075/0 ( 0.0%)
  319. physics [variable] 2720/4194304 ( 0.1%)
  320. physics terrain [variable] 2/1048576 ( 0.0%)
  321.  
  322. Level flags = 0
  323.  
  324. Total triangle count: 456
  325. Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  326. 3 seconds elapsed
  327.  
  328.  
  329.  
  330. [Reading texlights from 'lights.rad']
  331. [48 texlights parsed from 'lights.rad']
  332.  
  333. Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
  334. 192 faces
  335. 469674 square feet [67633136.00 square inches]
  336. 0 Displacements
  337. 0 Square Feet [0.00 Square Inches]
  338. 192 patches before subdivision
  339. 10696 patches after subdivision
  340. 0 direct lights
  341. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 162576, max 225
  342. transfer lists: 1.2 megs
  343. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  344. Build Patch/Sample Hash Table(s).....Done<0.0106 sec>
  345. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  346. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  347. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  348. Ready to Finish
  349.  
  350. Object names Objects/Maxobjs Memory / Maxmem Fullness
  351. ------------ --------------- --------------- --------
  352. models 1/1024 48/49152 ( 0.1%)
  353. brushes 7/8192 84/98304 ( 0.1%)
  354. brushsides 42/65536 336/524288 ( 0.1%)
  355. planes 58/65536 1160/1310720 ( 0.1%)
  356. vertexes 243/65536 2916/786432 ( 0.4%)
  357. nodes 67/65536 2144/2097152 ( 0.1%)
  358. texinfos 6/12288 432/884736 ( 0.0%)
  359. texdata 4/2048 128/65536 ( 0.2%)
  360. dispinfos 0/0 0/0 ( 0.0%)
  361. disp_verts 0/0 0/0 ( 0.0%)
  362. disp_tris 0/0 0/0 ( 0.0%)
  363. disp_lmsamples 0/0 0/0 ( 0.0%)
  364. faces 192/65536 10752/3670016 ( 0.3%)
  365. hdr faces 192/65536 10752/3670016 ( 0.3%)
  366. origfaces 11/65536 616/3670016 ( 0.0%)
  367. leaves 69/65536 2208/2097152 ( 0.1%)
  368. leaffaces 208/65536 416/131072 ( 0.3%)
  369. leafbrushes 56/65536 112/131072 ( 0.1%)
  370. areas 2/256 16/2048 ( 0.8%)
  371. surfedges 884/512000 3536/2048000 ( 0.2%)
  372. edges 455/256000 1820/1024000 ( 0.2%)
  373. LDR worldlights 0/8192 0/720896 ( 0.0%)
  374. HDR worldlights 0/8192 0/720896 ( 0.0%)
  375. leafwaterdata 0/32768 0/393216 ( 0.0%)
  376. waterstrips 8/32768 80/327680 ( 0.0%)
  377. waterverts 0/65536 0/786432 ( 0.0%)
  378. waterindices 192/65536 384/131072 ( 0.3%)
  379. cubemapsamples 0/1024 0/16384 ( 0.0%)
  380. overlays 0/512 0/180224 ( 0.0%)
  381. LDR lightdata [variable] 323832/0 ( 0.0%)
  382. HDR lightdata [variable] 323832/0 ( 0.0%)
  383. visdata [variable] 340/16777216 ( 0.0%)
  384. entdata [variable] 637/393216 ( 0.2%)
  385. LDR ambient table 69/65536 276/262144 ( 0.1%)
  386. HDR ambient table 69/65536 276/262144 ( 0.1%)
  387. LDR leaf ambient 24/65536 672/1835008 ( 0.0%)
  388. HDR leaf ambient 24/65536 672/1835008 ( 0.0%)
  389. occluders 0/0 0/0 ( 0.0%)
  390. occluder polygons 0/0 0/0 ( 0.0%)
  391. occluder vert ind 0/0 0/0 ( 0.0%)
  392. detail props [variable] 1/12 ( 8.3%)
  393. static props [variable] 1/12 ( 8.3%)
  394. pakfile [variable] 87075/0 ( 0.0%)
  395. physics [variable] 2720/4194304 ( 0.1%)
  396. physics terrain [variable] 2/1048576 ( 0.0%)
  397.  
  398. Level flags = 0
  399.  
  400. Total triangle count: 456
  401. Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  402. 3 seconds elapsed
  403.  
  404.  
  405.  
  406. materialPath: c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\materials
  407. Loading C:\Users\Dan\Documents\Maps\LAD Test\lad_test.vmf
  408. material "" not found.
  409. Material not found!:
  410. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\gameinfo.txt
  411. Patching WVT material: maps/lad_test/nature/blendgrassgravel01_wvt_patch
  412. fixing up env_cubemap materials on brush sides...
  413. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  414. Building Faces...done (0)
  415. FixTjuncs...
  416. PruneNodes...
  417. WriteBSP...
  418. done (0)
  419. writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.prt...Building visibility clusters...
  420. done (0)
  421. Creating default LDR cubemaps for env_cubemap using skybox materials:
  422. skybox/sky_day02_07*.vmt
  423. ! Run buildcubemaps in the engine to get the correct cube maps.
  424. Creating default HDR cubemaps for env_cubemap using skybox materials:
  425. skybox/sky_day02_07*.vmt
  426. ! Run buildcubemaps in the engine to get the correct cube maps.
  427. Finding displacement neighbors...
  428. Finding lightmap sample positions...
  429. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  430. Building Physics collision data...
  431. done (0) (6367 bytes)
  432. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  433. Compacting texture/material tables...
  434. Reduced 11 texinfos to 6
  435. Reduced 5 texdatas to 4 (138 bytes to 112)
  436. Writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.bsp
  437. 0 seconds elapsed
  438.  
  439.  
  440.  
  441. 4 threads
  442. reading c:\users\dan\documents\maps\lad test\lad_test.bsp
  443. reading c:\users\dan\documents\maps\lad test\lad_test.prt
  444. 44 portalclusters
  445. 80 numportals
  446. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  447. Total clusters visible: 1936
  448. Average clusters visible: 44
  449. Building PAS...
  450. Average clusters audible: 44
  451. visdatasize:884 compressed from 704
  452. writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  453. 0 seconds elapsed
  454.  
  455.  
  456.  
  457. [Reading texlights from 'lights.rad']
  458. [48 texlights parsed from 'lights.rad']
  459.  
  460. Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
  461. 558 faces
  462. 1212871 square feet [174653488.00 square inches]
  463. 0 Displacements
  464. 0 Square Feet [0.00 Square Inches]
  465. 558 patches before subdivision
  466. 66490 patches after subdivision
  467. 0 direct lights
  468. 0...1...2...3...4...5... warning - face vectors parallel to face normal. bad lighting will be produced
  469. warning - face vectors parallel to face normal. bad lighting will be produced
  470. warning - face vectors parallel to face normal. bad lighting will be produced
  471. warning - face vectors parallel to face normal. bad lighting will be produced
  472. warning - face vectors parallel to face normal. bad lighting will be produced
  473. warning - face vectors parallel to face normal. bad lighting will be produced
  474. 6 warning - face vectors parallel to face normal. bad lighting will be produced
  475. warning - face vectors parallel to face normal. bad lighting will be produced
  476. warning - face vectors parallel to face normal. bad lighting will be produced
  477. warning - face vectors parallel to face normal. bad lighting will be produced
  478. warning - face vectors parallel to face normal. bad lighting will be produced
  479. warning - face vectors parallel to face normal. bad lighting will be produced
  480. warning - face vectors parallel to face normal. bad lighting will be produced
  481. warning - face vectors parallel to face normal. bad lighting will be produced
  482. warning - face vectors parallel to face normal. bad lighting will be produced
  483. warning - face vectors parallel to face normal. bad lighting will be produced
  484. warning - face vectors parallel to face normal. bad lighting will be produced
  485. warning - face vectors parallel to face normal. bad lighting will be produced
  486. warning - face vectors parallel to face normal. bad lighting will be produced
  487. warning - face vectors parallel to face normal. bad lighting will be produced
  488. . warning - face vectors parallel to face normal. bad lighting will be produced
  489. warning - face vectors parallel to face normal. bad lighting will be produced
  490. warning - face vectors parallel to face normal. bad lighting will be produced
  491. warning - face vectors parallel to face normal. bad lighting will be produced
  492. warning - face vectors parallel to face normal. bad lighting will be produced
  493. warning - face vectors parallel to face normal. bad lighting will be produced
  494. warning - face vectors parallel to face normal. bad lighting will be produced
  495. warning - face vectors parallel to face normal. bad lighting will be produced
  496. warning - face vectors parallel to face normal. bad lighting will be produced
  497. warning - face vectors parallel to face normal. bad lighting will be produced
  498. warning - face vectors parallel to face normal. bad lighting will be produced
  499. warning - face vectors parallel to face normal. bad lighting will be produced
  500. warning - face vectors parallel to face normal. bad lighting will be produced
  501. warning - face vectors parallel to face normal. bad lighting will be produced
  502. . warning - face vectors parallel to face normal. bad lighting will be produced
  503. warning - face vectors parallel to face normal. bad lighting will be produced
  504. .7...8.. warning - face vectors parallel to face normal. bad lighting will be produced
  505. warning - face vectors parallel to face normal. bad lighting will be produced
  506. warning - face vectors parallel to face normal. bad lighting will be produced
  507. warning - face vectors parallel to face normal. bad lighting will be produced
  508. warning - face vectors parallel to face normal. bad lighting will be produced
  509. warning - face vectors parallel to face normal. bad lighting will be produced
  510. warning - face vectors parallel to face normal. bad lighting will be produced
  511. . warning - face vectors parallel to face normal. bad lighting will be produced
  512. warning - face vectors parallel to face normal. bad lighting will be produced
  513. warning - face vectors parallel to face normal. bad lighting will be produced
  514. warning - face vectors parallel to face normal. bad lighting will be produced
  515. warning - face vectors parallel to face normal. bad lighting will be produced
  516. warning - face vectors parallel to face normal. bad lighting will be produced
  517. warning - face vectors parallel to face normal. bad lighting will be produced
  518. warning - face vectors parallel to face normal. bad lighting will be produced
  519. warning - face vectors parallel to face normal. bad lighting will be produced
  520. warning - face vectors parallel to face normal. bad lighting will be produced
  521. warning - face vectors parallel to face normal. bad lighting will be produced
  522. warning - face vectors parallel to face normal. bad lighting will be produced
  523. warning - face vectors parallel to face normal. bad lighting will be produced
  524. warning - face vectors parallel to face normal. bad lighting will be produced
  525. 9 warning - face vectors parallel to face normal. bad lighting will be produced
  526. warning - face vectors parallel to face normal. bad lighting will be produced
  527. warning - face vectors parallel to face normal. bad lighting will be produced
  528. warning - face vectors parallel to face normal. bad lighting will be produced
  529. warning - face vectors parallel to face normal. bad lighting will be produced
  530. warning - face vectors parallel to face normal. bad lighting will be produced
  531. warning - face vectors parallel to face normal. bad lighting will be produced
  532. warning - face vectors parallel to face normal. bad lighting will be produced
  533. warning - face vectors parallel to face normal. bad lighting will be produced
  534. warning - face vectors parallel to face normal. bad lighting will be produced
  535. warning - face vectors parallel to face normal. bad lighting will be produced
  536. warning - face vectors parallel to face normal. bad lighting will be produced
  537. warning - face vectors parallel to face normal. bad lighting will be produced
  538. warning - face vectors parallel to face normal. bad lighting will be produced
  539. . warning - face vectors parallel to face normal. bad lighting will be produced
  540. warning - face vectors parallel to face normal. bad lighting will be produced
  541. warning - face vectors parallel to face normal. bad lighting will be produced
  542. warning - face vectors parallel to face normal. bad lighting will be produced
  543. warning - face vectors parallel to face normal. bad lighting will be produced
  544. warning - face vectors parallel to face normal. bad lighting will be produced
  545. warning - face vectors parallel to face normal. bad lighting will be produced
  546. warning - face vectors parallel to face normal. bad lighting will be produced
  547. warning - face vectors parallel to face normal. bad lighting will be produced
  548. warning - face vectors parallel to face normal. bad lighting will be produced
  549. warning - face vectors parallel to face normal. bad lighting will be produced
  550. warning - face vectors parallel to face normal. bad lighting will be produced
  551. warning - face vectors parallel to face normal. bad lighting will be produced
  552. warning - face vectors parallel to face normal. bad lighting will be produced
  553. . warning - face vectors parallel to face normal. bad lighting will be produced
  554. warning - face vectors parallel to face normal. bad lighting will be produced
  555. warning - face vectors parallel to face normal. bad lighting will be produced
  556. warning - face vectors parallel to face normal. bad lighting will be produced
  557. warning - face vectors parallel to face normal. bad lighting will be produced
  558. warning - face vectors parallel to face normal. bad lighting will be produced
  559. warning - face vectors parallel to face normal. bad lighting will be produced
  560. warning - face vectors parallel to face normal. bad lighting will be produced
  561. warning - face vectors parallel to face normal. bad lighting will be produced
  562. warning - face vectors parallel to face normal. bad lighting will be produced
  563. warning - face vectors parallel to face normal. bad lighting will be produced
  564. warning - face vectors parallel to face normal. bad lighting will be produced
  565. warning - face vectors parallel to face normal. bad lighting will be produced
  566. warning - face vectors parallel to face normal. bad lighting will be produced
  567. . warning - face vectors parallel to face normal. bad lighting will be produced
  568. warning - face vectors parallel to face normal. bad lighting will be produced
  569. warning - face vectors parallel to face normal. bad lighting will be produced
  570. warning - face vectors parallel to face normal. bad lighting will be produced
  571. warning - face vectors parallel to face normal. bad lighting will be produced
  572. warning - face vectors parallel to face normal. bad lighting will be produced
  573. warning - face vectors parallel to face normal. bad lighting will be produced
  574. warning - face vectors parallel to face normal. bad lighting will be produced
  575. warning - face vectors parallel to face normal. bad lighting will be produced
  576. warning - face vectors parallel to face normal. bad lighting will be produced
  577. warning - face vectors parallel to face normal. bad lighting will be produced
  578. warning - face vectors parallel to face normal. bad lighting will be produced
  579. warning - face vectors parallel to face normal. bad lighting will be produced
  580. 100...1...2...3...4...5...6...7...8...9...10transfers 2358949, max 291
  581. transfer lists: 18.0 megs
  582. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  583. Build Patch/Sample Hash Table(s).....Done<0.0389 sec>
  584. 0...1...2...3...4...5... warning - face vectors parallel to face normal. bad lighting will be produced
  585. warning - face vectors parallel to face normal. bad lighting will be produced
  586. warning - face vectors parallel to face normal. bad lighting will be produced
  587. warning - face vectors parallel to face normal. bad lighting will be produced
  588. warning - face vectors parallel to face normal. bad lighting will be produced
  589. warning - face vectors parallel to face normal. bad lighting will be produced
  590. warning - face vectors parallel to face normal. bad lighting will be produced
  591. warning - face vectors parallel to face normal. bad lighting will be produced
  592. warning - face vectors parallel to face normal. bad lighting will be produced
  593. warning - face vectors parallel to face normal. bad lighting will be produced
  594. warning - face vectors parallel to face normal. bad lighting will be produced
  595. warning - face vectors parallel to face normal. bad lighting will be produced
  596. warning - face vectors parallel to face normal. bad lighting will be produced
  597. warning - face vectors parallel to face normal. bad lighting will be produced
  598. warning - face vectors parallel to face normal. bad lighting will be produced
  599. SampleRadial: Punting, Waiting for fix
  600. warning - face vectors parallel to face normal. bad lighting will be produced
  601. warning - face vectors parallel to face normal. bad lighting will be produced
  602. warning - face vectors parallel to face normal. bad lighting will be produced
  603. warning - face vectors parallel to face normal. bad lighting will be produced
  604. warning - face vectors parallel to face normal. bad lighting will be produced
  605. warning - face vectors parallel to face normal. bad lighting will be produced
  606. warning - face vectors parallel to face normal. bad lighting will be produced
  607. warning - face vectors parallel to face normal. bad lighting will be produced
  608. warning - face vectors parallel to face normal. bad lighting will be produced
  609. warning - face vectors parallel to face normal. bad lighting will be produced
  610. warning - face vectors parallel to face normal. bad lighting will be produced
  611. warning - face vectors parallel to face normal. bad lighting will be produced
  612. warning - face vectors parallel to face normal. bad lighting will be produced
  613. warning - face vectors parallel to face normal. bad lighting will be produced
  614. warning - face vectors parallel to face normal. bad lighting will be produced
  615. warning - face vectors parallel to face normal. bad lighting will be produced
  616. warning - face vectors parallel to face normal. bad lighting will be produced
  617. warning - face vectors parallel to face normal. bad lighting will be produced
  618. 6 warning - face vectors parallel to face normal. bad lighting will be produced
  619. warning - face vectors parallel to face normal. bad lighting will be produced
  620. warning - face vectors parallel to face normal. bad lighting will be produced
  621. warning - face vectors parallel to face normal. bad lighting will be produced
  622. warning - face vectors parallel to face normal. bad lighting will be produced
  623. warning - face vectors parallel to face normal. bad lighting will be produced
  624. warning - face vectors parallel to face normal. bad lighting will be produced
  625. warning - face vectors parallel to face normal. bad lighting will be produced
  626. warning - face vectors parallel to face normal. bad lighting will be produced
  627. warning - face vectors parallel to face normal. bad lighting will be produced
  628. warning - face vectors parallel to face normal. bad lighting will be produced
  629. warning - face vectors parallel to face normal. bad lighting will be produced
  630. warning - face vectors parallel to face normal. bad lighting will be produced
  631. warning - face vectors parallel to face normal. bad lighting will be produced
  632. warning - face vectors parallel to face normal. bad lighting will be produced
  633. warning - face vectors parallel to face normal. bad lighting will be produced
  634. warning - face vectors parallel to face normal. bad lighting will be produced
  635. warning - face vectors parallel to face normal. bad lighting will be produced
  636. warning - face vectors parallel to face normal. bad lighting will be produced
  637. warning - face vectors parallel to face normal. bad lighting will be produced
  638. warning - face vectors parallel to face normal. bad lighting will be produced
  639. warning - face vectors parallel to face normal. bad lighting will be produced
  640. warning - face vectors parallel to face normal. bad lighting will be produced
  641. warning - face vectors parallel to face normal. bad lighting will be produced
  642. warning - face vectors parallel to face normal. bad lighting will be produced
  643. warning - face vectors parallel to face normal. bad lighting will be produced
  644. warning - face vectors parallel to face normal. bad lighting will be produced
  645. warning - face vectors parallel to face normal. bad lighting will be produced
  646. warning - face vectors parallel to face normal. bad lighting will be produced
  647. warning - face vectors parallel to face normal. bad lighting will be produced
  648. warning - face vectors parallel to face normal. bad lighting will be produced
  649. warning - face vectors parallel to face normal. bad lighting will be produced
  650. warning - face vectors parallel to face normal. bad lighting will be produced
  651. warning - face vectors parallel to face normal. bad lighting will be produced
  652. warning - face vectors parallel to face normal. bad lighting will be produced
  653. warning - face vectors parallel to face normal. bad lighting will be produced
  654. warning - face vectors parallel to face normal. bad lighting will be produced
  655. warning - face vectors parallel to face normal. bad lighting will be produced
  656. warning - face vectors parallel to face normal. bad lighting will be produced
  657. warning - face vectors parallel to face normal. bad lighting will be produced
  658. warning - face vectors parallel to face normal. bad lighting will be produced
  659. warning - face vectors parallel to face normal. bad lighting will be produced
  660. warning - face vectors parallel to face normal. bad lighting will be produced
  661. warning - face vectors parallel to face normal. bad lighting will be produced
  662. warning - face vectors parallel to face normal. bad lighting will be produced
  663. warning - face vectors parallel to face normal. bad lighting will be produced
  664. warning - face vectors parallel to face normal. bad lighting will be produced
  665. warning - face vectors parallel to face normal. bad lighting will be produced
  666. warning - face vectors parallel to face normal. bad lighting will be produced
  667. warning - face vectors parallel to face normal. bad lighting will be produced
  668. warning - face vectors parallel to face normal. bad lighting will be produced
  669. warning - face vectors parallel to face normal. bad lighting will be produced
  670. warning - face vectors parallel to face normal. bad lighting will be produced
  671. warning - face vectors parallel to face normal. bad lighting will be produced
  672. warning - face vectors parallel to face normal. bad lighting will be produced
  673. warning - face vectors parallel to face normal. bad lighting will be produced
  674. warning - face vectors parallel to face normal. bad lighting will be produced
  675. warning - face vectors parallel to face normal. bad lighting will be produced
  676. warning - face vectors parallel to face normal. bad lighting will be produced
  677. warning - face vectors parallel to face normal. bad lighting will be produced
  678. warning - face vectors parallel to face normal. bad lighting will be produced
  679. warning - face vectors parallel to face normal. bad lighting will be produced
  680. warning - face vectors parallel to face normal. bad lighting will be produced
  681. warning - face vectors parallel to face normal. bad lighting will be produced
  682. warning - face vectors parallel to face normal. bad lighting will be produced
  683. warning - face vectors parallel to face normal. bad lighting will be produced
  684. warning - face vectors parallel to face normal. bad lighting will be produced
  685. warning - face vectors parallel to face normal. bad lighting will be produced
  686. warning - face vectors parallel to face normal. bad lighting will be produced
  687. warning - face vectors parallel to face normal. bad lighting will be produced
  688. warning - face vectors parallel to face normal. bad lighting will be produced
  689. warning - face vectors parallel to face normal. bad lighting will be produced
  690. warning - face vectors parallel to face normal. bad lighting will be produced
  691. warning - face vectors parallel to face normal. bad lighting will be produced
  692. warning - face vectors parallel to face normal. bad lighting will be produced
  693. warning - face vectors parallel to face normal. bad lighting will be produced
  694. warning - face vectors parallel to face normal. bad lighting will be produced
  695. warning - face vectors parallel to face normal. bad lighting will be produced
  696. warning - face vectors parallel to face normal. bad lighting will be produced
  697. warning - face vectors parallel to face normal. bad lighting will be produced
  698. warning - face vectors parallel to face normal. bad lighting will be produced
  699. warning - face vectors parallel to face normal. bad lighting will be produced
  700. warning - face vectors parallel to face normal. bad lighting will be produced
  701. warning - face vectors parallel to face normal. bad lighting will be produced
  702. warning - face vectors parallel to face normal. bad lighting will be produced
  703. warning - face vectors parallel to face normal. bad lighting will be produced
  704. warning - face vectors parallel to face normal. bad lighting will be produced
  705. warning - face vectors parallel to face normal. bad lighting will be produced
  706. warning - face vectors parallel to face normal. bad lighting will be produced
  707. warning - face vectors parallel to face normal. bad lighting will be produced
  708. warning - face vectors parallel to face normal. bad lighting will be produced
  709. warning - face vectors parallel to face normal. bad lighting will be produced
  710. . warning - face vectors parallel to face normal. bad lighting will be produced
  711. warning - face vectors parallel to face normal. bad lighting will be produced
  712. warning - face vectors parallel to face normal. bad lighting will be produced
  713. warning - face vectors parallel to face normal. bad lighting will be produced
  714. warning - face vectors parallel to face normal. bad lighting will be produced
  715. warning - face vectors parallel to face normal. bad lighting will be produced
  716. warning - face vectors parallel to face normal. bad lighting will be produced
  717. warning - face vectors parallel to face normal. bad lighting will be produced
  718. warning - face vectors parallel to face normal. bad lighting will be produced
  719. warning - face vectors parallel to face normal. bad lighting will be produced
  720. warning - face vectors parallel to face normal. bad lighting will be produced
  721. warning - face vectors parallel to face normal. bad lighting will be produced
  722. warning - face vectors parallel to face normal. bad lighting will be produced
  723. warning - face vectors parallel to face normal. bad lighting will be produced
  724. warning - face vectors parallel to face normal. bad lighting will be produced
  725. warning - face vectors parallel to face normal. bad lighting will be produced
  726. warning - face vectors parallel to face normal. bad lighting will be produced
  727. warning - face vectors parallel to face normal. bad lighting will be produced
  728. warning - face vectors parallel to face normal. bad lighting will be produced
  729. warning - face vectors parallel to face normal. bad lighting will be produced
  730. warning - face vectors parallel to face normal. bad lighting will be produced
  731. warning - face vectors parallel to face normal. bad lighting will be produced
  732. warning - face vectors parallel to face normal. bad lighting will be produced
  733. warning - face vectors parallel to face normal. bad lighting will be produced
  734. warning - face vectors parallel to face normal. bad lighting will be produced
  735. warning - face vectors parallel to face normal. bad lighting will be produced
  736. warning - face vectors parallel to face normal. bad lighting will be produced
  737. warning - face vectors parallel to face normal. bad lighting will be produced
  738. warning - face vectors parallel to face normal. bad lighting will be produced
  739. warning - face vectors parallel to face normal. bad lighting will be produced
  740. warning - face vectors parallel to face normal. bad lighting will be produced
  741. warning - face vectors parallel to face normal. bad lighting will be produced
  742. warning - face vectors parallel to face normal. bad lighting will be produced
  743. warning - face vectors parallel to face normal. bad lighting will be produced
  744. warning - face vectors parallel to face normal. bad lighting will be produced
  745. warning - face vectors parallel to face normal. bad lighting will be produced
  746. warning - face vectors parallel to face normal. bad lighting will be produced
  747. warning - face vectors parallel to face normal. bad lighting will be produced
  748. warning - face vectors parallel to face normal. bad lighting will be produced
  749. warning - face vectors parallel to face normal. bad lighting will be produced
  750. warning - face vectors parallel to face normal. bad lighting will be produced
  751. warning - face vectors parallel to face normal. bad lighting will be produced
  752. warning - face vectors parallel to face normal. bad lighting will be produced
  753. warning - face vectors parallel to face normal. bad lighting will be produced
  754. warning - face vectors parallel to face normal. bad lighting will be produced
  755. warning - face vectors parallel to face normal. bad lighting will be produced
  756. warning - face vectors parallel to face normal. bad lighting will be produced
  757. warning - face vectors parallel to face normal. bad lighting will be produced
  758. warning - face vectors parallel to face normal. bad lighting will be produced
  759. warning - face vectors parallel to face normal. bad lighting will be produced
  760. warning - face vectors parallel to face normal. bad lighting will be produced
  761. warning - face vectors parallel to face normal. bad lighting will be produced
  762. warning - face vectors parallel to face normal. bad lighting will be produced
  763. warning - face vectors parallel to face normal. bad lighting will be produced
  764. warning - face vectors parallel to face normal. bad lighting will be produced
  765. warning - face vectors parallel to face normal. bad lighting will be produced
  766. warning - face vectors parallel to face normal. bad lighting will be produced
  767. warning - face vectors parallel to face normal. bad lighting will be produced
  768. warning - face vectors parallel to face normal. bad lighting will be produced
  769. warning - face vectors parallel to face normal. bad lighting will be produced
  770. warning - face vectors parallel to face normal. bad lighting will be produced
  771. warning - face vectors parallel to face normal. bad lighting will be produced
  772. warning - face vectors parallel to face normal. bad lighting will be produced
  773. warning - face vectors parallel to face normal. bad lighting will be produced
  774. warning - face vectors parallel to face normal. bad lighting will be produced
  775. warning - face vectors parallel to face normal. bad lighting will be produced
  776. warning - face vectors parallel to face normal. bad lighting will be produced
  777. warning - face vectors parallel to face normal. bad lighting will be produced
  778. warning - face vectors parallel to face normal. bad lighting will be produced
  779. warning - face vectors parallel to face normal. bad lighting will be produced
  780. warning - face vectors parallel to face normal. bad lighting will be produced
  781. warning - face vectors parallel to face normal. bad lighting will be produced
  782. warning - face vectors parallel to face normal. bad lighting will be produced
  783. warning - face vectors parallel to face normal. bad lighting will be produced
  784. warning - face vectors parallel to face normal. bad lighting will be produced
  785. warning - face vectors parallel to face normal. bad lighting will be produced
  786. warning - face vectors parallel to face normal. bad lighting will be produced
  787. warning - face vectors parallel to face normal. bad lighting will be produced
  788. warning - face vectors parallel to face normal. bad lighting will be produced
  789. warning - face vectors parallel to face normal. bad lighting will be produced
  790. warning - face vectors parallel to face normal. bad lighting will be produced
  791. . warning - face vectors parallel to face normal. bad lighting will be produced
  792. warning - face vectors parallel to face normal. bad lighting will be produced
  793. warning - face vectors parallel to face normal. bad lighting will be produced
  794. warning - face vectors parallel to face normal. bad lighting will be produced
  795. warning - face vectors parallel to face normal. bad lighting will be produced
  796. warning - face vectors parallel to face normal. bad lighting will be produced
  797. warning - face vectors parallel to face normal. bad lighting will be produced
  798. warning - face vectors parallel to face normal. bad lighting will be produced
  799. warning - face vectors parallel to face normal. bad lighting will be produced
  800. warning - face vectors parallel to face normal. bad lighting will be produced
  801. warning - face vectors parallel to face normal. bad lighting will be produced
  802. warning - face vectors parallel to face normal. bad lighting will be produced
  803. warning - face vectors parallel to face normal. bad lighting will be produced
  804. warning - face vectors parallel to face normal. bad lighting will be produced
  805. warning - face vectors parallel to face normal. bad lighting will be produced
  806. warning - face vectors parallel to face normal. bad lighting will be produced
  807. warning - face vectors parallel to face normal. bad lighting will be produced
  808. warning - face vectors parallel to face normal. bad lighting will be produced
  809. .7...8.. warning - face vectors parallel to face normal. bad lighting will be produced
  810. warning - face vectors parallel to face normal. bad lighting will be produced
  811. warning - face vectors parallel to face normal. bad lighting will be produced
  812. warning - face vectors parallel to face normal. bad lighting will be produced
  813. warning - face vectors parallel to face normal. bad lighting will be produced
  814. warning - face vectors parallel to face normal. bad lighting will be produced
  815. warning - face vectors parallel to face normal. bad lighting will be produced
  816. warning - face vectors parallel to face normal. bad lighting will be produced
  817. warning - face vectors parallel to face normal. bad lighting will be produced
  818. warning - face vectors parallel to face normal. bad lighting will be produced
  819. warning - face vectors parallel to face normal. bad lighting will be produced
  820. warning - face vectors parallel to face normal. bad lighting will be produced
  821. warning - face vectors parallel to face normal. bad lighting will be produced
  822. warning - face vectors parallel to face normal. bad lighting will be produced
  823. warning - face vectors parallel to face normal. bad lighting will be produced
  824. warning - face vectors parallel to face normal. bad lighting will be produced
  825. warning - face vectors parallel to face normal. bad lighting will be produced
  826. warning - face vectors parallel to face normal. bad lighting will be produced
  827. warning - face vectors parallel to face normal. bad lighting will be produced
  828. warning - face vectors parallel to face normal. bad lighting will be produced
  829. . warning - face vectors parallel to face normal. bad lighting will be produced
  830. warning - face vectors parallel to face normal. bad lighting will be produced
  831. warning - face vectors parallel to face normal. bad lighting will be produced
  832. warning - face vectors parallel to face normal. bad lighting will be produced
  833. warning - face vectors parallel to face normal. bad lighting will be produced
  834. warning - face vectors parallel to face normal. bad lighting will be produced
  835. warning - face vectors parallel to face normal. bad lighting will be produced
  836. warning - face vectors parallel to face normal. bad lighting will be produced
  837. warning - face vectors parallel to face normal. bad lighting will be produced
  838. warning - face vectors parallel to face normal. bad lighting will be produced
  839. warning - face vectors parallel to face normal. bad lighting will be produced
  840. warning - face vectors parallel to face normal. bad lighting will be produced
  841. warning - face vectors parallel to face normal. bad lighting will be produced
  842. warning - face vectors parallel to face normal. bad lighting will be produced
  843. warning - face vectors parallel to face normal. bad lighting will be produced
  844. warning - face vectors parallel to face normal. bad lighting will be produced
  845. warning - face vectors parallel to face normal. bad lighting will be produced
  846. warning - face vectors parallel to face normal. bad lighting will be produced
  847. warning - face vectors parallel to face normal. bad lighting will be produced
  848. warning - face vectors parallel to face normal. bad lighting will be produced
  849. warning - face vectors parallel to face normal. bad lighting will be produced
  850. warning - face vectors parallel to face normal. bad lighting will be produced
  851. warning - face vectors parallel to face normal. bad lighting will be produced
  852. warning - face vectors parallel to face normal. bad lighting will be produced
  853. warning - face vectors parallel to face normal. bad lighting will be produced
  854. warning - face vectors parallel to face normal. bad lighting will be produced
  855. warning - face vectors parallel to face normal. bad lighting will be produced
  856. warning - face vectors parallel to face normal. bad lighting will be produced
  857. warning - face vectors parallel to face normal. bad lighting will be produced
  858. warning - face vectors parallel to face normal. bad lighting will be produced
  859. warning - face vectors parallel to face normal. bad lighting will be produced
  860. warning - face vectors parallel to face normal. bad lighting will be produced
  861. warning - face vectors parallel to face normal. bad lighting will be produced
  862. warning - face vectors parallel to face normal. bad lighting will be produced
  863. warning - face vectors parallel to face normal. bad lighting will be produced
  864. warning - face vectors parallel to face normal. bad lighting will be produced
  865. warning - face vectors parallel to face normal. bad lighting will be produced
  866. warning - face vectors parallel to face normal. bad lighting will be produced
  867. warning - face vectors parallel to face normal. bad lighting will be produced
  868. warning - face vectors parallel to face normal. bad lighting will be produced
  869. warning - face vectors parallel to face normal. bad lighting will be produced
  870. warning - face vectors parallel to face normal. bad lighting will be produced
  871. warning - face vectors parallel to face normal. bad lighting will be produced
  872. warning - face vectors parallel to face normal. bad lighting will be produced
  873. warning - face vectors parallel to face normal. bad lighting will be produced
  874. warning - face vectors parallel to face normal. bad lighting will be produced
  875. warning - face vectors parallel to face normal. bad lighting will be produced
  876. warning - face vectors parallel to face normal. bad lighting will be produced
  877. warning - face vectors parallel to face normal. bad lighting will be produced
  878. warning - face vectors parallel to face normal. bad lighting will be produced
  879. warning - face vectors parallel to face normal. bad lighting will be produced
  880. warning - face vectors parallel to face normal. bad lighting will be produced
  881. warning - face vectors parallel to face normal. bad lighting will be produced
  882. warning - face vectors parallel to face normal. bad lighting will be produced
  883. warning - face vectors parallel to face normal. bad lighting will be produced
  884. warning - face vectors parallel to face normal. bad lighting will be produced
  885. warning - face vectors parallel to face normal. bad lighting will be produced
  886. warning - face vectors parallel to face normal. bad lighting will be produced
  887. warning - face vectors parallel to face normal. bad lighting will be produced
  888. warning - face vectors parallel to face normal. bad lighting will be produced
  889. warning - face vectors parallel to face normal. bad lighting will be produced
  890. warning - face vectors parallel to face normal. bad lighting will be produced
  891. warning - face vectors parallel to face normal. bad lighting will be produced
  892. 9 warning - face vectors parallel to face normal. bad lighting will be produced
  893. warning - face vectors parallel to face normal. bad lighting will be produced
  894. warning - face vectors parallel to face normal. bad lighting will be produced
  895. warning - face vectors parallel to face normal. bad lighting will be produced
  896. warning - face vectors parallel to face normal. bad lighting will be produced
  897. warning - face vectors parallel to face normal. bad lighting will be produced
  898. warning - face vectors parallel to face normal. bad lighting will be produced
  899. warning - face vectors parallel to face normal. bad lighting will be produced
  900. warning - face vectors parallel to face normal. bad lighting will be produced
  901. warning - face vectors parallel to face normal. bad lighting will be produced
  902. warning - face vectors parallel to face normal. bad lighting will be produced
  903. warning - face vectors parallel to face normal. bad lighting will be produced
  904. warning - face vectors parallel to face normal. bad lighting will be produced
  905. warning - face vectors parallel to face normal. bad lighting will be produced
  906. warning - face vectors parallel to face normal. bad lighting will be produced
  907. warning - face vectors parallel to face normal. bad lighting will be produced
  908. warning - face vectors parallel to face normal. bad lighting will be produced
  909. warning - face vectors parallel to face normal. bad lighting will be produced
  910. warning - face vectors parallel to face normal. bad lighting will be produced
  911. warning - face vectors parallel to face normal. bad lighting will be produced
  912. warning - face vectors parallel to face normal. bad lighting will be produced
  913. warning - face vectors parallel to face normal. bad lighting will be produced
  914. warning - face vectors parallel to face normal. bad lighting will be produced
  915. warning - face vectors parallel to face normal. bad lighting will be produced
  916. warning - face vectors parallel to face normal. bad lighting will be produced
  917. warning - face vectors parallel to face normal. bad lighting will be produced
  918. warning - face vectors parallel to face normal. bad lighting will be produced
  919. warning - face vectors parallel to face normal. bad lighting will be produced
  920. warning - face vectors parallel to face normal. bad lighting will be produced
  921. warning - face vectors parallel to face normal. bad lighting will be produced
  922. warning - face vectors parallel to face normal. bad lighting will be produced
  923. warning - face vectors parallel to face normal. bad lighting will be produced
  924. warning - face vectors parallel to face normal. bad lighting will be produced
  925. warning - face vectors parallel to face normal. bad lighting will be produced
  926. warning - face vectors parallel to face normal. bad lighting will be produced
  927. warning - face vectors parallel to face normal. bad lighting will be produced
  928. warning - face vectors parallel to face normal. bad lighting will be produced
  929. warning - face vectors parallel to face normal. bad lighting will be produced
  930. warning - face vectors parallel to face normal. bad lighting will be produced
  931. warning - face vectors parallel to face normal. bad lighting will be produced
  932. warning - face vectors parallel to face normal. bad lighting will be produced
  933. warning - face vectors parallel to face normal. bad lighting will be produced
  934. warning - face vectors parallel to face normal. bad lighting will be produced
  935. warning - face vectors parallel to face normal. bad lighting will be produced
  936. warning - face vectors parallel to face normal. bad lighting will be produced
  937. warning - face vectors parallel to face normal. bad lighting will be produced
  938. warning - face vectors parallel to face normal. bad lighting will be produced
  939. warning - face vectors parallel to face normal. bad lighting will be produced
  940. warning - face vectors parallel to face normal. bad lighting will be produced
  941. warning - face vectors parallel to face normal. bad lighting will be produced
  942. warning - face vectors parallel to face normal. bad lighting will be produced
  943. warning - face vectors parallel to face normal. bad lighting will be produced
  944. warning - face vectors parallel to face normal. bad lighting will be produced
  945. warning - face vectors parallel to face normal. bad lighting will be produced
  946. warning - face vectors parallel to face normal. bad lighting will be produced
  947. warning - face vectors parallel to face normal. bad lighting will be produced
  948. warning - face vectors parallel to face normal. bad lighting will be produced
  949. warning - face vectors parallel to face normal. bad lighting will be produced
  950. warning - face vectors parallel to face normal. bad lighting will be produced
  951. warning - face vectors parallel to face normal. bad lighting will be produced
  952. warning - face vectors parallel to face normal. bad lighting will be produced
  953. warning - face vectors parallel to face normal. bad lighting will be produced
  954. warning - face vectors parallel to face normal. bad lighting will be produced
  955. warning - face vectors parallel to face normal. bad lighting will be produced
  956. warning - face vectors parallel to face normal. bad lighting will be produced
  957. warning - face vectors parallel to face normal. bad lighting will be produced
  958. warning - face vectors parallel to face normal. bad lighting will be produced
  959. warning - face vectors parallel to face normal. bad lighting will be produced
  960. . warning - face vectors parallel to face normal. bad lighting will be produced
  961. warning - face vectors parallel to face normal. bad lighting will be produced
  962. warning - face vectors parallel to face normal. bad lighting will be produced
  963. warning - face vectors parallel to face normal. bad lighting will be produced
  964. warning - face vectors parallel to face normal. bad lighting will be produced
  965. warning - face vectors parallel to face normal. bad lighting will be produced
  966. warning - face vectors parallel to face normal. bad lighting will be produced
  967. warning - face vectors parallel to face normal. bad lighting will be produced
  968. warning - face vectors parallel to face normal. bad lighting will be produced
  969. warning - face vectors parallel to face normal. bad lighting will be produced
  970. warning - face vectors parallel to face normal. bad lighting will be produced
  971. warning - face vectors parallel to face normal. bad lighting will be produced
  972. warning - face vectors parallel to face normal. bad lighting will be produced
  973. warning - face vectors parallel to face normal. bad lighting will be produced
  974. warning - face vectors parallel to face normal. bad lighting will be produced
  975. warning - face vectors parallel to face normal. bad lighting will be produced
  976. warning - face vectors parallel to face normal. bad lighting will be produced
  977. warning - face vectors parallel to face normal. bad lighting will be produced
  978. warning - face vectors parallel to face normal. bad lighting will be produced
  979. warning - face vectors parallel to face normal. bad lighting will be produced
  980. warning - face vectors parallel to face normal. bad lighting will be produced
  981. warning - face vectors parallel to face normal. bad lighting will be produced
  982. warning - face vectors parallel to face normal. bad lighting will be produced
  983. warning - face vectors parallel to face normal. bad lighting will be produced
  984. warning - face vectors parallel to face normal. bad lighting will be produced
  985. warning - face vectors parallel to face normal. bad lighting will be produced
  986. warning - face vectors parallel to face normal. bad lighting will be produced
  987. warning - face vectors parallel to face normal. bad lighting will be produced
  988. warning - face vectors parallel to face normal. bad lighting will be produced
  989. warning - face vectors parallel to face normal. bad lighting will be produced
  990. warning - face vectors parallel to face normal. bad lighting will be produced
  991. warning - face vectors parallel to face normal. bad lighting will be produced
  992. warning - face vectors parallel to face normal. bad lighting will be produced
  993. warning - face vectors parallel to face normal. bad lighting will be produced
  994. warning - face vectors parallel to face normal. bad lighting will be produced
  995. warning - face vectors parallel to face normal. bad lighting will be produced
  996. warning - face vectors parallel to face normal. bad lighting will be produced
  997. warning - face vectors parallel to face normal. bad lighting will be produced
  998. warning - face vectors parallel to face normal. bad lighting will be produced
  999. warning - face vectors parallel to face normal. bad lighting will be produced
  1000. warning - face vectors parallel to face normal. bad lighting will be produced
  1001. warning - face vectors parallel to face normal. bad lighting will be produced
  1002. warning - face vectors parallel to face normal. bad lighting will be produced
  1003. warning - face vectors parallel to face normal. bad lighting will be produced
  1004. warning - face vectors parallel to face normal. bad lighting will be produced
  1005. warning - face vectors parallel to face normal. bad lighting will be produced
  1006. warning - face vectors parallel to face normal. bad lighting will be produced
  1007. warning - face vectors parallel to face normal. bad lighting will be produced
  1008. warning - face vectors parallel to face normal. bad lighting will be produced
  1009. warning - face vectors parallel to face normal. bad lighting will be produced
  1010. warning - face vectors parallel to face normal. bad lighting will be produced
  1011. warning - face vectors parallel to face normal. bad lighting will be produced
  1012. warning - face vectors parallel to face normal. bad lighting will be produced
  1013. warning - face vectors parallel to face normal. bad lighting will be produced
  1014. warning - face vectors parallel to face normal. bad lighting will be produced
  1015. warning - face vectors parallel to face normal. bad lighting will be produced
  1016. warning - face vectors parallel to face normal. bad lighting will be produced
  1017. warning - face vectors parallel to face normal. bad lighting will be produced
  1018. . warning - face vectors parallel to face normal. bad lighting will be produced
  1019. warning - face vectors parallel to face normal. bad lighting will be produced
  1020. warning - face vectors parallel to face normal. bad lighting will be produced
  1021. warning - face vectors parallel to face normal. bad lighting will be produced
  1022. warning - face vectors parallel to face normal. bad lighting will be produced
  1023. warning - face vectors parallel to face normal. bad lighting will be produced
  1024. warning - face vectors parallel to face normal. bad lighting will be produced
  1025. warning - face vectors parallel to face normal. bad lighting will be produced
  1026. warning - face vectors parallel to face normal. bad lighting will be produced
  1027. warning - face vectors parallel to face normal. bad lighting will be produced
  1028. warning - face vectors parallel to face normal. bad lighting will be produced
  1029. warning - face vectors parallel to face normal. bad lighting will be produced
  1030. warning - face vectors parallel to face normal. bad lighting will be produced
  1031. warning - face vectors parallel to face normal. bad lighting will be produced
  1032. warning - face vectors parallel to face normal. bad lighting will be produced
  1033. warning - face vectors parallel to face normal. bad lighting will be produced
  1034. warning - face vectors parallel to face normal. bad lighting will be produced
  1035. warning - face vectors parallel to face normal. bad lighting will be produced
  1036. warning - face vectors parallel to face normal. bad lighting will be produced
  1037. warning - face vectors parallel to face normal. bad lighting will be produced
  1038. warning - face vectors parallel to face normal. bad lighting will be produced
  1039. warning - face vectors parallel to face normal. bad lighting will be produced
  1040. warning - face vectors parallel to face normal. bad lighting will be produced
  1041. warning - face vectors parallel to face normal. bad lighting will be produced
  1042. warning - face vectors parallel to face normal. bad lighting will be produced
  1043. warning - face vectors parallel to face normal. bad lighting will be produced
  1044. warning - face vectors parallel to face normal. bad lighting will be produced
  1045. warning - face vectors parallel to face normal. bad lighting will be produced
  1046. warning - face vectors parallel to face normal. bad lighting will be produced
  1047. warning - face vectors parallel to face normal. bad lighting will be produced
  1048. warning - face vectors parallel to face normal. bad lighting will be produced
  1049. warning - face vectors parallel to face normal. bad lighting will be produced
  1050. warning - face vectors parallel to face normal. bad lighting will be produced
  1051. warning - face vectors parallel to face normal. bad lighting will be produced
  1052. warning - face vectors parallel to face normal. bad lighting will be produced
  1053. warning - face vectors parallel to face normal. bad lighting will be produced
  1054. warning - face vectors parallel to face normal. bad lighting will be produced
  1055. warning - face vectors parallel to face normal. bad lighting will be produced
  1056. warning - face vectors parallel to face normal. bad lighting will be produced
  1057. warning - face vectors parallel to face normal. bad lighting will be produced
  1058. warning - face vectors parallel to face normal. bad lighting will be produced
  1059. warning - face vectors parallel to face normal. bad lighting will be produced
  1060. warning - face vectors parallel to face normal. bad lighting will be produced
  1061. warning - face vectors parallel to face normal. bad lighting will be produced
  1062. warning - face vectors parallel to face normal. bad lighting will be produced
  1063. warning - face vectors parallel to face normal. bad lighting will be produced
  1064. warning - face vectors parallel to face normal. bad lighting will be produced
  1065. warning - face vectors parallel to face normal. bad lighting will be produced
  1066. warning - face vectors parallel to face normal. bad lighting will be produced
  1067. warning - face vectors parallel to face normal. bad lighting will be produced
  1068. warning - face vectors parallel to face normal. bad lighting will be produced
  1069. warning - face vectors parallel to face normal. bad lighting will be produced
  1070. warning - face vectors parallel to face normal. bad lighting will be produced
  1071. warning - face vectors parallel to face normal. bad lighting will be produced
  1072. warning - face vectors parallel to face normal. bad lighting will be produced
  1073. warning - face vectors parallel to face normal. bad lighting will be produced
  1074. warning - face vectors parallel to face normal. bad lighting will be produced
  1075. warning - face vectors parallel to face normal. bad lighting will be produced
  1076. warning - face vectors parallel to face normal. bad lighting will be produced
  1077. warning - face vectors parallel to face normal. bad lighting will be produced
  1078. warning - face vectors parallel to face normal. bad lighting will be produced
  1079. warning - face vectors parallel to face normal. bad lighting will be produced
  1080. warning - face vectors parallel to face normal. bad lighting will be produced
  1081. warning - face vectors parallel to face normal. bad lighting will be produced
  1082. warning - face vectors parallel to face normal. bad lighting will be produced
  1083. warning - face vectors parallel to face normal. bad lighting will be produced
  1084. warning - face vectors parallel to face normal. bad lighting will be produced
  1085. warning - face vectors parallel to face normal. bad lighting will be produced
  1086. warning - face vectors parallel to face normal. bad lighting will be produced
  1087. warning - face vectors parallel to face normal. bad lighting will be produced
  1088. warning - face vectors parallel to face normal. bad lighting will be produced
  1089. warning - face vectors parallel to face normal. bad lighting will be produced
  1090. warning - face vectors parallel to face normal. bad lighting will be produced
  1091. warning - face vectors parallel to face normal. bad lighting will be produced
  1092. warning - face vectors parallel to face normal. bad lighting will be produced
  1093. warning - face vectors parallel to face normal. bad lighting will be produced
  1094. warning - face vectors parallel to face normal. bad lighting will be produced
  1095. warning - face vectors parallel to face normal. bad lighting will be produced
  1096. warning - face vectors parallel to face normal. bad lighting will be produced
  1097. warning - face vectors parallel to face normal. bad lighting will be produced
  1098. warning - face vectors parallel to face normal. bad lighting will be produced
  1099. warning - face vectors parallel to face normal. bad lighting will be produced
  1100. warning - face vectors parallel to face normal. bad lighting will be produced
  1101. . warning - face vectors parallel to face normal. bad lighting will be produced
  1102. warning - face vectors parallel to face normal. bad lighting will be produced
  1103. warning - face vectors parallel to face normal. bad lighting will be produced
  1104. warning - face vectors parallel to face normal. bad lighting will be produced
  1105. warning - face vectors parallel to face normal. bad lighting will be produced
  1106. warning - face vectors parallel to face normal. bad lighting will be produced
  1107. warning - face vectors parallel to face normal. bad lighting will be produced
  1108. warning - face vectors parallel to face normal. bad lighting will be produced
  1109. warning - face vectors parallel to face normal. bad lighting will be produced
  1110. warning - face vectors parallel to face normal. bad lighting will be produced
  1111. warning - face vectors parallel to face normal. bad lighting will be produced
  1112. warning - face vectors parallel to face normal. bad lighting will be produced
  1113. warning - face vectors parallel to face normal. bad lighting will be produced
  1114. warning - face vectors parallel to face normal. bad lighting will be produced
  1115. warning - face vectors parallel to face normal. bad lighting will be produced
  1116. warning - face vectors parallel to face normal. bad lighting will be produced
  1117. warning - face vectors parallel to face normal. bad lighting will be produced
  1118. warning - face vectors parallel to face normal. bad lighting will be produced
  1119. warning - face vectors parallel to face normal. bad lighting will be produced
  1120. warning - face vectors parallel to face normal. bad lighting will be produced
  1121. warning - face vectors parallel to face normal. bad lighting will be produced
  1122. warning - face vectors parallel to face normal. bad lighting will be produced
  1123. warning - face vectors parallel to face normal. bad lighting will be produced
  1124. warning - face vectors parallel to face normal. bad lighting will be produced
  1125. warning - face vectors parallel to face normal. bad lighting will be produced
  1126. warning - face vectors parallel to face normal. bad lighting will be produced
  1127. warning - face vectors parallel to face normal. bad lighting will be produced
  1128. warning - face vectors parallel to face normal. bad lighting will be produced
  1129. warning - face vectors parallel to face normal. bad lighting will be produced
  1130. warning - face vectors parallel to face normal. bad lighting will be produced
  1131. warning - face vectors parallel to face normal. bad lighting will be produced
  1132. warning - face vectors parallel to face normal. bad lighting will be produced
  1133. warning - face vectors parallel to face normal. bad lighting will be produced
  1134. warning - face vectors parallel to face normal. bad lighting will be produced
  1135. warning - face vectors parallel to face normal. bad lighting will be produced
  1136. warning - face vectors parallel to face normal. bad lighting will be produced
  1137. warning - face vectors parallel to face normal. bad lighting will be produced
  1138. warning - face vectors parallel to face normal. bad lighting will be produced
  1139. warning - face vectors parallel to face normal. bad lighting will be produced
  1140. warning - face vectors parallel to face normal. bad lighting will be produced
  1141. warning - face vectors parallel to face normal. bad lighting will be produced
  1142. warning - face vectors parallel to face normal. bad lighting will be produced
  1143. warning - face vectors parallel to face normal. bad lighting will be produced
  1144. warning - face vectors parallel to face normal. bad lighting will be produced
  1145. warning - face vectors parallel to face normal. bad lighting will be produced
  1146. warning - face vectors parallel to face normal. bad lighting will be produced
  1147. warning - face vectors parallel to face normal. bad lighting will be produced
  1148. warning - face vectors parallel to face normal. bad lighting will be produced
  1149. warning - face vectors parallel to face normal. bad lighting will be produced
  1150. warning - face vectors parallel to face normal. bad lighting will be produced
  1151. warning - face vectors parallel to face normal. bad lighting will be produced
  1152. warning - face vectors parallel to face normal. bad lighting will be produced
  1153. warning - face vectors parallel to face normal. bad lighting will be produced
  1154. warning - face vectors parallel to face normal. bad lighting will be produced
  1155. warning - face vectors parallel to face normal. bad lighting will be produced
  1156. warning - face vectors parallel to face normal. bad lighting will be produced
  1157. warning - face vectors parallel to face normal. bad lighting will be produced
  1158. warning - face vectors parallel to face normal. bad lighting will be produced
  1159. warning - face vectors parallel to face normal. bad lighting will be produced
  1160. warning - face vectors parallel to face normal. bad lighting will be produced
  1161. warning - face vectors parallel to face normal. bad lighting will be produced
  1162. warning - face vectors parallel to face normal. bad lighting will be produced
  1163. warning - face vectors parallel to face normal. bad lighting will be produced
  1164. warning - face vectors parallel to face normal. bad lighting will be produced
  1165. warning - face vectors parallel to face normal. bad lighting will be produced
  1166. warning - face vectors parallel to face normal. bad lighting will be produced
  1167. warning - face vectors parallel to face normal. bad lighting will be produced
  1168. warning - face vectors parallel to face normal. bad lighting will be produced
  1169. warning - face vectors parallel to face normal. bad lighting will be produced
  1170. warning - face vectors parallel to face normal. bad lighting will be produced
  1171. warning - face vectors parallel to face normal. bad lighting will be produced
  1172. warning - face vectors parallel to face normal. bad lighting will be produced
  1173. warning - face vectors parallel to face normal. bad lighting will be produced
  1174. warning - face vectors parallel to face normal. bad lighting will be produced
  1175. warning - face vectors parallel to face normal. bad lighting will be produced
  1176. warning - face vectors parallel to face normal. bad lighting will be produced
  1177. warning - face vectors parallel to face normal. bad lighting will be produced
  1178. warning - face vectors parallel to face normal. bad lighting will be produced
  1179. warning - face vectors parallel to face normal. bad lighting will be produced
  1180. warning - face vectors parallel to face normal. bad lighting will be produced
  1181. warning - face vectors parallel to face normal. bad lighting will be produced
  1182. warning - face vectors parallel to face normal. bad lighting will be produced
  1183. warning - face vectors parallel to face normal. bad lighting will be produced
  1184. warning - face vectors parallel to face normal. bad lighting will be produced
  1185. 10FinalLightFace Done
  1186. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  1187. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  1188. Ready to Finish
  1189.  
  1190. Object names Objects/Maxobjs Memory / Maxmem Fullness
  1191. ------------ --------------- --------------- --------
  1192. models 2/1024 96/49152 ( 0.2%)
  1193. brushes 16/8192 192/98304 ( 0.2%)
  1194. brushsides 96/65536 768/524288 ( 0.1%)
  1195. planes 80/65536 1600/1310720 ( 0.1%)
  1196. vertexes 647/65536 7764/786432 ( 1.0%)
  1197. nodes 182/65536 5824/2097152 ( 0.3%)
  1198. texinfos 6/12288 432/884736 ( 0.0%)
  1199. texdata 4/2048 128/65536 ( 0.2%)
  1200. dispinfos 0/0 0/0 ( 0.0%)
  1201. disp_verts 0/0 0/0 ( 0.0%)
  1202. disp_tris 0/0 0/0 ( 0.0%)
  1203. disp_lmsamples 0/0 0/0 ( 0.0%)
  1204. faces 558/65536 31248/3670016 ( 0.9%)
  1205. hdr faces 0/65536 0/3670016 ( 0.0%)
  1206. origfaces 37/65536 2072/3670016 ( 0.1%)
  1207. leaves 185/65536 5920/2097152 ( 0.3%)
  1208. leaffaces 566/65536 1132/131072 ( 0.9%)
  1209. leafbrushes 105/65536 210/131072 ( 0.2%)
  1210. areas 2/256 16/2048 ( 0.8%)
  1211. surfedges 2508/512000 10032/2048000 ( 0.5%)
  1212. edges 1287/256000 5148/1024000 ( 0.5%)
  1213. LDR worldlights 0/8192 0/720896 ( 0.0%)
  1214. HDR worldlights 0/8192 0/720896 ( 0.0%)
  1215. leafwaterdata 0/32768 0/393216 ( 0.0%)
  1216. waterstrips 0/32768 0/327680 ( 0.0%)
  1217. waterverts 0/65536 0/786432 ( 0.0%)
  1218. waterindices 0/65536 0/131072 ( 0.0%)
  1219. cubemapsamples 0/1024 0/16384 ( 0.0%)
  1220. overlays 0/512 0/180224 ( 0.0%)
  1221. LDR lightdata [variable] 956456/0 ( 0.0%)
  1222. HDR lightdata [variable] 0/0 ( 0.0%)
  1223. visdata [variable] 884/16777216 ( 0.0%)
  1224. entdata [variable] 1007/393216 ( 0.3%)
  1225. LDR ambient table 185/65536 740/262144 ( 0.3%)
  1226. HDR ambient table 185/65536 740/262144 ( 0.3%)
  1227. LDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
  1228. HDR leaf ambient 185/65536 5180/1835008 ( 0.3%)
  1229. occluders 0/0 0/0 ( 0.0%)
  1230. occluder polygons 0/0 0/0 ( 0.0%)
  1231. occluder vert ind 0/0 0/0 ( 0.0%)
  1232. detail props [variable] 1/12 ( 8.3%)
  1233. static props [variable] 1/12 ( 8.3%)
  1234. pakfile [variable] 87075/0 ( 0.0%)
  1235. physics [variable] 6367/4194304 ( 0.2%)
  1236. physics terrain [variable] 2/1048576 ( 0.0%)
  1237.  
  1238. Level flags = 0
  1239.  
  1240. Total triangle count: 1244
  1241. Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  1242. 8 seconds elapsed
  1243.  
  1244.  
  1245.  
  1246. [Reading texlights from 'lights.rad']
  1247. [48 texlights parsed from 'lights.rad']
  1248.  
  1249. Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
  1250. 558 faces
  1251. 1212871 square feet [174653488.00 square inches]
  1252. 0 Displacements
  1253. 0 Square Feet [0.00 Square Inches]
  1254. 558 patches before subdivision
  1255. 66490 patches after subdivision
  1256. 0 direct lights
  1257. 0...1...2...3...4...5... warning - face vectors parallel to face normal. bad lighting will be produced
  1258. warning - face vectors parallel to face normal. bad lighting will be produced
  1259. warning - face vectors parallel to face normal. bad lighting will be produced
  1260. warning - face vectors parallel to face normal. bad lighting will be produced
  1261. warning - face vectors parallel to face normal. bad lighting will be produced
  1262. warning - face vectors parallel to face normal. bad lighting will be produced
  1263. 6 warning - face vectors parallel to face normal. bad lighting will be produced
  1264. warning - face vectors parallel to face normal. bad lighting will be produced
  1265. warning - face vectors parallel to face normal. bad lighting will be produced
  1266. warning - face vectors parallel to face normal. bad lighting will be produced
  1267. warning - face vectors parallel to face normal. bad lighting will be produced
  1268. warning - face vectors parallel to face normal. bad lighting will be produced
  1269. warning - face vectors parallel to face normal. bad lighting will be produced
  1270. warning - face vectors parallel to face normal. bad lighting will be produced
  1271. warning - face vectors parallel to face normal. bad lighting will be produced
  1272. warning - face vectors parallel to face normal. bad lighting will be produced
  1273. warning - face vectors parallel to face normal. bad lighting will be produced
  1274. . warning - face vectors parallel to face normal. bad lighting will be produced
  1275. warning - face vectors parallel to face normal. bad lighting will be produced
  1276. warning - face vectors parallel to face normal. bad lighting will be produced
  1277. warning - face vectors parallel to face normal. bad lighting will be produced
  1278. warning - face vectors parallel to face normal. bad lighting will be produced
  1279. warning - face vectors parallel to face normal. bad lighting will be produced
  1280. warning - face vectors parallel to face normal. bad lighting will be produced
  1281. warning - face vectors parallel to face normal. bad lighting will be produced
  1282. warning - face vectors parallel to face normal. bad lighting will be produced
  1283. warning - face vectors parallel to face normal. bad lighting will be produced
  1284. warning - face vectors parallel to face normal. bad lighting will be produced
  1285. warning - face vectors parallel to face normal. bad lighting will be produced
  1286. warning - face vectors parallel to face normal. bad lighting will be produced
  1287. warning - face vectors parallel to face normal. bad lighting will be produced
  1288. warning - face vectors parallel to face normal. bad lighting will be produced
  1289. warning - face vectors parallel to face normal. bad lighting will be produced
  1290. warning - face vectors parallel to face normal. bad lighting will be produced
  1291. . warning - face vectors parallel to face normal. bad lighting will be produced
  1292. warning - face vectors parallel to face normal. bad lighting will be produced
  1293. .7...8.. warning - face vectors parallel to face normal. bad lighting will be produced
  1294. warning - face vectors parallel to face normal. bad lighting will be produced
  1295. warning - face vectors parallel to face normal. bad lighting will be produced
  1296. warning - face vectors parallel to face normal. bad lighting will be produced
  1297. warning - face vectors parallel to face normal. bad lighting will be produced
  1298. warning - face vectors parallel to face normal. bad lighting will be produced
  1299. warning - face vectors parallel to face normal. bad lighting will be produced
  1300. . warning - face vectors parallel to face normal. bad lighting will be produced
  1301. warning - face vectors parallel to face normal. bad lighting will be produced
  1302. warning - face vectors parallel to face normal. bad lighting will be produced
  1303. warning - face vectors parallel to face normal. bad lighting will be produced
  1304. warning - face vectors parallel to face normal. bad lighting will be produced
  1305. warning - face vectors parallel to face normal. bad lighting will be produced
  1306. warning - face vectors parallel to face normal. bad lighting will be produced
  1307. warning - face vectors parallel to face normal. bad lighting will be produced
  1308. warning - face vectors parallel to face normal. bad lighting will be produced
  1309. warning - face vectors parallel to face normal. bad lighting will be produced
  1310. warning - face vectors parallel to face normal. bad lighting will be produced
  1311. warning - face vectors parallel to face normal. bad lighting will be produced
  1312. warning - face vectors parallel to face normal. bad lighting will be produced
  1313. warning - face vectors parallel to face normal. bad lighting will be produced
  1314. 9 warning - face vectors parallel to face normal. bad lighting will be produced
  1315. warning - face vectors parallel to face normal. bad lighting will be produced
  1316. warning - face vectors parallel to face normal. bad lighting will be produced
  1317. warning - face vectors parallel to face normal. bad lighting will be produced
  1318. warning - face vectors parallel to face normal. bad lighting will be produced
  1319. warning - face vectors parallel to face normal. bad lighting will be produced
  1320. warning - face vectors parallel to face normal. bad lighting will be produced
  1321. warning - face vectors parallel to face normal. bad lighting will be produced
  1322. warning - face vectors parallel to face normal. bad lighting will be produced
  1323. warning - face vectors parallel to face normal. bad lighting will be produced
  1324. warning - face vectors parallel to face normal. bad lighting will be produced
  1325. warning - face vectors parallel to face normal. bad lighting will be produced
  1326. warning - face vectors parallel to face normal. bad lighting will be produced
  1327. warning - face vectors parallel to face normal. bad lighting will be produced
  1328. . warning - face vectors parallel to face normal. bad lighting will be produced
  1329. warning - face vectors parallel to face normal. bad lighting will be produced
  1330. warning - face vectors parallel to face normal. bad lighting will be produced
  1331. warning - face vectors parallel to face normal. bad lighting will be produced
  1332. warning - face vectors parallel to face normal. bad lighting will be produced
  1333. warning - face vectors parallel to face normal. bad lighting will be produced
  1334. warning - face vectors parallel to face normal. bad lighting will be produced
  1335. warning - face vectors parallel to face normal. bad lighting will be produced
  1336. warning - face vectors parallel to face normal. bad lighting will be produced
  1337. warning - face vectors parallel to face normal. bad lighting will be produced
  1338. warning - face vectors parallel to face normal. bad lighting will be produced
  1339. warning - face vectors parallel to face normal. bad lighting will be produced
  1340. warning - face vectors parallel to face normal. bad lighting will be produced
  1341. warning - face vectors parallel to face normal. bad lighting will be produced
  1342. . warning - face vectors parallel to face normal. bad lighting will be produced
  1343. warning - face vectors parallel to face normal. bad lighting will be produced
  1344. warning - face vectors parallel to face normal. bad lighting will be produced
  1345. warning - face vectors parallel to face normal. bad lighting will be produced
  1346. warning - face vectors parallel to face normal. bad lighting will be produced
  1347. warning - face vectors parallel to face normal. bad lighting will be produced
  1348. warning - face vectors parallel to face normal. bad lighting will be produced
  1349. warning - face vectors parallel to face normal. bad lighting will be produced
  1350. warning - face vectors parallel to face normal. bad lighting will be produced
  1351. warning - face vectors parallel to face normal. bad lighting will be produced
  1352. warning - face vectors parallel to face normal. bad lighting will be produced
  1353. warning - face vectors parallel to face normal. bad lighting will be produced
  1354. warning - face vectors parallel to face normal. bad lighting will be produced
  1355. warning - face vectors parallel to face normal. bad lighting will be produced
  1356. . warning - face vectors parallel to face normal. bad lighting will be produced
  1357. warning - face vectors parallel to face normal. bad lighting will be produced
  1358. warning - face vectors parallel to face normal. bad lighting will be produced
  1359. warning - face vectors parallel to face normal. bad lighting will be produced
  1360. warning - face vectors parallel to face normal. bad lighting will be produced
  1361. warning - face vectors parallel to face normal. bad lighting will be produced
  1362. warning - face vectors parallel to face normal. bad lighting will be produced
  1363. warning - face vectors parallel to face normal. bad lighting will be produced
  1364. warning - face vectors parallel to face normal. bad lighting will be produced
  1365. warning - face vectors parallel to face normal. bad lighting will be produced
  1366. warning - face vectors parallel to face normal. bad lighting will be produced
  1367. warning - face vectors parallel to face normal. bad lighting will be produced
  1368. warning - face vectors parallel to face normal. bad lighting will be produced
  1369. 100...1...2...3...4...5...6...7...8...9...10transfers 2358949, max 291
  1370. transfer lists: 18.0 megs
  1371. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  1372. Build Patch/Sample Hash Table(s).....Done<0.0391 sec>
  1373. 0...1...2...3...4...5... warning - face vectors parallel to face normal. bad lighting will be produced
  1374. warning - face vectors parallel to face normal. bad lighting will be produced
  1375. warning - face vectors parallel to face normal. bad lighting will be produced
  1376. warning - face vectors parallel to face normal. bad lighting will be produced
  1377. warning - face vectors parallel to face normal. bad lighting will be produced
  1378. warning - face vectors parallel to face normal. bad lighting will be produced
  1379. warning - face vectors parallel to face normal. bad lighting will be produced
  1380. warning - face vectors parallel to face normal. bad lighting will be produced
  1381. warning - face vectors parallel to face normal. bad lighting will be produced
  1382. warning - face vectors parallel to face normal. bad lighting will be produced
  1383. warning - face vectors parallel to face normal. bad lighting will be produced
  1384. warning - face vectors parallel to face normal. bad lighting will be produced
  1385. warning - face vectors parallel to face normal. bad lighting will be produced
  1386. warning - face vectors parallel to face normal. bad lighting will be produced
  1387. SampleRadial: Punting, Waiting for fix
  1388. warning - face vectors parallel to face normal. bad lighting will be produced
  1389. warning - face vectors parallel to face normal. bad lighting will be produced
  1390. warning - face vectors parallel to face normal. bad lighting will be produced
  1391. warning - face vectors parallel to face normal. bad lighting will be produced
  1392. warning - face vectors parallel to face normal. bad lighting will be produced
  1393. warning - face vectors parallel to face normal. bad lighting will be produced
  1394. warning - face vectors parallel to face normal. bad lighting will be produced
  1395. warning - face vectors parallel to face normal. bad lighting will be produced
  1396. warning - face vectors parallel to face normal. bad lighting will be produced
  1397. warning - face vectors parallel to face normal. bad lighting will be produced
  1398. warning - face vectors parallel to face normal. bad lighting will be produced
  1399. warning - face vectors parallel to face normal. bad lighting will be produced
  1400. warning - face vectors parallel to face normal. bad lighting will be produced
  1401. warning - face vectors parallel to face normal. bad lighting will be produced
  1402. warning - face vectors parallel to face normal. bad lighting will be produced
  1403. warning - face vectors parallel to face normal. bad lighting will be produced
  1404. warning - face vectors parallel to face normal. bad lighting will be produced
  1405. warning - face vectors parallel to face normal. bad lighting will be produced
  1406. warning - face vectors parallel to face normal. bad lighting will be produced
  1407. 6 warning - face vectors parallel to face normal. bad lighting will be produced
  1408. warning - face vectors parallel to face normal. bad lighting will be produced
  1409. warning - face vectors parallel to face normal. bad lighting will be produced
  1410. warning - face vectors parallel to face normal. bad lighting will be produced
  1411. warning - face vectors parallel to face normal. bad lighting will be produced
  1412. warning - face vectors parallel to face normal. bad lighting will be produced
  1413. warning - face vectors parallel to face normal. bad lighting will be produced
  1414. warning - face vectors parallel to face normal. bad lighting will be produced
  1415. warning - face vectors parallel to face normal. bad lighting will be produced
  1416. warning - face vectors parallel to face normal. bad lighting will be produced
  1417. warning - face vectors parallel to face normal. bad lighting will be produced
  1418. warning - face vectors parallel to face normal. bad lighting will be produced
  1419. warning - face vectors parallel to face normal. bad lighting will be produced
  1420. warning - face vectors parallel to face normal. bad lighting will be produced
  1421. warning - face vectors parallel to face normal. bad lighting will be produced
  1422. warning - face vectors parallel to face normal. bad lighting will be produced
  1423. warning - face vectors parallel to face normal. bad lighting will be produced
  1424. warning - face vectors parallel to face normal. bad lighting will be produced
  1425. warning - face vectors parallel to face normal. bad lighting will be produced
  1426. warning - face vectors parallel to face normal. bad lighting will be produced
  1427. warning - face vectors parallel to face normal. bad lighting will be produced
  1428. warning - face vectors parallel to face normal. bad lighting will be produced
  1429. warning - face vectors parallel to face normal. bad lighting will be produced
  1430. warning - face vectors parallel to face normal. bad lighting will be produced
  1431. warning - face vectors parallel to face normal. bad lighting will be produced
  1432. warning - face vectors parallel to face normal. bad lighting will be produced
  1433. warning - face vectors parallel to face normal. bad lighting will be produced
  1434. warning - face vectors parallel to face normal. bad lighting will be produced
  1435. warning - face vectors parallel to face normal. bad lighting will be produced
  1436. warning - face vectors parallel to face normal. bad lighting will be produced
  1437. warning - face vectors parallel to face normal. bad lighting will be produced
  1438. warning - face vectors parallel to face normal. bad lighting will be produced
  1439. warning - face vectors parallel to face normal. bad lighting will be produced
  1440. warning - face vectors parallel to face normal. bad lighting will be produced
  1441. warning - face vectors parallel to face normal. bad lighting will be produced
  1442. warning - face vectors parallel to face normal. bad lighting will be produced
  1443. warning - face vectors parallel to face normal. bad lighting will be produced
  1444. warning - face vectors parallel to face normal. bad lighting will be produced
  1445. warning - face vectors parallel to face normal. bad lighting will be produced
  1446. warning - face vectors parallel to face normal. bad lighting will be produced
  1447. warning - face vectors parallel to face normal. bad lighting will be produced
  1448. warning - face vectors parallel to face normal. bad lighting will be produced
  1449. warning - face vectors parallel to face normal. bad lighting will be produced
  1450. warning - face vectors parallel to face normal. bad lighting will be produced
  1451. warning - face vectors parallel to face normal. bad lighting will be produced
  1452. warning - face vectors parallel to face normal. bad lighting will be produced
  1453. warning - face vectors parallel to face normal. bad lighting will be produced
  1454. warning - face vectors parallel to face normal. bad lighting will be produced
  1455. warning - face vectors parallel to face normal. bad lighting will be produced
  1456. warning - face vectors parallel to face normal. bad lighting will be produced
  1457. warning - face vectors parallel to face normal. bad lighting will be produced
  1458. warning - face vectors parallel to face normal. bad lighting will be produced
  1459. warning - face vectors parallel to face normal. bad lighting will be produced
  1460. warning - face vectors parallel to face normal. bad lighting will be produced
  1461. warning - face vectors parallel to face normal. bad lighting will be produced
  1462. warning - face vectors parallel to face normal. bad lighting will be produced
  1463. warning - face vectors parallel to face normal. bad lighting will be produced
  1464. warning - face vectors parallel to face normal. bad lighting will be produced
  1465. warning - face vectors parallel to face normal. bad lighting will be produced
  1466. warning - face vectors parallel to face normal. bad lighting will be produced
  1467. warning - face vectors parallel to face normal. bad lighting will be produced
  1468. warning - face vectors parallel to face normal. bad lighting will be produced
  1469. warning - face vectors parallel to face normal. bad lighting will be produced
  1470. warning - face vectors parallel to face normal. bad lighting will be produced
  1471. warning - face vectors parallel to face normal. bad lighting will be produced
  1472. warning - face vectors parallel to face normal. bad lighting will be produced
  1473. warning - face vectors parallel to face normal. bad lighting will be produced
  1474. warning - face vectors parallel to face normal. bad lighting will be produced
  1475. warning - face vectors parallel to face normal. bad lighting will be produced
  1476. warning - face vectors parallel to face normal. bad lighting will be produced
  1477. warning - face vectors parallel to face normal. bad lighting will be produced
  1478. warning - face vectors parallel to face normal. bad lighting will be produced
  1479. warning - face vectors parallel to face normal. bad lighting will be produced
  1480. warning - face vectors parallel to face normal. bad lighting will be produced
  1481. warning - face vectors parallel to face normal. bad lighting will be produced
  1482. warning - face vectors parallel to face normal. bad lighting will be produced
  1483. warning - face vectors parallel to face normal. bad lighting will be produced
  1484. warning - face vectors parallel to face normal. bad lighting will be produced
  1485. warning - face vectors parallel to face normal. bad lighting will be produced
  1486. warning - face vectors parallel to face normal. bad lighting will be produced
  1487. warning - face vectors parallel to face normal. bad lighting will be produced
  1488. warning - face vectors parallel to face normal. bad lighting will be produced
  1489. warning - face vectors parallel to face normal. bad lighting will be produced
  1490. warning - face vectors parallel to face normal. bad lighting will be produced
  1491. warning - face vectors parallel to face normal. bad lighting will be produced
  1492. warning - face vectors parallel to face normal. bad lighting will be produced
  1493. warning - face vectors parallel to face normal. bad lighting will be produced
  1494. warning - face vectors parallel to face normal. bad lighting will be produced
  1495. warning - face vectors parallel to face normal. bad lighting will be produced
  1496. . warning - face vectors parallel to face normal. bad lighting will be produced
  1497. warning - face vectors parallel to face normal. bad lighting will be produced
  1498. warning - face vectors parallel to face normal. bad lighting will be produced
  1499. warning - face vectors parallel to face normal. bad lighting will be produced
  1500. warning - face vectors parallel to face normal. bad lighting will be produced
  1501. warning - face vectors parallel to face normal. bad lighting will be produced
  1502. warning - face vectors parallel to face normal. bad lighting will be produced
  1503. warning - face vectors parallel to face normal. bad lighting will be produced
  1504. warning - face vectors parallel to face normal. bad lighting will be produced
  1505. warning - face vectors parallel to face normal. bad lighting will be produced
  1506. warning - face vectors parallel to face normal. bad lighting will be produced
  1507. warning - face vectors parallel to face normal. bad lighting will be produced
  1508. warning - face vectors parallel to face normal. bad lighting will be produced
  1509. warning - face vectors parallel to face normal. bad lighting will be produced
  1510. warning - face vectors parallel to face normal. bad lighting will be produced
  1511. warning - face vectors parallel to face normal. bad lighting will be produced
  1512. warning - face vectors parallel to face normal. bad lighting will be produced
  1513. warning - face vectors parallel to face normal. bad lighting will be produced
  1514. warning - face vectors parallel to face normal. bad lighting will be produced
  1515. warning - face vectors parallel to face normal. bad lighting will be produced
  1516. warning - face vectors parallel to face normal. bad lighting will be produced
  1517. warning - face vectors parallel to face normal. bad lighting will be produced
  1518. warning - face vectors parallel to face normal. bad lighting will be produced
  1519. warning - face vectors parallel to face normal. bad lighting will be produced
  1520. warning - face vectors parallel to face normal. bad lighting will be produced
  1521. warning - face vectors parallel to face normal. bad lighting will be produced
  1522. warning - face vectors parallel to face normal. bad lighting will be produced
  1523. warning - face vectors parallel to face normal. bad lighting will be produced
  1524. warning - face vectors parallel to face normal. bad lighting will be produced
  1525. warning - face vectors parallel to face normal. bad lighting will be produced
  1526. warning - face vectors parallel to face normal. bad lighting will be produced
  1527. warning - face vectors parallel to face normal. bad lighting will be produced
  1528. warning - face vectors parallel to face normal. bad lighting will be produced
  1529. warning - face vectors parallel to face normal. bad lighting will be produced
  1530. warning - face vectors parallel to face normal. bad lighting will be produced
  1531. warning - face vectors parallel to face normal. bad lighting will be produced
  1532. warning - face vectors parallel to face normal. bad lighting will be produced
  1533. warning - face vectors parallel to face normal. bad lighting will be produced
  1534. warning - face vectors parallel to face normal. bad lighting will be produced
  1535. warning - face vectors parallel to face normal. bad lighting will be produced
  1536. warning - face vectors parallel to face normal. bad lighting will be produced
  1537. warning - face vectors parallel to face normal. bad lighting will be produced
  1538. warning - face vectors parallel to face normal. bad lighting will be produced
  1539. warning - face vectors parallel to face normal. bad lighting will be produced
  1540. warning - face vectors parallel to face normal. bad lighting will be produced
  1541. warning - face vectors parallel to face normal. bad lighting will be produced
  1542. warning - face vectors parallel to face normal. bad lighting will be produced
  1543. warning - face vectors parallel to face normal. bad lighting will be produced
  1544. warning - face vectors parallel to face normal. bad lighting will be produced
  1545. warning - face vectors parallel to face normal. bad lighting will be produced
  1546. warning - face vectors parallel to face normal. bad lighting will be produced
  1547. warning - face vectors parallel to face normal. bad lighting will be produced
  1548. warning - face vectors parallel to face normal. bad lighting will be produced
  1549. warning - face vectors parallel to face normal. bad lighting will be produced
  1550. warning - face vectors parallel to face normal. bad lighting will be produced
  1551. warning - face vectors parallel to face normal. bad lighting will be produced
  1552. warning - face vectors parallel to face normal. bad lighting will be produced
  1553. warning - face vectors parallel to face normal. bad lighting will be produced
  1554. warning - face vectors parallel to face normal. bad lighting will be produced
  1555. warning - face vectors parallel to face normal. bad lighting will be produced
  1556. warning - face vectors parallel to face normal. bad lighting will be produced
  1557. warning - face vectors parallel to face normal. bad lighting will be produced
  1558. warning - face vectors parallel to face normal. bad lighting will be produced
  1559. warning - face vectors parallel to face normal. bad lighting will be produced
  1560. warning - face vectors parallel to face normal. bad lighting will be produced
  1561. warning - face vectors parallel to face normal. bad lighting will be produced
  1562. warning - face vectors parallel to face normal. bad lighting will be produced
  1563. warning - face vectors parallel to face normal. bad lighting will be produced
  1564. warning - face vectors parallel to face normal. bad lighting will be produced
  1565. warning - face vectors parallel to face normal. bad lighting will be produced
  1566. warning - face vectors parallel to face normal. bad lighting will be produced
  1567. warning - face vectors parallel to face normal. bad lighting will be produced
  1568. warning - face vectors parallel to face normal. bad lighting will be produced
  1569. warning - face vectors parallel to face normal. bad lighting will be produced
  1570. warning - face vectors parallel to face normal. bad lighting will be produced
  1571. warning - face vectors parallel to face normal. bad lighting will be produced
  1572. warning - face vectors parallel to face normal. bad lighting will be produced
  1573. warning - face vectors parallel to face normal. bad lighting will be produced
  1574. warning - face vectors parallel to face normal. bad lighting will be produced
  1575. warning - face vectors parallel to face normal. bad lighting will be produced
  1576. warning - face vectors parallel to face normal. bad lighting will be produced
  1577. warning - face vectors parallel to face normal. bad lighting will be produced
  1578. warning - face vectors parallel to face normal. bad lighting will be produced
  1579. warning - face vectors parallel to face normal. bad lighting will be produced
  1580. . warning - face vectors parallel to face normal. bad lighting will be produced
  1581. warning - face vectors parallel to face normal. bad lighting will be produced
  1582. warning - face vectors parallel to face normal. bad lighting will be produced
  1583. warning - face vectors parallel to face normal. bad lighting will be produced
  1584. warning - face vectors parallel to face normal. bad lighting will be produced
  1585. warning - face vectors parallel to face normal. bad lighting will be produced
  1586. warning - face vectors parallel to face normal. bad lighting will be produced
  1587. warning - face vectors parallel to face normal. bad lighting will be produced
  1588. warning - face vectors parallel to face normal. bad lighting will be produced
  1589. warning - face vectors parallel to face normal. bad lighting will be produced
  1590. warning - face vectors parallel to face normal. bad lighting will be produced
  1591. warning - face vectors parallel to face normal. bad lighting will be produced
  1592. warning - face vectors parallel to face normal. bad lighting will be produced
  1593. warning - face vectors parallel to face normal. bad lighting will be produced
  1594. warning - face vectors parallel to face normal. bad lighting will be produced
  1595. warning - face vectors parallel to face normal. bad lighting will be produced
  1596. warning - face vectors parallel to face normal. bad lighting will be produced
  1597. warning - face vectors parallel to face normal. bad lighting will be produced
  1598. .7...8.. warning - face vectors parallel to face normal. bad lighting will be produced
  1599. warning - face vectors parallel to face normal. bad lighting will be produced
  1600. warning - face vectors parallel to face normal. bad lighting will be produced
  1601. warning - face vectors parallel to face normal. bad lighting will be produced
  1602. warning - face vectors parallel to face normal. bad lighting will be produced
  1603. warning - face vectors parallel to face normal. bad lighting will be produced
  1604. warning - face vectors parallel to face normal. bad lighting will be produced
  1605. warning - face vectors parallel to face normal. bad lighting will be produced
  1606. warning - face vectors parallel to face normal. bad lighting will be produced
  1607. warning - face vectors parallel to face normal. bad lighting will be produced
  1608. warning - face vectors parallel to face normal. bad lighting will be produced
  1609. warning - face vectors parallel to face normal. bad lighting will be produced
  1610. warning - face vectors parallel to face normal. bad lighting will be produced
  1611. warning - face vectors parallel to face normal. bad lighting will be produced
  1612. warning - face vectors parallel to face normal. bad lighting will be produced
  1613. warning - face vectors parallel to face normal. bad lighting will be produced
  1614. warning - face vectors parallel to face normal. bad lighting will be produced
  1615. warning - face vectors parallel to face normal. bad lighting will be produced
  1616. warning - face vectors parallel to face normal. bad lighting will be produced
  1617. warning - face vectors parallel to face normal. bad lighting will be produced
  1618. warning - face vectors parallel to face normal. bad lighting will be produced
  1619. warning - face vectors parallel to face normal. bad lighting will be produced
  1620. warning - face vectors parallel to face normal. bad lighting will be produced
  1621. . warning - face vectors parallel to face normal. bad lighting will be produced
  1622. warning - face vectors parallel to face normal. bad lighting will be produced
  1623. warning - face vectors parallel to face normal. bad lighting will be produced
  1624. warning - face vectors parallel to face normal. bad lighting will be produced
  1625. warning - face vectors parallel to face normal. bad lighting will be produced
  1626. warning - face vectors parallel to face normal. bad lighting will be produced
  1627. warning - face vectors parallel to face normal. bad lighting will be produced
  1628. warning - face vectors parallel to face normal. bad lighting will be produced
  1629. warning - face vectors parallel to face normal. bad lighting will be produced
  1630. warning - face vectors parallel to face normal. bad lighting will be produced
  1631. warning - face vectors parallel to face normal. bad lighting will be produced
  1632. warning - face vectors parallel to face normal. bad lighting will be produced
  1633. warning - face vectors parallel to face normal. bad lighting will be produced
  1634. warning - face vectors parallel to face normal. bad lighting will be produced
  1635. warning - face vectors parallel to face normal. bad lighting will be produced
  1636. warning - face vectors parallel to face normal. bad lighting will be produced
  1637. warning - face vectors parallel to face normal. bad lighting will be produced
  1638. warning - face vectors parallel to face normal. bad lighting will be produced
  1639. warning - face vectors parallel to face normal. bad lighting will be produced
  1640. warning - face vectors parallel to face normal. bad lighting will be produced
  1641. warning - face vectors parallel to face normal. bad lighting will be produced
  1642. warning - face vectors parallel to face normal. bad lighting will be produced
  1643. warning - face vectors parallel to face normal. bad lighting will be produced
  1644. warning - face vectors parallel to face normal. bad lighting will be produced
  1645. warning - face vectors parallel to face normal. bad lighting will be produced
  1646. warning - face vectors parallel to face normal. bad lighting will be produced
  1647. warning - face vectors parallel to face normal. bad lighting will be produced
  1648. warning - face vectors parallel to face normal. bad lighting will be produced
  1649. warning - face vectors parallel to face normal. bad lighting will be produced
  1650. warning - face vectors parallel to face normal. bad lighting will be produced
  1651. warning - face vectors parallel to face normal. bad lighting will be produced
  1652. warning - face vectors parallel to face normal. bad lighting will be produced
  1653. warning - face vectors parallel to face normal. bad lighting will be produced
  1654. warning - face vectors parallel to face normal. bad lighting will be produced
  1655. warning - face vectors parallel to face normal. bad lighting will be produced
  1656. warning - face vectors parallel to face normal. bad lighting will be produced
  1657. warning - face vectors parallel to face normal. bad lighting will be produced
  1658. warning - face vectors parallel to face normal. bad lighting will be produced
  1659. warning - face vectors parallel to face normal. bad lighting will be produced
  1660. warning - face vectors parallel to face normal. bad lighting will be produced
  1661. warning - face vectors parallel to face normal. bad lighting will be produced
  1662. warning - face vectors parallel to face normal. bad lighting will be produced
  1663. warning - face vectors parallel to face normal. bad lighting will be produced
  1664. warning - face vectors parallel to face normal. bad lighting will be produced
  1665. warning - face vectors parallel to face normal. bad lighting will be produced
  1666. warning - face vectors parallel to face normal. bad lighting will be produced
  1667. warning - face vectors parallel to face normal. bad lighting will be produced
  1668. warning - face vectors parallel to face normal. bad lighting will be produced
  1669. warning - face vectors parallel to face normal. bad lighting will be produced
  1670. warning - face vectors parallel to face normal. bad lighting will be produced
  1671. warning - face vectors parallel to face normal. bad lighting will be produced
  1672. warning - face vectors parallel to face normal. bad lighting will be produced
  1673. 9 warning - face vectors parallel to face normal. bad lighting will be produced
  1674. warning - face vectors parallel to face normal. bad lighting will be produced
  1675. warning - face vectors parallel to face normal. bad lighting will be produced
  1676. warning - face vectors parallel to face normal. bad lighting will be produced
  1677. warning - face vectors parallel to face normal. bad lighting will be produced
  1678. warning - face vectors parallel to face normal. bad lighting will be produced
  1679. warning - face vectors parallel to face normal. bad lighting will be produced
  1680. warning - face vectors parallel to face normal. bad lighting will be produced
  1681. warning - face vectors parallel to face normal. bad lighting will be produced
  1682. warning - face vectors parallel to face normal. bad lighting will be produced
  1683. warning - face vectors parallel to face normal. bad lighting will be produced
  1684. warning - face vectors parallel to face normal. bad lighting will be produced
  1685. warning - face vectors parallel to face normal. bad lighting will be produced
  1686. warning - face vectors parallel to face normal. bad lighting will be produced
  1687. warning - face vectors parallel to face normal. bad lighting will be produced
  1688. warning - face vectors parallel to face normal. bad lighting will be produced
  1689. warning - face vectors parallel to face normal. bad lighting will be produced
  1690. warning - face vectors parallel to face normal. bad lighting will be produced
  1691. warning - face vectors parallel to face normal. bad lighting will be produced
  1692. warning - face vectors parallel to face normal. bad lighting will be produced
  1693. warning - face vectors parallel to face normal. bad lighting will be produced
  1694. warning - face vectors parallel to face normal. bad lighting will be produced
  1695. warning - face vectors parallel to face normal. bad lighting will be produced
  1696. warning - face vectors parallel to face normal. bad lighting will be produced
  1697. warning - face vectors parallel to face normal. bad lighting will be produced
  1698. warning - face vectors parallel to face normal. bad lighting will be produced
  1699. warning - face vectors parallel to face normal. bad lighting will be produced
  1700. warning - face vectors parallel to face normal. bad lighting will be produced
  1701. warning - face vectors parallel to face normal. bad lighting will be produced
  1702. warning - face vectors parallel to face normal. bad lighting will be produced
  1703. warning - face vectors parallel to face normal. bad lighting will be produced
  1704. warning - face vectors parallel to face normal. bad lighting will be produced
  1705. warning - face vectors parallel to face normal. bad lighting will be produced
  1706. warning - face vectors parallel to face normal. bad lighting will be produced
  1707. warning - face vectors parallel to face normal. bad lighting will be produced
  1708. warning - face vectors parallel to face normal. bad lighting will be produced
  1709. warning - face vectors parallel to face normal. bad lighting will be produced
  1710. warning - face vectors parallel to face normal. bad lighting will be produced
  1711. warning - face vectors parallel to face normal. bad lighting will be produced
  1712. warning - face vectors parallel to face normal. bad lighting will be produced
  1713. warning - face vectors parallel to face normal. bad lighting will be produced
  1714. warning - face vectors parallel to face normal. bad lighting will be produced
  1715. warning - face vectors parallel to face normal. bad lighting will be produced
  1716. warning - face vectors parallel to face normal. bad lighting will be produced
  1717. warning - face vectors parallel to face normal. bad lighting will be produced
  1718. warning - face vectors parallel to face normal. bad lighting will be produced
  1719. warning - face vectors parallel to face normal. bad lighting will be produced
  1720. warning - face vectors parallel to face normal. bad lighting will be produced
  1721. warning - face vectors parallel to face normal. bad lighting will be produced
  1722. warning - face vectors parallel to face normal. bad lighting will be produced
  1723. warning - face vectors parallel to face normal. bad lighting will be produced
  1724. warning - face vectors parallel to face normal. bad lighting will be produced
  1725. warning - face vectors parallel to face normal. bad lighting will be produced
  1726. warning - face vectors parallel to face normal. bad lighting will be produced
  1727. warning - face vectors parallel to face normal. bad lighting will be produced
  1728. warning - face vectors parallel to face normal. bad lighting will be produced
  1729. warning - face vectors parallel to face normal. bad lighting will be produced
  1730. warning - face vectors parallel to face normal. bad lighting will be produced
  1731. warning - face vectors parallel to face normal. bad lighting will be produced
  1732. warning - face vectors parallel to face normal. bad lighting will be produced
  1733. warning - face vectors parallel to face normal. bad lighting will be produced
  1734. warning - face vectors parallel to face normal. bad lighting will be produced
  1735. warning - face vectors parallel to face normal. bad lighting will be produced
  1736. warning - face vectors parallel to face normal. bad lighting will be produced
  1737. warning - face vectors parallel to face normal. bad lighting will be produced
  1738. warning - face vectors parallel to face normal. bad lighting will be produced
  1739. warning - face vectors parallel to face normal. bad lighting will be produced
  1740. warning - face vectors parallel to face normal. bad lighting will be produced
  1741. warning - face vectors parallel to face normal. bad lighting will be produced
  1742. warning - face vectors parallel to face normal. bad lighting will be produced
  1743. warning - face vectors parallel to face normal. bad lighting will be produced
  1744. warning - face vectors parallel to face normal. bad lighting will be produced
  1745. warning - face vectors parallel to face normal. bad lighting will be produced
  1746. warning - face vectors parallel to face normal. bad lighting will be produced
  1747. warning - face vectors parallel to face normal. bad lighting will be produced
  1748. warning - face vectors parallel to face normal. bad lighting will be produced
  1749. warning - face vectors parallel to face normal. bad lighting will be produced
  1750. . warning - face vectors parallel to face normal. bad lighting will be produced
  1751. warning - face vectors parallel to face normal. bad lighting will be produced
  1752. warning - face vectors parallel to face normal. bad lighting will be produced
  1753. warning - face vectors parallel to face normal. bad lighting will be produced
  1754. warning - face vectors parallel to face normal. bad lighting will be produced
  1755. warning - face vectors parallel to face normal. bad lighting will be produced
  1756. warning - face vectors parallel to face normal. bad lighting will be produced
  1757. warning - face vectors parallel to face normal. bad lighting will be produced
  1758. warning - face vectors parallel to face normal. bad lighting will be produced
  1759. warning - face vectors parallel to face normal. bad lighting will be produced
  1760. warning - face vectors parallel to face normal. bad lighting will be produced
  1761. warning - face vectors parallel to face normal. bad lighting will be produced
  1762. warning - face vectors parallel to face normal. bad lighting will be produced
  1763. warning - face vectors parallel to face normal. bad lighting will be produced
  1764. warning - face vectors parallel to face normal. bad lighting will be produced
  1765. warning - face vectors parallel to face normal. bad lighting will be produced
  1766. warning - face vectors parallel to face normal. bad lighting will be produced
  1767. warning - face vectors parallel to face normal. bad lighting will be produced
  1768. warning - face vectors parallel to face normal. bad lighting will be produced
  1769. warning - face vectors parallel to face normal. bad lighting will be produced
  1770. warning - face vectors parallel to face normal. bad lighting will be produced
  1771. warning - face vectors parallel to face normal. bad lighting will be produced
  1772. warning - face vectors parallel to face normal. bad lighting will be produced
  1773. warning - face vectors parallel to face normal. bad lighting will be produced
  1774. warning - face vectors parallel to face normal. bad lighting will be produced
  1775. warning - face vectors parallel to face normal. bad lighting will be produced
  1776. warning - face vectors parallel to face normal. bad lighting will be produced
  1777. warning - face vectors parallel to face normal. bad lighting will be produced
  1778. warning - face vectors parallel to face normal. bad lighting will be produced
  1779. warning - face vectors parallel to face normal. bad lighting will be produced
  1780. warning - face vectors parallel to face normal. bad lighting will be produced
  1781. warning - face vectors parallel to face normal. bad lighting will be produced
  1782. warning - face vectors parallel to face normal. bad lighting will be produced
  1783. warning - face vectors parallel to face normal. bad lighting will be produced
  1784. warning - face vectors parallel to face normal. bad lighting will be produced
  1785. warning - face vectors parallel to face normal. bad lighting will be produced
  1786. warning - face vectors parallel to face normal. bad lighting will be produced
  1787. warning - face vectors parallel to face normal. bad lighting will be produced
  1788. warning - face vectors parallel to face normal. bad lighting will be produced
  1789. warning - face vectors parallel to face normal. bad lighting will be produced
  1790. warning - face vectors parallel to face normal. bad lighting will be produced
  1791. warning - face vectors parallel to face normal. bad lighting will be produced
  1792. warning - face vectors parallel to face normal. bad lighting will be produced
  1793. warning - face vectors parallel to face normal. bad lighting will be produced
  1794. warning - face vectors parallel to face normal. bad lighting will be produced
  1795. warning - face vectors parallel to face normal. bad lighting will be produced
  1796. warning - face vectors parallel to face normal. bad lighting will be produced
  1797. warning - face vectors parallel to face normal. bad lighting will be produced
  1798. warning - face vectors parallel to face normal. bad lighting will be produced
  1799. warning - face vectors parallel to face normal. bad lighting will be produced
  1800. warning - face vectors parallel to face normal. bad lighting will be produced
  1801. warning - face vectors parallel to face normal. bad lighting will be produced
  1802. warning - face vectors parallel to face normal. bad lighting will be produced
  1803. warning - face vectors parallel to face normal. bad lighting will be produced
  1804. warning - face vectors parallel to face normal. bad lighting will be produced
  1805. warning - face vectors parallel to face normal. bad lighting will be produced
  1806. warning - face vectors parallel to face normal. bad lighting will be produced
  1807. warning - face vectors parallel to face normal. bad lighting will be produced
  1808. warning - face vectors parallel to face normal. bad lighting will be produced
  1809. . warning - face vectors parallel to face normal. bad lighting will be produced
  1810. warning - face vectors parallel to face normal. bad lighting will be produced
  1811. warning - face vectors parallel to face normal. bad lighting will be produced
  1812. warning - face vectors parallel to face normal. bad lighting will be produced
  1813. warning - face vectors parallel to face normal. bad lighting will be produced
  1814. warning - face vectors parallel to face normal. bad lighting will be produced
  1815. warning - face vectors parallel to face normal. bad lighting will be produced
  1816. warning - face vectors parallel to face normal. bad lighting will be produced
  1817. warning - face vectors parallel to face normal. bad lighting will be produced
  1818. warning - face vectors parallel to face normal. bad lighting will be produced
  1819. warning - face vectors parallel to face normal. bad lighting will be produced
  1820. warning - face vectors parallel to face normal. bad lighting will be produced
  1821. warning - face vectors parallel to face normal. bad lighting will be produced
  1822. warning - face vectors parallel to face normal. bad lighting will be produced
  1823. warning - face vectors parallel to face normal. bad lighting will be produced
  1824. warning - face vectors parallel to face normal. bad lighting will be produced
  1825. warning - face vectors parallel to face normal. bad lighting will be produced
  1826. warning - face vectors parallel to face normal. bad lighting will be produced
  1827. warning - face vectors parallel to face normal. bad lighting will be produced
  1828. warning - face vectors parallel to face normal. bad lighting will be produced
  1829. warning - face vectors parallel to face normal. bad lighting will be produced
  1830. warning - face vectors parallel to face normal. bad lighting will be produced
  1831. warning - face vectors parallel to face normal. bad lighting will be produced
  1832. warning - face vectors parallel to face normal. bad lighting will be produced
  1833. warning - face vectors parallel to face normal. bad lighting will be produced
  1834. warning - face vectors parallel to face normal. bad lighting will be produced
  1835. warning - face vectors parallel to face normal. bad lighting will be produced
  1836. warning - face vectors parallel to face normal. bad lighting will be produced
  1837. warning - face vectors parallel to face normal. bad lighting will be produced
  1838. warning - face vectors parallel to face normal. bad lighting will be produced
  1839. warning - face vectors parallel to face normal. bad lighting will be produced
  1840. warning - face vectors parallel to face normal. bad lighting will be produced
  1841. warning - face vectors parallel to face normal. bad lighting will be produced
  1842. warning - face vectors parallel to face normal. bad lighting will be produced
  1843. warning - face vectors parallel to face normal. bad lighting will be produced
  1844. warning - face vectors parallel to face normal. bad lighting will be produced
  1845. warning - face vectors parallel to face normal. bad lighting will be produced
  1846. warning - face vectors parallel to face normal. bad lighting will be produced
  1847. warning - face vectors parallel to face normal. bad lighting will be produced
  1848. warning - face vectors parallel to face normal. bad lighting will be produced
  1849. warning - face vectors parallel to face normal. bad lighting will be produced
  1850. warning - face vectors parallel to face normal. bad lighting will be produced
  1851. warning - face vectors parallel to face normal. bad lighting will be produced
  1852. warning - face vectors parallel to face normal. bad lighting will be produced
  1853. warning - face vectors parallel to face normal. bad lighting will be produced
  1854. warning - face vectors parallel to face normal. bad lighting will be produced
  1855. warning - face vectors parallel to face normal. bad lighting will be produced
  1856. warning - face vectors parallel to face normal. bad lighting will be produced
  1857. warning - face vectors parallel to face normal. bad lighting will be produced
  1858. warning - face vectors parallel to face normal. bad lighting will be produced
  1859. warning - face vectors parallel to face normal. bad lighting will be produced
  1860. warning - face vectors parallel to face normal. bad lighting will be produced
  1861. warning - face vectors parallel to face normal. bad lighting will be produced
  1862. warning - face vectors parallel to face normal. bad lighting will be produced
  1863. warning - face vectors parallel to face normal. bad lighting will be produced
  1864. warning - face vectors parallel to face normal. bad lighting will be produced
  1865. warning - face vectors parallel to face normal. bad lighting will be produced
  1866. warning - face vectors parallel to face normal. bad lighting will be produced
  1867. warning - face vectors parallel to face normal. bad lighting will be produced
  1868. warning - face vectors parallel to face normal. bad lighting will be produced
  1869. warning - face vectors parallel to face normal. bad lighting will be produced
  1870. warning - face vectors parallel to face normal. bad lighting will be produced
  1871. warning - face vectors parallel to face normal. bad lighting will be produced
  1872. warning - face vectors parallel to face normal. bad lighting will be produced
  1873. warning - face vectors parallel to face normal. bad lighting will be produced
  1874. warning - face vectors parallel to face normal. bad lighting will be produced
  1875. warning - face vectors parallel to face normal. bad lighting will be produced
  1876. warning - face vectors parallel to face normal. bad lighting will be produced
  1877. warning - face vectors parallel to face normal. bad lighting will be produced
  1878. warning - face vectors parallel to face normal. bad lighting will be produced
  1879. warning - face vectors parallel to face normal. bad lighting will be produced
  1880. warning - face vectors parallel to face normal. bad lighting will be produced
  1881. warning - face vectors parallel to face normal. bad lighting will be produced
  1882. warning - face vectors parallel to face normal. bad lighting will be produced
  1883. warning - face vectors parallel to face normal. bad lighting will be produced
  1884. warning - face vectors parallel to face normal. bad lighting will be produced
  1885. warning - face vectors parallel to face normal. bad lighting will be produced
  1886. warning - face vectors parallel to face normal. bad lighting will be produced
  1887. warning - face vectors parallel to face normal. bad lighting will be produced
  1888. warning - face vectors parallel to face normal. bad lighting will be produced
  1889. warning - face vectors parallel to face normal. bad lighting will be produced
  1890. warning - face vectors parallel to face normal. bad lighting will be produced
  1891. . warning - face vectors parallel to face normal. bad lighting will be produced
  1892. warning - face vectors parallel to face normal. bad lighting will be produced
  1893. warning - face vectors parallel to face normal. bad lighting will be produced
  1894. warning - face vectors parallel to face normal. bad lighting will be produced
  1895. warning - face vectors parallel to face normal. bad lighting will be produced
  1896. warning - face vectors parallel to face normal. bad lighting will be produced
  1897. warning - face vectors parallel to face normal. bad lighting will be produced
  1898. warning - face vectors parallel to face normal. bad lighting will be produced
  1899. warning - face vectors parallel to face normal. bad lighting will be produced
  1900. warning - face vectors parallel to face normal. bad lighting will be produced
  1901. warning - face vectors parallel to face normal. bad lighting will be produced
  1902. warning - face vectors parallel to face normal. bad lighting will be produced
  1903. warning - face vectors parallel to face normal. bad lighting will be produced
  1904. warning - face vectors parallel to face normal. bad lighting will be produced
  1905. warning - face vectors parallel to face normal. bad lighting will be produced
  1906. warning - face vectors parallel to face normal. bad lighting will be produced
  1907. warning - face vectors parallel to face normal. bad lighting will be produced
  1908. warning - face vectors parallel to face normal. bad lighting will be produced
  1909. warning - face vectors parallel to face normal. bad lighting will be produced
  1910. warning - face vectors parallel to face normal. bad lighting will be produced
  1911. warning - face vectors parallel to face normal. bad lighting will be produced
  1912. warning - face vectors parallel to face normal. bad lighting will be produced
  1913. warning - face vectors parallel to face normal. bad lighting will be produced
  1914. warning - face vectors parallel to face normal. bad lighting will be produced
  1915. warning - face vectors parallel to face normal. bad lighting will be produced
  1916. warning - face vectors parallel to face normal. bad lighting will be produced
  1917. warning - face vectors parallel to face normal. bad lighting will be produced
  1918. warning - face vectors parallel to face normal. bad lighting will be produced
  1919. warning - face vectors parallel to face normal. bad lighting will be produced
  1920. warning - face vectors parallel to face normal. bad lighting will be produced
  1921. warning - face vectors parallel to face normal. bad lighting will be produced
  1922. warning - face vectors parallel to face normal. bad lighting will be produced
  1923. warning - face vectors parallel to face normal. bad lighting will be produced
  1924. warning - face vectors parallel to face normal. bad lighting will be produced
  1925. warning - face vectors parallel to face normal. bad lighting will be produced
  1926. warning - face vectors parallel to face normal. bad lighting will be produced
  1927. warning - face vectors parallel to face normal. bad lighting will be produced
  1928. warning - face vectors parallel to face normal. bad lighting will be produced
  1929. warning - face vectors parallel to face normal. bad lighting will be produced
  1930. warning - face vectors parallel to face normal. bad lighting will be produced
  1931. warning - face vectors parallel to face normal. bad lighting will be produced
  1932. warning - face vectors parallel to face normal. bad lighting will be produced
  1933. warning - face vectors parallel to face normal. bad lighting will be produced
  1934. warning - face vectors parallel to face normal. bad lighting will be produced
  1935. warning - face vectors parallel to face normal. bad lighting will be produced
  1936. warning - face vectors parallel to face normal. bad lighting will be produced
  1937. warning - face vectors parallel to face normal. bad lighting will be produced
  1938. warning - face vectors parallel to face normal. bad lighting will be produced
  1939. warning - face vectors parallel to face normal. bad lighting will be produced
  1940. warning - face vectors parallel to face normal. bad lighting will be produced
  1941. warning - face vectors parallel to face normal. bad lighting will be produced
  1942. warning - face vectors parallel to face normal. bad lighting will be produced
  1943. warning - face vectors parallel to face normal. bad lighting will be produced
  1944. warning - face vectors parallel to face normal. bad lighting will be produced
  1945. warning - face vectors parallel to face normal. bad lighting will be produced
  1946. warning - face vectors parallel to face normal. bad lighting will be produced
  1947. warning - face vectors parallel to face normal. bad lighting will be produced
  1948. warning - face vectors parallel to face normal. bad lighting will be produced
  1949. warning - face vectors parallel to face normal. bad lighting will be produced
  1950. warning - face vectors parallel to face normal. bad lighting will be produced
  1951. warning - face vectors parallel to face normal. bad lighting will be produced
  1952. warning - face vectors parallel to face normal. bad lighting will be produced
  1953. warning - face vectors parallel to face normal. bad lighting will be produced
  1954. warning - face vectors parallel to face normal. bad lighting will be produced
  1955. warning - face vectors parallel to face normal. bad lighting will be produced
  1956. warning - face vectors parallel to face normal. bad lighting will be produced
  1957. warning - face vectors parallel to face normal. bad lighting will be produced
  1958. warning - face vectors parallel to face normal. bad lighting will be produced
  1959. warning - face vectors parallel to face normal. bad lighting will be produced
  1960. warning - face vectors parallel to face normal. bad lighting will be produced
  1961. warning - face vectors parallel to face normal. bad lighting will be produced
  1962. warning - face vectors parallel to face normal. bad lighting will be produced
  1963. warning - face vectors parallel to face normal. bad lighting will be produced
  1964. warning - face vectors parallel to face normal. bad lighting will be produced
  1965. warning - face vectors parallel to face normal. bad lighting will be produced
  1966. warning - face vectors parallel to face normal. bad lighting will be produced
  1967. warning - face vectors parallel to face normal. bad lighting will be produced
  1968. warning - face vectors parallel to face normal. bad lighting will be produced
  1969. warning - face vectors parallel to face normal. bad lighting will be produced
  1970. warning - face vectors parallel to face normal. bad lighting will be produced
  1971. warning - face vectors parallel to face normal. bad lighting will be produced
  1972. warning - face vectors parallel to face normal. bad lighting will be produced
  1973. warning - face vectors parallel to face normal. bad lighting will be produced
  1974. 10FinalLightFace Done
  1975. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  1976. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  1977. Ready to Finish
  1978.  
  1979. Object names Objects/Maxobjs Memory / Maxmem Fullness
  1980. ------------ --------------- --------------- --------
  1981. models 2/1024 96/49152 ( 0.2%)
  1982. brushes 16/8192 192/98304 ( 0.2%)
  1983. brushsides 96/65536 768/524288 ( 0.1%)
  1984. planes 80/65536 1600/1310720 ( 0.1%)
  1985. vertexes 647/65536 7764/786432 ( 1.0%)
  1986. nodes 182/65536 5824/2097152 ( 0.3%)
  1987. texinfos 6/12288 432/884736 ( 0.0%)
  1988. texdata 4/2048 128/65536 ( 0.2%)
  1989. dispinfos 0/0 0/0 ( 0.0%)
  1990. disp_verts 0/0 0/0 ( 0.0%)
  1991. disp_tris 0/0 0/0 ( 0.0%)
  1992. disp_lmsamples 0/0 0/0 ( 0.0%)
  1993. faces 558/65536 31248/3670016 ( 0.9%)
  1994. hdr faces 558/65536 31248/3670016 ( 0.9%)
  1995. origfaces 37/65536 2072/3670016 ( 0.1%)
  1996. leaves 185/65536 5920/2097152 ( 0.3%)
  1997. leaffaces 566/65536 1132/131072 ( 0.9%)
  1998. leafbrushes 105/65536 210/131072 ( 0.2%)
  1999. areas 2/256 16/2048 ( 0.8%)
  2000. surfedges 2508/512000 10032/2048000 ( 0.5%)
  2001. edges 1287/256000 5148/1024000 ( 0.5%)
  2002. LDR worldlights 0/8192 0/720896 ( 0.0%)
  2003. HDR worldlights 0/8192 0/720896 ( 0.0%)
  2004. leafwaterdata 0/32768 0/393216 ( 0.0%)
  2005. waterstrips 0/32768 0/327680 ( 0.0%)
  2006. waterverts 0/65536 0/786432 ( 0.0%)
  2007. waterindices 0/65536 0/131072 ( 0.0%)
  2008. cubemapsamples 0/1024 0/16384 ( 0.0%)
  2009. overlays 0/512 0/180224 ( 0.0%)
  2010. LDR lightdata [variable] 956456/0 ( 0.0%)
  2011. HDR lightdata [variable] 956456/0 ( 0.0%)
  2012. visdata [variable] 884/16777216 ( 0.0%)
  2013. entdata [variable] 1007/393216 ( 0.3%)
  2014. LDR ambient table 185/65536 740/262144 ( 0.3%)
  2015. HDR ambient table 185/65536 740/262144 ( 0.3%)
  2016. LDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
  2017. HDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
  2018. occluders 0/0 0/0 ( 0.0%)
  2019. occluder polygons 0/0 0/0 ( 0.0%)
  2020. occluder vert ind 0/0 0/0 ( 0.0%)
  2021. detail props [variable] 1/12 ( 8.3%)
  2022. static props [variable] 1/12 ( 8.3%)
  2023. pakfile [variable] 87075/0 ( 0.0%)
  2024. physics [variable] 6367/4194304 ( 0.2%)
  2025. physics terrain [variable] 2/1048576 ( 0.0%)
  2026.  
  2027. Level flags = 0
  2028.  
  2029. Total triangle count: 1244
  2030. Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  2031. 7 seconds elapsed
  2032.  
  2033.  
  2034.  
  2035. materialPath: c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\materials
  2036. Loading C:\Users\Dan\Documents\Maps\LAD Test\lad_test.vmf
  2037. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\gameinfo.txt
  2038. Patching WVT material: maps/lad_test/nature/blendgrassgravel01_wvt_patch
  2039. fixing up env_cubemap materials on brush sides...
  2040. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  2041. Building Faces...done (0)
  2042. FixTjuncs...
  2043. PruneNodes...
  2044. WriteBSP...
  2045. done (0)
  2046. writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.prt...Building visibility clusters...
  2047. done (0)
  2048. Creating default LDR cubemaps for env_cubemap using skybox materials:
  2049. skybox/sky_day02_07*.vmt
  2050. ! Run buildcubemaps in the engine to get the correct cube maps.
  2051. Creating default HDR cubemaps for env_cubemap using skybox materials:
  2052. skybox/sky_day02_07*.vmt
  2053. ! Run buildcubemaps in the engine to get the correct cube maps.
  2054. Finding displacement neighbors...
  2055. Finding lightmap sample positions...
  2056. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  2057. Building Physics collision data...
  2058. done (0) (6366 bytes)
  2059. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  2060. Compacting texture/material tables...
  2061. Reduced 16 texinfos to 9
  2062. Reduced 6 texdatas to 5 (160 bytes to 134)
  2063. Writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.bsp
  2064. 0 seconds elapsed
  2065.  
  2066.  
  2067.  
  2068. 4 threads
  2069. reading c:\users\dan\documents\maps\lad test\lad_test.bsp
  2070. reading c:\users\dan\documents\maps\lad test\lad_test.prt
  2071. 44 portalclusters
  2072. 80 numportals
  2073. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  2074. Total clusters visible: 1936
  2075. Average clusters visible: 44
  2076. Building PAS...
  2077. Average clusters audible: 44
  2078. visdatasize:884 compressed from 704
  2079. writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  2080. 0 seconds elapsed
  2081.  
  2082.  
  2083.  
  2084. [Reading texlights from 'lights.rad']
  2085. [48 texlights parsed from 'lights.rad']
  2086.  
  2087. Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
  2088. 270 faces
  2089. 1212871 square feet [174653424.00 square inches]
  2090. 0 Displacements
  2091. 0 Square Feet [0.00 Square Inches]
  2092. 270 patches before subdivision
  2093. 10774 patches after subdivision
  2094. 0 direct lights
  2095. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 168901, max 225
  2096. transfer lists: 1.3 megs
  2097. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  2098. Build Patch/Sample Hash Table(s).....Done<0.0216 sec>
  2099. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2100. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2101. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2102. Ready to Finish
  2103.  
  2104. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2105. ------------ --------------- --------------- --------
  2106. models 2/1024 96/49152 ( 0.2%)
  2107. brushes 16/8192 192/98304 ( 0.2%)
  2108. brushsides 96/65536 768/524288 ( 0.1%)
  2109. planes 80/65536 1600/1310720 ( 0.1%)
  2110. vertexes 327/65536 3924/786432 ( 0.5%)
  2111. nodes 182/65536 5824/2097152 ( 0.3%)
  2112. texinfos 9/12288 648/884736 ( 0.1%)
  2113. texdata 5/2048 160/65536 ( 0.2%)
  2114. dispinfos 0/0 0/0 ( 0.0%)
  2115. disp_verts 0/0 0/0 ( 0.0%)
  2116. disp_tris 0/0 0/0 ( 0.0%)
  2117. disp_lmsamples 0/0 0/0 ( 0.0%)
  2118. faces 270/65536 15120/3670016 ( 0.4%)
  2119. hdr faces 0/65536 0/3670016 ( 0.0%)
  2120. origfaces 37/65536 2072/3670016 ( 0.1%)
  2121. leaves 185/65536 5920/2097152 ( 0.3%)
  2122. leaffaces 278/65536 556/131072 ( 0.4%)
  2123. leafbrushes 105/65536 210/131072 ( 0.2%)
  2124. areas 2/256 16/2048 ( 0.8%)
  2125. surfedges 1292/512000 5168/2048000 ( 0.3%)
  2126. edges 679/256000 2716/1024000 ( 0.3%)
  2127. LDR worldlights 0/8192 0/720896 ( 0.0%)
  2128. HDR worldlights 0/8192 0/720896 ( 0.0%)
  2129. leafwaterdata 0/32768 0/393216 ( 0.0%)
  2130. waterstrips 0/32768 0/327680 ( 0.0%)
  2131. waterverts 0/65536 0/786432 ( 0.0%)
  2132. waterindices 0/65536 0/131072 ( 0.0%)
  2133. cubemapsamples 0/1024 0/16384 ( 0.0%)
  2134. overlays 0/512 0/180224 ( 0.0%)
  2135. LDR lightdata [variable] 323832/0 ( 0.0%)
  2136. HDR lightdata [variable] 0/0 ( 0.0%)
  2137. visdata [variable] 884/16777216 ( 0.0%)
  2138. entdata [variable] 1007/393216 ( 0.3%)
  2139. LDR ambient table 185/65536 740/262144 ( 0.3%)
  2140. HDR ambient table 185/65536 740/262144 ( 0.3%)
  2141. LDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
  2142. HDR leaf ambient 185/65536 5180/1835008 ( 0.3%)
  2143. occluders 0/0 0/0 ( 0.0%)
  2144. occluder polygons 0/0 0/0 ( 0.0%)
  2145. occluder vert ind 0/0 0/0 ( 0.0%)
  2146. detail props [variable] 1/12 ( 8.3%)
  2147. static props [variable] 1/12 ( 8.3%)
  2148. pakfile [variable] 87075/0 ( 0.0%)
  2149. physics [variable] 6366/4194304 ( 0.2%)
  2150. physics terrain [variable] 2/1048576 ( 0.0%)
  2151.  
  2152. Level flags = 0
  2153.  
  2154. Total triangle count: 604
  2155. Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  2156. 4 seconds elapsed
  2157.  
  2158.  
  2159.  
  2160. [Reading texlights from 'lights.rad']
  2161. [48 texlights parsed from 'lights.rad']
  2162.  
  2163. Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
  2164. 270 faces
  2165. 1212871 square feet [174653424.00 square inches]
  2166. 0 Displacements
  2167. 0 Square Feet [0.00 Square Inches]
  2168. 270 patches before subdivision
  2169. 10774 patches after subdivision
  2170. 0 direct lights
  2171. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 168901, max 225
  2172. transfer lists: 1.3 megs
  2173. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  2174. Build Patch/Sample Hash Table(s).....Done<0.0113 sec>
  2175. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2176. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2177. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2178. Ready to Finish
  2179.  
  2180. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2181. ------------ --------------- --------------- --------
  2182. models 2/1024 96/49152 ( 0.2%)
  2183. brushes 16/8192 192/98304 ( 0.2%)
  2184. brushsides 96/65536 768/524288 ( 0.1%)
  2185. planes 80/65536 1600/1310720 ( 0.1%)
  2186. vertexes 327/65536 3924/786432 ( 0.5%)
  2187. nodes 182/65536 5824/2097152 ( 0.3%)
  2188. texinfos 9/12288 648/884736 ( 0.1%)
  2189. texdata 5/2048 160/65536 ( 0.2%)
  2190. dispinfos 0/0 0/0 ( 0.0%)
  2191. disp_verts 0/0 0/0 ( 0.0%)
  2192. disp_tris 0/0 0/0 ( 0.0%)
  2193. disp_lmsamples 0/0 0/0 ( 0.0%)
  2194. faces 270/65536 15120/3670016 ( 0.4%)
  2195. hdr faces 270/65536 15120/3670016 ( 0.4%)
  2196. origfaces 37/65536 2072/3670016 ( 0.1%)
  2197. leaves 185/65536 5920/2097152 ( 0.3%)
  2198. leaffaces 278/65536 556/131072 ( 0.4%)
  2199. leafbrushes 105/65536 210/131072 ( 0.2%)
  2200. areas 2/256 16/2048 ( 0.8%)
  2201. surfedges 1292/512000 5168/2048000 ( 0.3%)
  2202. edges 679/256000 2716/1024000 ( 0.3%)
  2203. LDR worldlights 0/8192 0/720896 ( 0.0%)
  2204. HDR worldlights 0/8192 0/720896 ( 0.0%)
  2205. leafwaterdata 0/32768 0/393216 ( 0.0%)
  2206. waterstrips 0/32768 0/327680 ( 0.0%)
  2207. waterverts 0/65536 0/786432 ( 0.0%)
  2208. waterindices 0/65536 0/131072 ( 0.0%)
  2209. cubemapsamples 0/1024 0/16384 ( 0.0%)
  2210. overlays 0/512 0/180224 ( 0.0%)
  2211. LDR lightdata [variable] 323832/0 ( 0.0%)
  2212. HDR lightdata [variable] 323832/0 ( 0.0%)
  2213. visdata [variable] 884/16777216 ( 0.0%)
  2214. entdata [variable] 1007/393216 ( 0.3%)
  2215. LDR ambient table 185/65536 740/262144 ( 0.3%)
  2216. HDR ambient table 185/65536 740/262144 ( 0.3%)
  2217. LDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
  2218. HDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
  2219. occluders 0/0 0/0 ( 0.0%)
  2220. occluder polygons 0/0 0/0 ( 0.0%)
  2221. occluder vert ind 0/0 0/0 ( 0.0%)
  2222. detail props [variable] 1/12 ( 8.3%)
  2223. static props [variable] 1/12 ( 8.3%)
  2224. pakfile [variable] 87075/0 ( 0.0%)
  2225. physics [variable] 6366/4194304 ( 0.2%)
  2226. physics terrain [variable] 2/1048576 ( 0.0%)
  2227.  
  2228. Level flags = 0
  2229.  
  2230. Total triangle count: 604
  2231. Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  2232. 4 seconds elapsed
  2233.  
  2234.  
  2235.  
  2236. materialPath: c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\materials
  2237. Loading C:\Users\Dan\Documents\Maps\LAD Test\lad_test.vmf
  2238. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\gameinfo.txt
  2239. Patching WVT material: maps/lad_test/nature/blendgrassgravel01_wvt_patch
  2240. fixing up env_cubemap materials on brush sides...
  2241. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  2242. Building Faces...done (0)
  2243. FixTjuncs...
  2244. PruneNodes...
  2245. WriteBSP...
  2246. done (0)
  2247. writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.prt...Building visibility clusters...
  2248. done (0)
  2249. Creating default LDR cubemaps for env_cubemap using skybox materials:
  2250. skybox/sky_day02_07*.vmt
  2251. ! Run buildcubemaps in the engine to get the correct cube maps.
  2252. Creating default HDR cubemaps for env_cubemap using skybox materials:
  2253. skybox/sky_day02_07*.vmt
  2254. ! Run buildcubemaps in the engine to get the correct cube maps.
  2255. Finding displacement neighbors...
  2256. Finding lightmap sample positions...
  2257. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  2258. Building Physics collision data...
  2259. done (0) (6366 bytes)
  2260. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  2261. Compacting texture/material tables...
  2262. Reduced 16 texinfos to 9
  2263. Reduced 6 texdatas to 5 (160 bytes to 134)
  2264. Writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.bsp
  2265. 0 seconds elapsed
  2266.  
  2267.  
  2268.  
  2269. 4 threads
  2270. reading c:\users\dan\documents\maps\lad test\lad_test.bsp
  2271. reading c:\users\dan\documents\maps\lad test\lad_test.prt
  2272. 44 portalclusters
  2273. 80 numportals
  2274. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  2275. Total clusters visible: 1936
  2276. Average clusters visible: 44
  2277. Building PAS...
  2278. Average clusters audible: 44
  2279. visdatasize:884 compressed from 704
  2280. writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  2281. 0 seconds elapsed
  2282.  
  2283.  
  2284.  
  2285. [Reading texlights from 'lights.rad']
  2286. [48 texlights parsed from 'lights.rad']
  2287.  
  2288. Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
  2289. 270 faces
  2290. 1212871 square feet [174653424.00 square inches]
  2291. 0 Displacements
  2292. 0 Square Feet [0.00 Square Inches]
  2293. 270 patches before subdivision
  2294. 10774 patches after subdivision
  2295. 0 direct lights
  2296. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 168901, max 225
  2297. transfer lists: 1.3 megs
  2298. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  2299. Build Patch/Sample Hash Table(s).....Done<0.0106 sec>
  2300. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2301. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2302. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2303. Ready to Finish
  2304.  
  2305. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2306. ------------ --------------- --------------- --------
  2307. models 2/1024 96/49152 ( 0.2%)
  2308. brushes 16/8192 192/98304 ( 0.2%)
  2309. brushsides 96/65536 768/524288 ( 0.1%)
  2310. planes 80/65536 1600/1310720 ( 0.1%)
  2311. vertexes 327/65536 3924/786432 ( 0.5%)
  2312. nodes 182/65536 5824/2097152 ( 0.3%)
  2313. texinfos 9/12288 648/884736 ( 0.1%)
  2314. texdata 5/2048 160/65536 ( 0.2%)
  2315. dispinfos 0/0 0/0 ( 0.0%)
  2316. disp_verts 0/0 0/0 ( 0.0%)
  2317. disp_tris 0/0 0/0 ( 0.0%)
  2318. disp_lmsamples 0/0 0/0 ( 0.0%)
  2319. faces 270/65536 15120/3670016 ( 0.4%)
  2320. hdr faces 0/65536 0/3670016 ( 0.0%)
  2321. origfaces 37/65536 2072/3670016 ( 0.1%)
  2322. leaves 185/65536 5920/2097152 ( 0.3%)
  2323. leaffaces 278/65536 556/131072 ( 0.4%)
  2324. leafbrushes 105/65536 210/131072 ( 0.2%)
  2325. areas 2/256 16/2048 ( 0.8%)
  2326. surfedges 1292/512000 5168/2048000 ( 0.3%)
  2327. edges 679/256000 2716/1024000 ( 0.3%)
  2328. LDR worldlights 0/8192 0/720896 ( 0.0%)
  2329. HDR worldlights 0/8192 0/720896 ( 0.0%)
  2330. leafwaterdata 0/32768 0/393216 ( 0.0%)
  2331. waterstrips 0/32768 0/327680 ( 0.0%)
  2332. waterverts 0/65536 0/786432 ( 0.0%)
  2333. waterindices 0/65536 0/131072 ( 0.0%)
  2334. cubemapsamples 0/1024 0/16384 ( 0.0%)
  2335. overlays 0/512 0/180224 ( 0.0%)
  2336. LDR lightdata [variable] 323832/0 ( 0.0%)
  2337. HDR lightdata [variable] 0/0 ( 0.0%)
  2338. visdata [variable] 884/16777216 ( 0.0%)
  2339. entdata [variable] 1007/393216 ( 0.3%)
  2340. LDR ambient table 185/65536 740/262144 ( 0.3%)
  2341. HDR ambient table 185/65536 740/262144 ( 0.3%)
  2342. LDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
  2343. HDR leaf ambient 185/65536 5180/1835008 ( 0.3%)
  2344. occluders 0/0 0/0 ( 0.0%)
  2345. occluder polygons 0/0 0/0 ( 0.0%)
  2346. occluder vert ind 0/0 0/0 ( 0.0%)
  2347. detail props [variable] 1/12 ( 8.3%)
  2348. static props [variable] 1/12 ( 8.3%)
  2349. pakfile [variable] 87075/0 ( 0.0%)
  2350. physics [variable] 6366/4194304 ( 0.2%)
  2351. physics terrain [variable] 2/1048576 ( 0.0%)
  2352.  
  2353. Level flags = 0
  2354.  
  2355. Total triangle count: 604
  2356. Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  2357. 4 seconds elapsed
  2358.  
  2359.  
  2360.  
  2361. [Reading texlights from 'lights.rad']
  2362. [48 texlights parsed from 'lights.rad']
  2363.  
  2364. Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
  2365. 270 faces
  2366. 1212871 square feet [174653424.00 square inches]
  2367. 0 Displacements
  2368. 0 Square Feet [0.00 Square Inches]
  2369. 270 patches before subdivision
  2370. 10774 patches after subdivision
  2371. 0 direct lights
  2372. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 168901, max 225
  2373. transfer lists: 1.3 megs
  2374. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  2375. Build Patch/Sample Hash Table(s).....Done<0.0116 sec>
  2376. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2377. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2378. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2379. Ready to Finish
  2380.  
  2381. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2382. ------------ --------------- --------------- --------
  2383. models 2/1024 96/49152 ( 0.2%)
  2384. brushes 16/8192 192/98304 ( 0.2%)
  2385. brushsides 96/65536 768/524288 ( 0.1%)
  2386. planes 80/65536 1600/1310720 ( 0.1%)
  2387. vertexes 327/65536 3924/786432 ( 0.5%)
  2388. nodes 182/65536 5824/2097152 ( 0.3%)
  2389. texinfos 9/12288 648/884736 ( 0.1%)
  2390. texdata 5/2048 160/65536 ( 0.2%)
  2391. dispinfos 0/0 0/0 ( 0.0%)
  2392. disp_verts 0/0 0/0 ( 0.0%)
  2393. disp_tris 0/0 0/0 ( 0.0%)
  2394. disp_lmsamples 0/0 0/0 ( 0.0%)
  2395. faces 270/65536 15120/3670016 ( 0.4%)
  2396. hdr faces 270/65536 15120/3670016 ( 0.4%)
  2397. origfaces 37/65536 2072/3670016 ( 0.1%)
  2398. leaves 185/65536 5920/2097152 ( 0.3%)
  2399. leaffaces 278/65536 556/131072 ( 0.4%)
  2400. leafbrushes 105/65536 210/131072 ( 0.2%)
  2401. areas 2/256 16/2048 ( 0.8%)
  2402. surfedges 1292/512000 5168/2048000 ( 0.3%)
  2403. edges 679/256000 2716/1024000 ( 0.3%)
  2404. LDR worldlights 0/8192 0/720896 ( 0.0%)
  2405. HDR worldlights 0/8192 0/720896 ( 0.0%)
  2406. leafwaterdata 0/32768 0/393216 ( 0.0%)
  2407. waterstrips 0/32768 0/327680 ( 0.0%)
  2408. waterverts 0/65536 0/786432 ( 0.0%)
  2409. waterindices 0/65536 0/131072 ( 0.0%)
  2410. cubemapsamples 0/1024 0/16384 ( 0.0%)
  2411. overlays 0/512 0/180224 ( 0.0%)
  2412. LDR lightdata [variable] 323832/0 ( 0.0%)
  2413. HDR lightdata [variable] 323832/0 ( 0.0%)
  2414. visdata [variable] 884/16777216 ( 0.0%)
  2415. entdata [variable] 1007/393216 ( 0.3%)
  2416. LDR ambient table 185/65536 740/262144 ( 0.3%)
  2417. HDR ambient table 185/65536 740/262144 ( 0.3%)
  2418. LDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
  2419. HDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
  2420. occluders 0/0 0/0 ( 0.0%)
  2421. occluder polygons 0/0 0/0 ( 0.0%)
  2422. occluder vert ind 0/0 0/0 ( 0.0%)
  2423. detail props [variable] 1/12 ( 8.3%)
  2424. static props [variable] 1/12 ( 8.3%)
  2425. pakfile [variable] 87075/0 ( 0.0%)
  2426. physics [variable] 6366/4194304 ( 0.2%)
  2427. physics terrain [variable] 2/1048576 ( 0.0%)
  2428.  
  2429. Level flags = 0
  2430.  
  2431. Total triangle count: 604
  2432. Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  2433. 4 seconds elapsed
  2434.  
  2435.  
  2436.  
  2437. materialPath: c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\materials
  2438. Loading C:\Users\Dan\Documents\Maps\LAD Test\lad_test.vmf
  2439. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\gameinfo.txt
  2440. fixing up env_cubemap materials on brush sides...
  2441. 0...1...2...3...4...5...6...7...8...9...10**** leaked ****
  2442. Entity light_environment (0.00 0.00 512.00) leaked!
  2443. Processing areas...done (0)
  2444. Building Faces...done (0)
  2445. FixTjuncs...
  2446. PruneNodes...
  2447. WriteBSP...
  2448. done (0)
  2449. Creating default LDR cubemaps for env_cubemap using skybox materials:
  2450. skybox/sky_day02_07*.vmt
  2451. ! Run buildcubemaps in the engine to get the correct cube maps.
  2452. Creating default HDR cubemaps for env_cubemap using skybox materials:
  2453. skybox/sky_day02_07*.vmt
  2454. ! Run buildcubemaps in the engine to get the correct cube maps.
  2455. Finding displacement neighbors...
  2456. Finding lightmap sample positions...
  2457. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  2458. Building Physics collision data...
  2459. done (0) (5747 bytes)
  2460. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  2461. Compacting texture/material tables...
  2462. Reduced 17 texinfos to 6
  2463. Reduced 5 texdatas to 4 (105 bytes to 87)
  2464. Writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.bsp
  2465. 0 seconds elapsed
  2466.  
  2467.  
  2468.  
  2469. 4 threads
  2470. reading c:\users\dan\documents\maps\lad test\lad_test.bsp
  2471. reading c:\users\dan\documents\maps\lad test\lad_test.prt
  2472. LoadPortals: couldn't read c:\users\dan\documents\maps\lad test\lad_test.prt
  2473.  
  2474.  
  2475.  
  2476. [Reading texlights from 'lights.rad']
  2477. [48 texlights parsed from 'lights.rad']
  2478.  
  2479. Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
  2480. No vis information, direct lighting only.
  2481. 227 faces
  2482. 816696 square feet [117604352.00 square inches]
  2483. 1 Displacements
  2484. 116519 Square Feet [16778840.00 Square Inches]
  2485. 2 direct lights
  2486. 0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0026 sec>
  2487. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2488. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  2489. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2490. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2491. Ready to Finish
  2492.  
  2493. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2494. ------------ --------------- --------------- --------
  2495. models 2/1024 96/49152 ( 0.2%)
  2496. brushes 14/8192 168/98304 ( 0.2%)
  2497. brushsides 84/65536 672/524288 ( 0.1%)
  2498. planes 88/65536 1760/1310720 ( 0.1%)
  2499. vertexes 287/65536 3444/786432 ( 0.4%)
  2500. nodes 306/65536 9792/2097152 ( 0.5%)
  2501. texinfos 6/12288 432/884736 ( 0.0%)
  2502. texdata 4/2048 128/65536 ( 0.2%)
  2503. dispinfos 1/0 176/0 ( 0.0%)
  2504. disp_verts 289/0 5780/0 ( 0.0%)
  2505. disp_tris 512/0 1024/0 ( 0.0%)
  2506. disp_lmsamples 71470/0 71470/0 ( 0.0%)
  2507. faces 227/65536 12712/3670016 ( 0.3%)
  2508. hdr faces 0/65536 0/3670016 ( 0.0%)
  2509. origfaces 45/65536 2520/3670016 ( 0.1%)
  2510. leaves 309/65536 9888/2097152 ( 0.5%)
  2511. leaffaces 230/65536 460/131072 ( 0.4%)
  2512. leafbrushes 81/65536 162/131072 ( 0.1%)
  2513. areas 2/256 16/2048 ( 0.8%)
  2514. surfedges 1120/512000 4480/2048000 ( 0.2%)
  2515. edges 625/256000 2500/1024000 ( 0.2%)
  2516. LDR worldlights 2/8192 176/720896 ( 0.0%)
  2517. HDR worldlights 0/8192 0/720896 ( 0.0%)
  2518. leafwaterdata 0/32768 0/393216 ( 0.0%)
  2519. waterstrips 0/32768 0/327680 ( 0.0%)
  2520. waterverts 0/65536 0/786432 ( 0.0%)
  2521. waterindices 0/65536 0/131072 ( 0.0%)
  2522. cubemapsamples 0/1024 0/16384 ( 0.0%)
  2523. overlays 0/512 0/180224 ( 0.0%)
  2524. LDR lightdata [variable] 63508/0 ( 0.0%)
  2525. HDR lightdata [variable] 0/0 ( 0.0%)
  2526. visdata [variable] 0/16777216 ( 0.0%)
  2527. entdata [variable] 1265/393216 ( 0.3%)
  2528. LDR ambient table 309/65536 1236/262144 ( 0.5%)
  2529. HDR ambient table 309/65536 1236/262144 ( 0.5%)
  2530. LDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
  2531. HDR leaf ambient 309/65536 8652/1835008 ( 0.5%)
  2532. occluders 0/0 0/0 ( 0.0%)
  2533. occluder polygons 0/0 0/0 ( 0.0%)
  2534. occluder vert ind 0/0 0/0 ( 0.0%)
  2535. detail props [variable] 1/199408 ( 0.0%)
  2536. dtl prp lght [variable] 1/4 (25.0%)
  2537. HDR dtl prp lght [variable] 1/4 (25.0%)
  2538. static props [variable] 1/12 ( 8.3%)
  2539. pakfile [variable] 86742/0 ( 0.0%)
  2540. physics [variable] 5747/4194304 ( 0.1%)
  2541. physics terrain [variable] 788/1048576 ( 0.1%)
  2542.  
  2543. Level flags = 0
  2544.  
  2545. Total triangle count: 486
  2546. Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  2547. 10 seconds elapsed
  2548.  
  2549.  
  2550.  
  2551. [Reading texlights from 'lights.rad']
  2552. [48 texlights parsed from 'lights.rad']
  2553.  
  2554. Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
  2555. No vis information, direct lighting only.
  2556. 227 faces
  2557. 816696 square feet [117604352.00 square inches]
  2558. 1 Displacements
  2559. 116519 Square Feet [16778840.00 Square Inches]
  2560. 2 direct lights
  2561. 0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0039 sec>
  2562. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2563. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  2564. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2565. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2566. Ready to Finish
  2567.  
  2568. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2569. ------------ --------------- --------------- --------
  2570. models 2/1024 96/49152 ( 0.2%)
  2571. brushes 14/8192 168/98304 ( 0.2%)
  2572. brushsides 84/65536 672/524288 ( 0.1%)
  2573. planes 88/65536 1760/1310720 ( 0.1%)
  2574. vertexes 287/65536 3444/786432 ( 0.4%)
  2575. nodes 306/65536 9792/2097152 ( 0.5%)
  2576. texinfos 6/12288 432/884736 ( 0.0%)
  2577. texdata 4/2048 128/65536 ( 0.2%)
  2578. dispinfos 1/0 176/0 ( 0.0%)
  2579. disp_verts 289/0 5780/0 ( 0.0%)
  2580. disp_tris 512/0 1024/0 ( 0.0%)
  2581. disp_lmsamples 71470/0 71470/0 ( 0.0%)
  2582. faces 227/65536 12712/3670016 ( 0.3%)
  2583. hdr faces 227/65536 12712/3670016 ( 0.3%)
  2584. origfaces 45/65536 2520/3670016 ( 0.1%)
  2585. leaves 309/65536 9888/2097152 ( 0.5%)
  2586. leaffaces 230/65536 460/131072 ( 0.4%)
  2587. leafbrushes 81/65536 162/131072 ( 0.1%)
  2588. areas 2/256 16/2048 ( 0.8%)
  2589. surfedges 1120/512000 4480/2048000 ( 0.2%)
  2590. edges 625/256000 2500/1024000 ( 0.2%)
  2591. LDR worldlights 2/8192 176/720896 ( 0.0%)
  2592. HDR worldlights 2/8192 176/720896 ( 0.0%)
  2593. leafwaterdata 0/32768 0/393216 ( 0.0%)
  2594. waterstrips 0/32768 0/327680 ( 0.0%)
  2595. waterverts 0/65536 0/786432 ( 0.0%)
  2596. waterindices 0/65536 0/131072 ( 0.0%)
  2597. cubemapsamples 0/1024 0/16384 ( 0.0%)
  2598. overlays 0/512 0/180224 ( 0.0%)
  2599. LDR lightdata [variable] 63508/0 ( 0.0%)
  2600. HDR lightdata [variable] 63508/0 ( 0.0%)
  2601. visdata [variable] 0/16777216 ( 0.0%)
  2602. entdata [variable] 1265/393216 ( 0.3%)
  2603. LDR ambient table 309/65536 1236/262144 ( 0.5%)
  2604. HDR ambient table 309/65536 1236/262144 ( 0.5%)
  2605. LDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
  2606. HDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
  2607. occluders 0/0 0/0 ( 0.0%)
  2608. occluder polygons 0/0 0/0 ( 0.0%)
  2609. occluder vert ind 0/0 0/0 ( 0.0%)
  2610. detail props [variable] 1/199408 ( 0.0%)
  2611. dtl prp lght [variable] 1/4 (25.0%)
  2612. HDR dtl prp lght [variable] 1/4 (25.0%)
  2613. static props [variable] 1/12 ( 8.3%)
  2614. pakfile [variable] 86742/0 ( 0.0%)
  2615. physics [variable] 5747/4194304 ( 0.1%)
  2616. physics terrain [variable] 788/1048576 ( 0.1%)
  2617.  
  2618. Level flags = 0
  2619.  
  2620. Total triangle count: 486
  2621. Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  2622. 9 seconds elapsed
  2623.  
  2624.  
  2625.  
  2626. materialPath: c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\materials
  2627. Loading C:\Users\Dan\Documents\Maps\LAD Test\lad_test.vmf
  2628. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\gameinfo.txt
  2629. fixing up env_cubemap materials on brush sides...
  2630. 0...1...2...3...4...5...6...7...8...9...10**** leaked ****
  2631. Entity light_environment (0.00 0.00 512.00) leaked!
  2632. Processing areas...done (0)
  2633. Building Faces...done (0)
  2634. FixTjuncs...
  2635. PruneNodes...
  2636. WriteBSP...
  2637. done (0)
  2638. Creating default LDR cubemaps for env_cubemap using skybox materials:
  2639. skybox/sky_day02_07*.vmt
  2640. ! Run buildcubemaps in the engine to get the correct cube maps.
  2641. Creating default HDR cubemaps for env_cubemap using skybox materials:
  2642. skybox/sky_day02_07*.vmt
  2643. ! Run buildcubemaps in the engine to get the correct cube maps.
  2644. Finding displacement neighbors...
  2645. Finding lightmap sample positions...
  2646. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  2647. Building Physics collision data...
  2648. done (0) (5747 bytes)
  2649. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  2650. Compacting texture/material tables...
  2651. Reduced 17 texinfos to 6
  2652. Reduced 5 texdatas to 4 (105 bytes to 87)
  2653. Writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.bsp
  2654. 0 seconds elapsed
  2655.  
  2656.  
  2657.  
  2658. 4 threads
  2659. reading c:\users\dan\documents\maps\lad test\lad_test.bsp
  2660. reading c:\users\dan\documents\maps\lad test\lad_test.prt
  2661. LoadPortals: couldn't read c:\users\dan\documents\maps\lad test\lad_test.prt
  2662.  
  2663.  
  2664.  
  2665. [Reading texlights from 'lights.rad']
  2666. [48 texlights parsed from 'lights.rad']
  2667.  
  2668. Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
  2669. No vis information, direct lighting only.
  2670. 227 faces
  2671. 816696 square feet [117604352.00 square inches]
  2672. 1 Displacements
  2673. 116519 Square Feet [16778840.00 Square Inches]
  2674. 2 direct lights
  2675. 0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0027 sec>
  2676. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2677. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  2678. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2679. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2680. Ready to Finish
  2681.  
  2682. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2683. ------------ --------------- --------------- --------
  2684. models 2/1024 96/49152 ( 0.2%)
  2685. brushes 14/8192 168/98304 ( 0.2%)
  2686. brushsides 84/65536 672/524288 ( 0.1%)
  2687. planes 88/65536 1760/1310720 ( 0.1%)
  2688. vertexes 287/65536 3444/786432 ( 0.4%)
  2689. nodes 306/65536 9792/2097152 ( 0.5%)
  2690. texinfos 6/12288 432/884736 ( 0.0%)
  2691. texdata 4/2048 128/65536 ( 0.2%)
  2692. dispinfos 1/0 176/0 ( 0.0%)
  2693. disp_verts 289/0 5780/0 ( 0.0%)
  2694. disp_tris 512/0 1024/0 ( 0.0%)
  2695. disp_lmsamples 71470/0 71470/0 ( 0.0%)
  2696. faces 227/65536 12712/3670016 ( 0.3%)
  2697. hdr faces 0/65536 0/3670016 ( 0.0%)
  2698. origfaces 45/65536 2520/3670016 ( 0.1%)
  2699. leaves 309/65536 9888/2097152 ( 0.5%)
  2700. leaffaces 230/65536 460/131072 ( 0.4%)
  2701. leafbrushes 81/65536 162/131072 ( 0.1%)
  2702. areas 2/256 16/2048 ( 0.8%)
  2703. surfedges 1120/512000 4480/2048000 ( 0.2%)
  2704. edges 625/256000 2500/1024000 ( 0.2%)
  2705. LDR worldlights 2/8192 176/720896 ( 0.0%)
  2706. HDR worldlights 0/8192 0/720896 ( 0.0%)
  2707. leafwaterdata 0/32768 0/393216 ( 0.0%)
  2708. waterstrips 0/32768 0/327680 ( 0.0%)
  2709. waterverts 0/65536 0/786432 ( 0.0%)
  2710. waterindices 0/65536 0/131072 ( 0.0%)
  2711. cubemapsamples 0/1024 0/16384 ( 0.0%)
  2712. overlays 0/512 0/180224 ( 0.0%)
  2713. LDR lightdata [variable] 63508/0 ( 0.0%)
  2714. HDR lightdata [variable] 0/0 ( 0.0%)
  2715. visdata [variable] 0/16777216 ( 0.0%)
  2716. entdata [variable] 1265/393216 ( 0.3%)
  2717. LDR ambient table 309/65536 1236/262144 ( 0.5%)
  2718. HDR ambient table 309/65536 1236/262144 ( 0.5%)
  2719. LDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
  2720. HDR leaf ambient 309/65536 8652/1835008 ( 0.5%)
  2721. occluders 0/0 0/0 ( 0.0%)
  2722. occluder polygons 0/0 0/0 ( 0.0%)
  2723. occluder vert ind 0/0 0/0 ( 0.0%)
  2724. detail props [variable] 1/199408 ( 0.0%)
  2725. dtl prp lght [variable] 1/4 (25.0%)
  2726. HDR dtl prp lght [variable] 1/4 (25.0%)
  2727. static props [variable] 1/12 ( 8.3%)
  2728. pakfile [variable] 86742/0 ( 0.0%)
  2729. physics [variable] 5747/4194304 ( 0.1%)
  2730. physics terrain [variable] 788/1048576 ( 0.1%)
  2731.  
  2732. Level flags = 0
  2733.  
  2734. Total triangle count: 486
  2735. Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  2736. 10 seconds elapsed
  2737.  
  2738.  
  2739.  
  2740. [Reading texlights from 'lights.rad']
  2741. [48 texlights parsed from 'lights.rad']
  2742.  
  2743. Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
  2744. No vis information, direct lighting only.
  2745. 227 faces
  2746. 816696 square feet [117604352.00 square inches]
  2747. 1 Displacements
  2748. 116519 Square Feet [16778840.00 Square Inches]
  2749. 2 direct lights
  2750. 0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0030 sec>
  2751. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2752. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  2753. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2754. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2755. Ready to Finish
  2756.  
  2757. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2758. ------------ --------------- --------------- --------
  2759. models 2/1024 96/49152 ( 0.2%)
  2760. brushes 14/8192 168/98304 ( 0.2%)
  2761. brushsides 84/65536 672/524288 ( 0.1%)
  2762. planes 88/65536 1760/1310720 ( 0.1%)
  2763. vertexes 287/65536 3444/786432 ( 0.4%)
  2764. nodes 306/65536 9792/2097152 ( 0.5%)
  2765. texinfos 6/12288 432/884736 ( 0.0%)
  2766. texdata 4/2048 128/65536 ( 0.2%)
  2767. dispinfos 1/0 176/0 ( 0.0%)
  2768. disp_verts 289/0 5780/0 ( 0.0%)
  2769. disp_tris 512/0 1024/0 ( 0.0%)
  2770. disp_lmsamples 71470/0 71470/0 ( 0.0%)
  2771. faces 227/65536 12712/3670016 ( 0.3%)
  2772. hdr faces 227/65536 12712/3670016 ( 0.3%)
  2773. origfaces 45/65536 2520/3670016 ( 0.1%)
  2774. leaves 309/65536 9888/2097152 ( 0.5%)
  2775. leaffaces 230/65536 460/131072 ( 0.4%)
  2776. leafbrushes 81/65536 162/131072 ( 0.1%)
  2777. areas 2/256 16/2048 ( 0.8%)
  2778. surfedges 1120/512000 4480/2048000 ( 0.2%)
  2779. edges 625/256000 2500/1024000 ( 0.2%)
  2780. LDR worldlights 2/8192 176/720896 ( 0.0%)
  2781. HDR worldlights 2/8192 176/720896 ( 0.0%)
  2782. leafwaterdata 0/32768 0/393216 ( 0.0%)
  2783. waterstrips 0/32768 0/327680 ( 0.0%)
  2784. waterverts 0/65536 0/786432 ( 0.0%)
  2785. waterindices 0/65536 0/131072 ( 0.0%)
  2786. cubemapsamples 0/1024 0/16384 ( 0.0%)
  2787. overlays 0/512 0/180224 ( 0.0%)
  2788. LDR lightdata [variable] 63508/0 ( 0.0%)
  2789. HDR lightdata [variable] 63508/0 ( 0.0%)
  2790. visdata [variable] 0/16777216 ( 0.0%)
  2791. entdata [variable] 1265/393216 ( 0.3%)
  2792. LDR ambient table 309/65536 1236/262144 ( 0.5%)
  2793. HDR ambient table 309/65536 1236/262144 ( 0.5%)
  2794. LDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
  2795. HDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
  2796. occluders 0/0 0/0 ( 0.0%)
  2797. occluder polygons 0/0 0/0 ( 0.0%)
  2798. occluder vert ind 0/0 0/0 ( 0.0%)
  2799. detail props [variable] 1/199408 ( 0.0%)
  2800. dtl prp lght [variable] 1/4 (25.0%)
  2801. HDR dtl prp lght [variable] 1/4 (25.0%)
  2802. static props [variable] 1/12 ( 8.3%)
  2803. pakfile [variable] 86742/0 ( 0.0%)
  2804. physics [variable] 5747/4194304 ( 0.1%)
  2805. physics terrain [variable] 788/1048576 ( 0.1%)
  2806.  
  2807. Level flags = 0
  2808.  
  2809. Total triangle count: 486
  2810. Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  2811. 9 seconds elapsed
  2812.  
  2813.  
  2814.  
  2815. materialPath: c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\materials
  2816. Loading C:\Users\Dan\Documents\Maps\LAD Test\lad_test.vmf
  2817. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\gameinfo.txt
  2818. fixing up env_cubemap materials on brush sides...
  2819. 0...1...2...3...4...5...6...7...8...9...10**** leaked ****
  2820. Entity light_environment (0.00 0.00 512.00) leaked!
  2821. Processing areas...done (0)
  2822. Building Faces...done (0)
  2823. FixTjuncs...
  2824. PruneNodes...
  2825. WriteBSP...
  2826. done (0)
  2827. Creating default LDR cubemaps for env_cubemap using skybox materials:
  2828. skybox/sky_day02_07*.vmt
  2829. ! Run buildcubemaps in the engine to get the correct cube maps.
  2830. Creating default HDR cubemaps for env_cubemap using skybox materials:
  2831. skybox/sky_day02_07*.vmt
  2832. ! Run buildcubemaps in the engine to get the correct cube maps.
  2833. Finding displacement neighbors...
  2834. Finding lightmap sample positions...
  2835. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  2836. Building Physics collision data...
  2837. done (0) (5747 bytes)
  2838. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  2839. Compacting texture/material tables...
  2840. Reduced 17 texinfos to 6
  2841. Reduced 5 texdatas to 4 (105 bytes to 87)
  2842. Writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.bsp
  2843. 0 seconds elapsed
  2844.  
  2845.  
  2846.  
  2847. 4 threads
  2848. reading c:\users\dan\documents\maps\lad test\lad_test.bsp
  2849. reading c:\users\dan\documents\maps\lad test\lad_test.prt
  2850. LoadPortals: couldn't read c:\users\dan\documents\maps\lad test\lad_test.prt
  2851.  
  2852.  
  2853.  
  2854. [Reading texlights from 'lights.rad']
  2855. [48 texlights parsed from 'lights.rad']
  2856.  
  2857. Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
  2858. No vis information, direct lighting only.
  2859. 227 faces
  2860. 816696 square feet [117604352.00 square inches]
  2861. 1 Displacements
  2862. 116519 Square Feet [16778840.00 Square Inches]
  2863. 2 direct lights
  2864. 0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0025 sec>
  2865. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2866. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  2867. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2868. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2869. Ready to Finish
  2870.  
  2871. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2872. ------------ --------------- --------------- --------
  2873. models 2/1024 96/49152 ( 0.2%)
  2874. brushes 14/8192 168/98304 ( 0.2%)
  2875. brushsides 84/65536 672/524288 ( 0.1%)
  2876. planes 88/65536 1760/1310720 ( 0.1%)
  2877. vertexes 287/65536 3444/786432 ( 0.4%)
  2878. nodes 306/65536 9792/2097152 ( 0.5%)
  2879. texinfos 6/12288 432/884736 ( 0.0%)
  2880. texdata 4/2048 128/65536 ( 0.2%)
  2881. dispinfos 1/0 176/0 ( 0.0%)
  2882. disp_verts 289/0 5780/0 ( 0.0%)
  2883. disp_tris 512/0 1024/0 ( 0.0%)
  2884. disp_lmsamples 71470/0 71470/0 ( 0.0%)
  2885. faces 227/65536 12712/3670016 ( 0.3%)
  2886. hdr faces 0/65536 0/3670016 ( 0.0%)
  2887. origfaces 45/65536 2520/3670016 ( 0.1%)
  2888. leaves 309/65536 9888/2097152 ( 0.5%)
  2889. leaffaces 230/65536 460/131072 ( 0.4%)
  2890. leafbrushes 81/65536 162/131072 ( 0.1%)
  2891. areas 2/256 16/2048 ( 0.8%)
  2892. surfedges 1120/512000 4480/2048000 ( 0.2%)
  2893. edges 625/256000 2500/1024000 ( 0.2%)
  2894. LDR worldlights 2/8192 176/720896 ( 0.0%)
  2895. HDR worldlights 0/8192 0/720896 ( 0.0%)
  2896. leafwaterdata 0/32768 0/393216 ( 0.0%)
  2897. waterstrips 0/32768 0/327680 ( 0.0%)
  2898. waterverts 0/65536 0/786432 ( 0.0%)
  2899. waterindices 0/65536 0/131072 ( 0.0%)
  2900. cubemapsamples 0/1024 0/16384 ( 0.0%)
  2901. overlays 0/512 0/180224 ( 0.0%)
  2902. LDR lightdata [variable] 63508/0 ( 0.0%)
  2903. HDR lightdata [variable] 0/0 ( 0.0%)
  2904. visdata [variable] 0/16777216 ( 0.0%)
  2905. entdata [variable] 1265/393216 ( 0.3%)
  2906. LDR ambient table 309/65536 1236/262144 ( 0.5%)
  2907. HDR ambient table 309/65536 1236/262144 ( 0.5%)
  2908. LDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
  2909. HDR leaf ambient 309/65536 8652/1835008 ( 0.5%)
  2910. occluders 0/0 0/0 ( 0.0%)
  2911. occluder polygons 0/0 0/0 ( 0.0%)
  2912. occluder vert ind 0/0 0/0 ( 0.0%)
  2913. detail props [variable] 1/199408 ( 0.0%)
  2914. dtl prp lght [variable] 1/4 (25.0%)
  2915. HDR dtl prp lght [variable] 1/4 (25.0%)
  2916. static props [variable] 1/12 ( 8.3%)
  2917. pakfile [variable] 86742/0 ( 0.0%)
  2918. physics [variable] 5747/4194304 ( 0.1%)
  2919. physics terrain [variable] 788/1048576 ( 0.1%)
  2920.  
  2921. Level flags = 0
  2922.  
  2923. Total triangle count: 486
  2924. Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  2925. 10 seconds elapsed
  2926.  
  2927.  
  2928.  
  2929. [Reading texlights from 'lights.rad']
  2930. [48 texlights parsed from 'lights.rad']
  2931.  
  2932. Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
  2933. No vis information, direct lighting only.
  2934. 227 faces
  2935. 816696 square feet [117604352.00 square inches]
  2936. 1 Displacements
  2937. 116519 Square Feet [16778840.00 Square Inches]
  2938. 2 direct lights
  2939. 0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0030 sec>
  2940. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2941. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  2942. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2943. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2944. Ready to Finish
  2945.  
  2946. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2947. ------------ --------------- --------------- --------
  2948. models 2/1024 96/49152 ( 0.2%)
  2949. brushes 14/8192 168/98304 ( 0.2%)
  2950. brushsides 84/65536 672/524288 ( 0.1%)
  2951. planes 88/65536 1760/1310720 ( 0.1%)
  2952. vertexes 287/65536 3444/786432 ( 0.4%)
  2953. nodes 306/65536 9792/2097152 ( 0.5%)
  2954. texinfos 6/12288 432/884736 ( 0.0%)
  2955. texdata 4/2048 128/65536 ( 0.2%)
  2956. dispinfos 1/0 176/0 ( 0.0%)
  2957. disp_verts 289/0 5780/0 ( 0.0%)
  2958. disp_tris 512/0 1024/0 ( 0.0%)
  2959. disp_lmsamples 71470/0 71470/0 ( 0.0%)
  2960. faces 227/65536 12712/3670016 ( 0.3%)
  2961. hdr faces 227/65536 12712/3670016 ( 0.3%)
  2962. origfaces 45/65536 2520/3670016 ( 0.1%)
  2963. leaves 309/65536 9888/2097152 ( 0.5%)
  2964. leaffaces 230/65536 460/131072 ( 0.4%)
  2965. leafbrushes 81/65536 162/131072 ( 0.1%)
  2966. areas 2/256 16/2048 ( 0.8%)
  2967. surfedges 1120/512000 4480/2048000 ( 0.2%)
  2968. edges 625/256000 2500/1024000 ( 0.2%)
  2969. LDR worldlights 2/8192 176/720896 ( 0.0%)
  2970. HDR worldlights 2/8192 176/720896 ( 0.0%)
  2971. leafwaterdata 0/32768 0/393216 ( 0.0%)
  2972. waterstrips 0/32768 0/327680 ( 0.0%)
  2973. waterverts 0/65536 0/786432 ( 0.0%)
  2974. waterindices 0/65536 0/131072 ( 0.0%)
  2975. cubemapsamples 0/1024 0/16384 ( 0.0%)
  2976. overlays 0/512 0/180224 ( 0.0%)
  2977. LDR lightdata [variable] 63508/0 ( 0.0%)
  2978. HDR lightdata [variable] 63508/0 ( 0.0%)
  2979. visdata [variable] 0/16777216 ( 0.0%)
  2980. entdata [variable] 1265/393216 ( 0.3%)
  2981. LDR ambient table 309/65536 1236/262144 ( 0.5%)
  2982. HDR ambient table 309/65536 1236/262144 ( 0.5%)
  2983. LDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
  2984. HDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
  2985. occluders 0/0 0/0 ( 0.0%)
  2986. occluder polygons 0/0 0/0 ( 0.0%)
  2987. occluder vert ind 0/0 0/0 ( 0.0%)
  2988. detail props [variable] 1/199408 ( 0.0%)
  2989. dtl prp lght [variable] 1/4 (25.0%)
  2990. HDR dtl prp lght [variable] 1/4 (25.0%)
  2991. static props [variable] 1/12 ( 8.3%)
  2992. pakfile [variable] 86742/0 ( 0.0%)
  2993. physics [variable] 5747/4194304 ( 0.1%)
  2994. physics terrain [variable] 788/1048576 ( 0.1%)
  2995.  
  2996. Level flags = 0
  2997.  
  2998. Total triangle count: 486
  2999. Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
  3000. 9 seconds elapsed
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