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- materialPath: c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\materials
- Loading C:\Users\Dan\Documents\Maps\LAD Test\lad_test.vmf
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\gameinfo.txt
- Patching WVT material: maps/lad_test/nature/blendgrassgravel01_wvt_patch
- fixing up env_cubemap materials on brush sides...
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
- Building Faces...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_07*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_07*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (0) (2720 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 11 texinfos to 6
- Reduced 5 texdatas to 4 (138 bytes to 112)
- Writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.bsp
- 2 seconds elapsed
- 4 threads
- reading c:\users\dan\documents\maps\lad test\lad_test.bsp
- reading c:\users\dan\documents\maps\lad test\lad_test.prt
- 24 portalclusters
- 44 numportals
- 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%)
- Total clusters visible: 576
- Average clusters visible: 24
- Building PAS...
- Average clusters audible: 24
- visdatasize:340 compressed from 384
- writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 0 seconds elapsed
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
- 192 faces
- 469674 square feet [67633136.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 192 patches before subdivision
- 10696 patches after subdivision
- 0 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 162576, max 225
- transfer lists: 1.2 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0111 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 1/1024 48/49152 ( 0.1%)
- brushes 7/8192 84/98304 ( 0.1%)
- brushsides 42/65536 336/524288 ( 0.1%)
- planes 58/65536 1160/1310720 ( 0.1%)
- vertexes 243/65536 2916/786432 ( 0.4%)
- nodes 67/65536 2144/2097152 ( 0.1%)
- texinfos 6/12288 432/884736 ( 0.0%)
- texdata 4/2048 128/65536 ( 0.2%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 192/65536 10752/3670016 ( 0.3%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 11/65536 616/3670016 ( 0.0%)
- leaves 69/65536 2208/2097152 ( 0.1%)
- leaffaces 208/65536 416/131072 ( 0.3%)
- leafbrushes 56/65536 112/131072 ( 0.1%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 884/512000 3536/2048000 ( 0.2%)
- edges 455/256000 1820/1024000 ( 0.2%)
- LDR worldlights 0/8192 0/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 8/32768 80/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 192/65536 384/131072 ( 0.3%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 323832/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 340/16777216 ( 0.0%)
- entdata [variable] 637/393216 ( 0.2%)
- LDR ambient table 69/65536 276/262144 ( 0.1%)
- HDR ambient table 69/65536 276/262144 ( 0.1%)
- LDR leaf ambient 24/65536 672/1835008 ( 0.0%)
- HDR leaf ambient 69/65536 1932/1835008 ( 0.1%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 87075/0 ( 0.0%)
- physics [variable] 2720/4194304 ( 0.1%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 456
- Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 3 seconds elapsed
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
- 192 faces
- 469674 square feet [67633136.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 192 patches before subdivision
- 10696 patches after subdivision
- 0 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 162576, max 225
- transfer lists: 1.2 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0112 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 1/1024 48/49152 ( 0.1%)
- brushes 7/8192 84/98304 ( 0.1%)
- brushsides 42/65536 336/524288 ( 0.1%)
- planes 58/65536 1160/1310720 ( 0.1%)
- vertexes 243/65536 2916/786432 ( 0.4%)
- nodes 67/65536 2144/2097152 ( 0.1%)
- texinfos 6/12288 432/884736 ( 0.0%)
- texdata 4/2048 128/65536 ( 0.2%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 192/65536 10752/3670016 ( 0.3%)
- hdr faces 192/65536 10752/3670016 ( 0.3%)
- origfaces 11/65536 616/3670016 ( 0.0%)
- leaves 69/65536 2208/2097152 ( 0.1%)
- leaffaces 208/65536 416/131072 ( 0.3%)
- leafbrushes 56/65536 112/131072 ( 0.1%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 884/512000 3536/2048000 ( 0.2%)
- edges 455/256000 1820/1024000 ( 0.2%)
- LDR worldlights 0/8192 0/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 8/32768 80/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 192/65536 384/131072 ( 0.3%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 323832/0 ( 0.0%)
- HDR lightdata [variable] 323832/0 ( 0.0%)
- visdata [variable] 340/16777216 ( 0.0%)
- entdata [variable] 637/393216 ( 0.2%)
- LDR ambient table 69/65536 276/262144 ( 0.1%)
- HDR ambient table 69/65536 276/262144 ( 0.1%)
- LDR leaf ambient 24/65536 672/1835008 ( 0.0%)
- HDR leaf ambient 24/65536 672/1835008 ( 0.0%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 87075/0 ( 0.0%)
- physics [variable] 2720/4194304 ( 0.1%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 456
- Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 3 seconds elapsed
- materialPath: c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\materials
- Loading C:\Users\Dan\Documents\Maps\LAD Test\lad_test.vmf
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\gameinfo.txt
- Patching WVT material: maps/lad_test/nature/blendgrassgravel01_wvt_patch
- fixing up env_cubemap materials on brush sides...
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
- Building Faces...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_07*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_07*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (0) (2720 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 11 texinfos to 6
- Reduced 5 texdatas to 4 (138 bytes to 112)
- Writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.bsp
- 0 seconds elapsed
- 4 threads
- reading c:\users\dan\documents\maps\lad test\lad_test.bsp
- reading c:\users\dan\documents\maps\lad test\lad_test.prt
- 24 portalclusters
- 44 numportals
- 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%)
- Total clusters visible: 576
- Average clusters visible: 24
- Building PAS...
- Average clusters audible: 24
- visdatasize:340 compressed from 384
- writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 0 seconds elapsed
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
- 192 faces
- 469674 square feet [67633136.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 192 patches before subdivision
- 10696 patches after subdivision
- 0 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 162576, max 225
- transfer lists: 1.2 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0110 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 1/1024 48/49152 ( 0.1%)
- brushes 7/8192 84/98304 ( 0.1%)
- brushsides 42/65536 336/524288 ( 0.1%)
- planes 58/65536 1160/1310720 ( 0.1%)
- vertexes 243/65536 2916/786432 ( 0.4%)
- nodes 67/65536 2144/2097152 ( 0.1%)
- texinfos 6/12288 432/884736 ( 0.0%)
- texdata 4/2048 128/65536 ( 0.2%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 192/65536 10752/3670016 ( 0.3%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 11/65536 616/3670016 ( 0.0%)
- leaves 69/65536 2208/2097152 ( 0.1%)
- leaffaces 208/65536 416/131072 ( 0.3%)
- leafbrushes 56/65536 112/131072 ( 0.1%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 884/512000 3536/2048000 ( 0.2%)
- edges 455/256000 1820/1024000 ( 0.2%)
- LDR worldlights 0/8192 0/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 8/32768 80/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 192/65536 384/131072 ( 0.3%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 323832/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 340/16777216 ( 0.0%)
- entdata [variable] 637/393216 ( 0.2%)
- LDR ambient table 69/65536 276/262144 ( 0.1%)
- HDR ambient table 69/65536 276/262144 ( 0.1%)
- LDR leaf ambient 24/65536 672/1835008 ( 0.0%)
- HDR leaf ambient 69/65536 1932/1835008 ( 0.1%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 87075/0 ( 0.0%)
- physics [variable] 2720/4194304 ( 0.1%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 456
- Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 3 seconds elapsed
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
- 192 faces
- 469674 square feet [67633136.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 192 patches before subdivision
- 10696 patches after subdivision
- 0 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 162576, max 225
- transfer lists: 1.2 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0106 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 1/1024 48/49152 ( 0.1%)
- brushes 7/8192 84/98304 ( 0.1%)
- brushsides 42/65536 336/524288 ( 0.1%)
- planes 58/65536 1160/1310720 ( 0.1%)
- vertexes 243/65536 2916/786432 ( 0.4%)
- nodes 67/65536 2144/2097152 ( 0.1%)
- texinfos 6/12288 432/884736 ( 0.0%)
- texdata 4/2048 128/65536 ( 0.2%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 192/65536 10752/3670016 ( 0.3%)
- hdr faces 192/65536 10752/3670016 ( 0.3%)
- origfaces 11/65536 616/3670016 ( 0.0%)
- leaves 69/65536 2208/2097152 ( 0.1%)
- leaffaces 208/65536 416/131072 ( 0.3%)
- leafbrushes 56/65536 112/131072 ( 0.1%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 884/512000 3536/2048000 ( 0.2%)
- edges 455/256000 1820/1024000 ( 0.2%)
- LDR worldlights 0/8192 0/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 8/32768 80/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 192/65536 384/131072 ( 0.3%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 323832/0 ( 0.0%)
- HDR lightdata [variable] 323832/0 ( 0.0%)
- visdata [variable] 340/16777216 ( 0.0%)
- entdata [variable] 637/393216 ( 0.2%)
- LDR ambient table 69/65536 276/262144 ( 0.1%)
- HDR ambient table 69/65536 276/262144 ( 0.1%)
- LDR leaf ambient 24/65536 672/1835008 ( 0.0%)
- HDR leaf ambient 24/65536 672/1835008 ( 0.0%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 87075/0 ( 0.0%)
- physics [variable] 2720/4194304 ( 0.1%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 456
- Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 3 seconds elapsed
- materialPath: c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\materials
- Loading C:\Users\Dan\Documents\Maps\LAD Test\lad_test.vmf
- material "" not found.
- Material not found!:
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\gameinfo.txt
- Patching WVT material: maps/lad_test/nature/blendgrassgravel01_wvt_patch
- fixing up env_cubemap materials on brush sides...
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
- Building Faces...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_07*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_07*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (0) (6367 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 11 texinfos to 6
- Reduced 5 texdatas to 4 (138 bytes to 112)
- Writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.bsp
- 0 seconds elapsed
- 4 threads
- reading c:\users\dan\documents\maps\lad test\lad_test.bsp
- reading c:\users\dan\documents\maps\lad test\lad_test.prt
- 44 portalclusters
- 80 numportals
- 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%)
- Total clusters visible: 1936
- Average clusters visible: 44
- Building PAS...
- Average clusters audible: 44
- visdatasize:884 compressed from 704
- writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 0 seconds elapsed
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
- 558 faces
- 1212871 square feet [174653488.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 558 patches before subdivision
- 66490 patches after subdivision
- 0 direct lights
- 0...1...2...3...4...5... warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- 6 warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- .7...8.. warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- 9 warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- 100...1...2...3...4...5...6...7...8...9...10transfers 2358949, max 291
- transfer lists: 18.0 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0389 sec>
- 0...1...2...3...4...5... warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- SampleRadial: Punting, Waiting for fix
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- 6 warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- .7...8.. warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- 9 warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- 10FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 16/8192 192/98304 ( 0.2%)
- brushsides 96/65536 768/524288 ( 0.1%)
- planes 80/65536 1600/1310720 ( 0.1%)
- vertexes 647/65536 7764/786432 ( 1.0%)
- nodes 182/65536 5824/2097152 ( 0.3%)
- texinfos 6/12288 432/884736 ( 0.0%)
- texdata 4/2048 128/65536 ( 0.2%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 558/65536 31248/3670016 ( 0.9%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 37/65536 2072/3670016 ( 0.1%)
- leaves 185/65536 5920/2097152 ( 0.3%)
- leaffaces 566/65536 1132/131072 ( 0.9%)
- leafbrushes 105/65536 210/131072 ( 0.2%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 2508/512000 10032/2048000 ( 0.5%)
- edges 1287/256000 5148/1024000 ( 0.5%)
- LDR worldlights 0/8192 0/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 0/32768 0/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 0/65536 0/131072 ( 0.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 956456/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 884/16777216 ( 0.0%)
- entdata [variable] 1007/393216 ( 0.3%)
- LDR ambient table 185/65536 740/262144 ( 0.3%)
- HDR ambient table 185/65536 740/262144 ( 0.3%)
- LDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
- HDR leaf ambient 185/65536 5180/1835008 ( 0.3%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 87075/0 ( 0.0%)
- physics [variable] 6367/4194304 ( 0.2%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 1244
- Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 8 seconds elapsed
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
- 558 faces
- 1212871 square feet [174653488.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 558 patches before subdivision
- 66490 patches after subdivision
- 0 direct lights
- 0...1...2...3...4...5... warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- 6 warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- .7...8.. warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- 9 warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- 100...1...2...3...4...5...6...7...8...9...10transfers 2358949, max 291
- transfer lists: 18.0 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0391 sec>
- 0...1...2...3...4...5... warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- SampleRadial: Punting, Waiting for fix
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- 6 warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- .7...8.. warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- 9 warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- 10FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 16/8192 192/98304 ( 0.2%)
- brushsides 96/65536 768/524288 ( 0.1%)
- planes 80/65536 1600/1310720 ( 0.1%)
- vertexes 647/65536 7764/786432 ( 1.0%)
- nodes 182/65536 5824/2097152 ( 0.3%)
- texinfos 6/12288 432/884736 ( 0.0%)
- texdata 4/2048 128/65536 ( 0.2%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 558/65536 31248/3670016 ( 0.9%)
- hdr faces 558/65536 31248/3670016 ( 0.9%)
- origfaces 37/65536 2072/3670016 ( 0.1%)
- leaves 185/65536 5920/2097152 ( 0.3%)
- leaffaces 566/65536 1132/131072 ( 0.9%)
- leafbrushes 105/65536 210/131072 ( 0.2%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 2508/512000 10032/2048000 ( 0.5%)
- edges 1287/256000 5148/1024000 ( 0.5%)
- LDR worldlights 0/8192 0/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 0/32768 0/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 0/65536 0/131072 ( 0.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 956456/0 ( 0.0%)
- HDR lightdata [variable] 956456/0 ( 0.0%)
- visdata [variable] 884/16777216 ( 0.0%)
- entdata [variable] 1007/393216 ( 0.3%)
- LDR ambient table 185/65536 740/262144 ( 0.3%)
- HDR ambient table 185/65536 740/262144 ( 0.3%)
- LDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
- HDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 87075/0 ( 0.0%)
- physics [variable] 6367/4194304 ( 0.2%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 1244
- Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 7 seconds elapsed
- materialPath: c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\materials
- Loading C:\Users\Dan\Documents\Maps\LAD Test\lad_test.vmf
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\gameinfo.txt
- Patching WVT material: maps/lad_test/nature/blendgrassgravel01_wvt_patch
- fixing up env_cubemap materials on brush sides...
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
- Building Faces...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_07*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_07*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (0) (6366 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 16 texinfos to 9
- Reduced 6 texdatas to 5 (160 bytes to 134)
- Writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.bsp
- 0 seconds elapsed
- 4 threads
- reading c:\users\dan\documents\maps\lad test\lad_test.bsp
- reading c:\users\dan\documents\maps\lad test\lad_test.prt
- 44 portalclusters
- 80 numportals
- 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%)
- Total clusters visible: 1936
- Average clusters visible: 44
- Building PAS...
- Average clusters audible: 44
- visdatasize:884 compressed from 704
- writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 0 seconds elapsed
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
- 270 faces
- 1212871 square feet [174653424.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 270 patches before subdivision
- 10774 patches after subdivision
- 0 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 168901, max 225
- transfer lists: 1.3 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0216 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 16/8192 192/98304 ( 0.2%)
- brushsides 96/65536 768/524288 ( 0.1%)
- planes 80/65536 1600/1310720 ( 0.1%)
- vertexes 327/65536 3924/786432 ( 0.5%)
- nodes 182/65536 5824/2097152 ( 0.3%)
- texinfos 9/12288 648/884736 ( 0.1%)
- texdata 5/2048 160/65536 ( 0.2%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 270/65536 15120/3670016 ( 0.4%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 37/65536 2072/3670016 ( 0.1%)
- leaves 185/65536 5920/2097152 ( 0.3%)
- leaffaces 278/65536 556/131072 ( 0.4%)
- leafbrushes 105/65536 210/131072 ( 0.2%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 1292/512000 5168/2048000 ( 0.3%)
- edges 679/256000 2716/1024000 ( 0.3%)
- LDR worldlights 0/8192 0/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 0/32768 0/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 0/65536 0/131072 ( 0.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 323832/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 884/16777216 ( 0.0%)
- entdata [variable] 1007/393216 ( 0.3%)
- LDR ambient table 185/65536 740/262144 ( 0.3%)
- HDR ambient table 185/65536 740/262144 ( 0.3%)
- LDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
- HDR leaf ambient 185/65536 5180/1835008 ( 0.3%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 87075/0 ( 0.0%)
- physics [variable] 6366/4194304 ( 0.2%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 604
- Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 4 seconds elapsed
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
- 270 faces
- 1212871 square feet [174653424.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 270 patches before subdivision
- 10774 patches after subdivision
- 0 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 168901, max 225
- transfer lists: 1.3 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0113 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 16/8192 192/98304 ( 0.2%)
- brushsides 96/65536 768/524288 ( 0.1%)
- planes 80/65536 1600/1310720 ( 0.1%)
- vertexes 327/65536 3924/786432 ( 0.5%)
- nodes 182/65536 5824/2097152 ( 0.3%)
- texinfos 9/12288 648/884736 ( 0.1%)
- texdata 5/2048 160/65536 ( 0.2%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 270/65536 15120/3670016 ( 0.4%)
- hdr faces 270/65536 15120/3670016 ( 0.4%)
- origfaces 37/65536 2072/3670016 ( 0.1%)
- leaves 185/65536 5920/2097152 ( 0.3%)
- leaffaces 278/65536 556/131072 ( 0.4%)
- leafbrushes 105/65536 210/131072 ( 0.2%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 1292/512000 5168/2048000 ( 0.3%)
- edges 679/256000 2716/1024000 ( 0.3%)
- LDR worldlights 0/8192 0/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 0/32768 0/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 0/65536 0/131072 ( 0.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 323832/0 ( 0.0%)
- HDR lightdata [variable] 323832/0 ( 0.0%)
- visdata [variable] 884/16777216 ( 0.0%)
- entdata [variable] 1007/393216 ( 0.3%)
- LDR ambient table 185/65536 740/262144 ( 0.3%)
- HDR ambient table 185/65536 740/262144 ( 0.3%)
- LDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
- HDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 87075/0 ( 0.0%)
- physics [variable] 6366/4194304 ( 0.2%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 604
- Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 4 seconds elapsed
- materialPath: c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\materials
- Loading C:\Users\Dan\Documents\Maps\LAD Test\lad_test.vmf
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\gameinfo.txt
- Patching WVT material: maps/lad_test/nature/blendgrassgravel01_wvt_patch
- fixing up env_cubemap materials on brush sides...
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
- Building Faces...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_07*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_07*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (0) (6366 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 16 texinfos to 9
- Reduced 6 texdatas to 5 (160 bytes to 134)
- Writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.bsp
- 0 seconds elapsed
- 4 threads
- reading c:\users\dan\documents\maps\lad test\lad_test.bsp
- reading c:\users\dan\documents\maps\lad test\lad_test.prt
- 44 portalclusters
- 80 numportals
- 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%)
- Total clusters visible: 1936
- Average clusters visible: 44
- Building PAS...
- Average clusters audible: 44
- visdatasize:884 compressed from 704
- writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 0 seconds elapsed
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
- 270 faces
- 1212871 square feet [174653424.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 270 patches before subdivision
- 10774 patches after subdivision
- 0 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 168901, max 225
- transfer lists: 1.3 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0106 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 16/8192 192/98304 ( 0.2%)
- brushsides 96/65536 768/524288 ( 0.1%)
- planes 80/65536 1600/1310720 ( 0.1%)
- vertexes 327/65536 3924/786432 ( 0.5%)
- nodes 182/65536 5824/2097152 ( 0.3%)
- texinfos 9/12288 648/884736 ( 0.1%)
- texdata 5/2048 160/65536 ( 0.2%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 270/65536 15120/3670016 ( 0.4%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 37/65536 2072/3670016 ( 0.1%)
- leaves 185/65536 5920/2097152 ( 0.3%)
- leaffaces 278/65536 556/131072 ( 0.4%)
- leafbrushes 105/65536 210/131072 ( 0.2%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 1292/512000 5168/2048000 ( 0.3%)
- edges 679/256000 2716/1024000 ( 0.3%)
- LDR worldlights 0/8192 0/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 0/32768 0/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 0/65536 0/131072 ( 0.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 323832/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 884/16777216 ( 0.0%)
- entdata [variable] 1007/393216 ( 0.3%)
- LDR ambient table 185/65536 740/262144 ( 0.3%)
- HDR ambient table 185/65536 740/262144 ( 0.3%)
- LDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
- HDR leaf ambient 185/65536 5180/1835008 ( 0.3%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 87075/0 ( 0.0%)
- physics [variable] 6366/4194304 ( 0.2%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 604
- Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 4 seconds elapsed
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
- 270 faces
- 1212871 square feet [174653424.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 270 patches before subdivision
- 10774 patches after subdivision
- 0 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 168901, max 225
- transfer lists: 1.3 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0116 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 16/8192 192/98304 ( 0.2%)
- brushsides 96/65536 768/524288 ( 0.1%)
- planes 80/65536 1600/1310720 ( 0.1%)
- vertexes 327/65536 3924/786432 ( 0.5%)
- nodes 182/65536 5824/2097152 ( 0.3%)
- texinfos 9/12288 648/884736 ( 0.1%)
- texdata 5/2048 160/65536 ( 0.2%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 270/65536 15120/3670016 ( 0.4%)
- hdr faces 270/65536 15120/3670016 ( 0.4%)
- origfaces 37/65536 2072/3670016 ( 0.1%)
- leaves 185/65536 5920/2097152 ( 0.3%)
- leaffaces 278/65536 556/131072 ( 0.4%)
- leafbrushes 105/65536 210/131072 ( 0.2%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 1292/512000 5168/2048000 ( 0.3%)
- edges 679/256000 2716/1024000 ( 0.3%)
- LDR worldlights 0/8192 0/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 0/32768 0/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 0/65536 0/131072 ( 0.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 323832/0 ( 0.0%)
- HDR lightdata [variable] 323832/0 ( 0.0%)
- visdata [variable] 884/16777216 ( 0.0%)
- entdata [variable] 1007/393216 ( 0.3%)
- LDR ambient table 185/65536 740/262144 ( 0.3%)
- HDR ambient table 185/65536 740/262144 ( 0.3%)
- LDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
- HDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/12 ( 8.3%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 87075/0 ( 0.0%)
- physics [variable] 6366/4194304 ( 0.2%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 604
- Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 4 seconds elapsed
- materialPath: c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\materials
- Loading C:\Users\Dan\Documents\Maps\LAD Test\lad_test.vmf
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\gameinfo.txt
- fixing up env_cubemap materials on brush sides...
- 0...1...2...3...4...5...6...7...8...9...10**** leaked ****
- Entity light_environment (0.00 0.00 512.00) leaked!
- Processing areas...done (0)
- Building Faces...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_07*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_07*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (0) (5747 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 17 texinfos to 6
- Reduced 5 texdatas to 4 (105 bytes to 87)
- Writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.bsp
- 0 seconds elapsed
- 4 threads
- reading c:\users\dan\documents\maps\lad test\lad_test.bsp
- reading c:\users\dan\documents\maps\lad test\lad_test.prt
- LoadPortals: couldn't read c:\users\dan\documents\maps\lad test\lad_test.prt
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
- No vis information, direct lighting only.
- 227 faces
- 816696 square feet [117604352.00 square inches]
- 1 Displacements
- 116519 Square Feet [16778840.00 Square Inches]
- 2 direct lights
- 0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0026 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 14/8192 168/98304 ( 0.2%)
- brushsides 84/65536 672/524288 ( 0.1%)
- planes 88/65536 1760/1310720 ( 0.1%)
- vertexes 287/65536 3444/786432 ( 0.4%)
- nodes 306/65536 9792/2097152 ( 0.5%)
- texinfos 6/12288 432/884736 ( 0.0%)
- texdata 4/2048 128/65536 ( 0.2%)
- dispinfos 1/0 176/0 ( 0.0%)
- disp_verts 289/0 5780/0 ( 0.0%)
- disp_tris 512/0 1024/0 ( 0.0%)
- disp_lmsamples 71470/0 71470/0 ( 0.0%)
- faces 227/65536 12712/3670016 ( 0.3%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 45/65536 2520/3670016 ( 0.1%)
- leaves 309/65536 9888/2097152 ( 0.5%)
- leaffaces 230/65536 460/131072 ( 0.4%)
- leafbrushes 81/65536 162/131072 ( 0.1%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 1120/512000 4480/2048000 ( 0.2%)
- edges 625/256000 2500/1024000 ( 0.2%)
- LDR worldlights 2/8192 176/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 0/32768 0/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 0/65536 0/131072 ( 0.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 63508/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 0/16777216 ( 0.0%)
- entdata [variable] 1265/393216 ( 0.3%)
- LDR ambient table 309/65536 1236/262144 ( 0.5%)
- HDR ambient table 309/65536 1236/262144 ( 0.5%)
- LDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
- HDR leaf ambient 309/65536 8652/1835008 ( 0.5%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/199408 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 86742/0 ( 0.0%)
- physics [variable] 5747/4194304 ( 0.1%)
- physics terrain [variable] 788/1048576 ( 0.1%)
- Level flags = 0
- Total triangle count: 486
- Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 10 seconds elapsed
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
- No vis information, direct lighting only.
- 227 faces
- 816696 square feet [117604352.00 square inches]
- 1 Displacements
- 116519 Square Feet [16778840.00 Square Inches]
- 2 direct lights
- 0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0039 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 14/8192 168/98304 ( 0.2%)
- brushsides 84/65536 672/524288 ( 0.1%)
- planes 88/65536 1760/1310720 ( 0.1%)
- vertexes 287/65536 3444/786432 ( 0.4%)
- nodes 306/65536 9792/2097152 ( 0.5%)
- texinfos 6/12288 432/884736 ( 0.0%)
- texdata 4/2048 128/65536 ( 0.2%)
- dispinfos 1/0 176/0 ( 0.0%)
- disp_verts 289/0 5780/0 ( 0.0%)
- disp_tris 512/0 1024/0 ( 0.0%)
- disp_lmsamples 71470/0 71470/0 ( 0.0%)
- faces 227/65536 12712/3670016 ( 0.3%)
- hdr faces 227/65536 12712/3670016 ( 0.3%)
- origfaces 45/65536 2520/3670016 ( 0.1%)
- leaves 309/65536 9888/2097152 ( 0.5%)
- leaffaces 230/65536 460/131072 ( 0.4%)
- leafbrushes 81/65536 162/131072 ( 0.1%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 1120/512000 4480/2048000 ( 0.2%)
- edges 625/256000 2500/1024000 ( 0.2%)
- LDR worldlights 2/8192 176/720896 ( 0.0%)
- HDR worldlights 2/8192 176/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 0/32768 0/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 0/65536 0/131072 ( 0.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 63508/0 ( 0.0%)
- HDR lightdata [variable] 63508/0 ( 0.0%)
- visdata [variable] 0/16777216 ( 0.0%)
- entdata [variable] 1265/393216 ( 0.3%)
- LDR ambient table 309/65536 1236/262144 ( 0.5%)
- HDR ambient table 309/65536 1236/262144 ( 0.5%)
- LDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
- HDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/199408 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 86742/0 ( 0.0%)
- physics [variable] 5747/4194304 ( 0.1%)
- physics terrain [variable] 788/1048576 ( 0.1%)
- Level flags = 0
- Total triangle count: 486
- Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 9 seconds elapsed
- materialPath: c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\materials
- Loading C:\Users\Dan\Documents\Maps\LAD Test\lad_test.vmf
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\gameinfo.txt
- fixing up env_cubemap materials on brush sides...
- 0...1...2...3...4...5...6...7...8...9...10**** leaked ****
- Entity light_environment (0.00 0.00 512.00) leaked!
- Processing areas...done (0)
- Building Faces...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_07*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_07*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (0) (5747 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 17 texinfos to 6
- Reduced 5 texdatas to 4 (105 bytes to 87)
- Writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.bsp
- 0 seconds elapsed
- 4 threads
- reading c:\users\dan\documents\maps\lad test\lad_test.bsp
- reading c:\users\dan\documents\maps\lad test\lad_test.prt
- LoadPortals: couldn't read c:\users\dan\documents\maps\lad test\lad_test.prt
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
- No vis information, direct lighting only.
- 227 faces
- 816696 square feet [117604352.00 square inches]
- 1 Displacements
- 116519 Square Feet [16778840.00 Square Inches]
- 2 direct lights
- 0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0027 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 14/8192 168/98304 ( 0.2%)
- brushsides 84/65536 672/524288 ( 0.1%)
- planes 88/65536 1760/1310720 ( 0.1%)
- vertexes 287/65536 3444/786432 ( 0.4%)
- nodes 306/65536 9792/2097152 ( 0.5%)
- texinfos 6/12288 432/884736 ( 0.0%)
- texdata 4/2048 128/65536 ( 0.2%)
- dispinfos 1/0 176/0 ( 0.0%)
- disp_verts 289/0 5780/0 ( 0.0%)
- disp_tris 512/0 1024/0 ( 0.0%)
- disp_lmsamples 71470/0 71470/0 ( 0.0%)
- faces 227/65536 12712/3670016 ( 0.3%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 45/65536 2520/3670016 ( 0.1%)
- leaves 309/65536 9888/2097152 ( 0.5%)
- leaffaces 230/65536 460/131072 ( 0.4%)
- leafbrushes 81/65536 162/131072 ( 0.1%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 1120/512000 4480/2048000 ( 0.2%)
- edges 625/256000 2500/1024000 ( 0.2%)
- LDR worldlights 2/8192 176/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 0/32768 0/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 0/65536 0/131072 ( 0.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 63508/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 0/16777216 ( 0.0%)
- entdata [variable] 1265/393216 ( 0.3%)
- LDR ambient table 309/65536 1236/262144 ( 0.5%)
- HDR ambient table 309/65536 1236/262144 ( 0.5%)
- LDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
- HDR leaf ambient 309/65536 8652/1835008 ( 0.5%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/199408 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 86742/0 ( 0.0%)
- physics [variable] 5747/4194304 ( 0.1%)
- physics terrain [variable] 788/1048576 ( 0.1%)
- Level flags = 0
- Total triangle count: 486
- Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 10 seconds elapsed
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
- No vis information, direct lighting only.
- 227 faces
- 816696 square feet [117604352.00 square inches]
- 1 Displacements
- 116519 Square Feet [16778840.00 Square Inches]
- 2 direct lights
- 0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0030 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 14/8192 168/98304 ( 0.2%)
- brushsides 84/65536 672/524288 ( 0.1%)
- planes 88/65536 1760/1310720 ( 0.1%)
- vertexes 287/65536 3444/786432 ( 0.4%)
- nodes 306/65536 9792/2097152 ( 0.5%)
- texinfos 6/12288 432/884736 ( 0.0%)
- texdata 4/2048 128/65536 ( 0.2%)
- dispinfos 1/0 176/0 ( 0.0%)
- disp_verts 289/0 5780/0 ( 0.0%)
- disp_tris 512/0 1024/0 ( 0.0%)
- disp_lmsamples 71470/0 71470/0 ( 0.0%)
- faces 227/65536 12712/3670016 ( 0.3%)
- hdr faces 227/65536 12712/3670016 ( 0.3%)
- origfaces 45/65536 2520/3670016 ( 0.1%)
- leaves 309/65536 9888/2097152 ( 0.5%)
- leaffaces 230/65536 460/131072 ( 0.4%)
- leafbrushes 81/65536 162/131072 ( 0.1%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 1120/512000 4480/2048000 ( 0.2%)
- edges 625/256000 2500/1024000 ( 0.2%)
- LDR worldlights 2/8192 176/720896 ( 0.0%)
- HDR worldlights 2/8192 176/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 0/32768 0/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 0/65536 0/131072 ( 0.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 63508/0 ( 0.0%)
- HDR lightdata [variable] 63508/0 ( 0.0%)
- visdata [variable] 0/16777216 ( 0.0%)
- entdata [variable] 1265/393216 ( 0.3%)
- LDR ambient table 309/65536 1236/262144 ( 0.5%)
- HDR ambient table 309/65536 1236/262144 ( 0.5%)
- LDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
- HDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/199408 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 86742/0 ( 0.0%)
- physics [variable] 5747/4194304 ( 0.1%)
- physics terrain [variable] 788/1048576 ( 0.1%)
- Level flags = 0
- Total triangle count: 486
- Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 9 seconds elapsed
- materialPath: c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\materials
- Loading C:\Users\Dan\Documents\Maps\LAD Test\lad_test.vmf
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fluffy1015\half-life 2 episode two\ep2\gameinfo.txt
- fixing up env_cubemap materials on brush sides...
- 0...1...2...3...4...5...6...7...8...9...10**** leaked ****
- Entity light_environment (0.00 0.00 512.00) leaked!
- Processing areas...done (0)
- Building Faces...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_07*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day02_07*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (0) (5747 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 17 texinfos to 6
- Reduced 5 texdatas to 4 (105 bytes to 87)
- Writing C:\Users\Dan\Documents\Maps\LAD Test\lad_test.bsp
- 0 seconds elapsed
- 4 threads
- reading c:\users\dan\documents\maps\lad test\lad_test.bsp
- reading c:\users\dan\documents\maps\lad test\lad_test.prt
- LoadPortals: couldn't read c:\users\dan\documents\maps\lad test\lad_test.prt
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
- No vis information, direct lighting only.
- 227 faces
- 816696 square feet [117604352.00 square inches]
- 1 Displacements
- 116519 Square Feet [16778840.00 Square Inches]
- 2 direct lights
- 0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0025 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 14/8192 168/98304 ( 0.2%)
- brushsides 84/65536 672/524288 ( 0.1%)
- planes 88/65536 1760/1310720 ( 0.1%)
- vertexes 287/65536 3444/786432 ( 0.4%)
- nodes 306/65536 9792/2097152 ( 0.5%)
- texinfos 6/12288 432/884736 ( 0.0%)
- texdata 4/2048 128/65536 ( 0.2%)
- dispinfos 1/0 176/0 ( 0.0%)
- disp_verts 289/0 5780/0 ( 0.0%)
- disp_tris 512/0 1024/0 ( 0.0%)
- disp_lmsamples 71470/0 71470/0 ( 0.0%)
- faces 227/65536 12712/3670016 ( 0.3%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 45/65536 2520/3670016 ( 0.1%)
- leaves 309/65536 9888/2097152 ( 0.5%)
- leaffaces 230/65536 460/131072 ( 0.4%)
- leafbrushes 81/65536 162/131072 ( 0.1%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 1120/512000 4480/2048000 ( 0.2%)
- edges 625/256000 2500/1024000 ( 0.2%)
- LDR worldlights 2/8192 176/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 0/32768 0/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 0/65536 0/131072 ( 0.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 63508/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 0/16777216 ( 0.0%)
- entdata [variable] 1265/393216 ( 0.3%)
- LDR ambient table 309/65536 1236/262144 ( 0.5%)
- HDR ambient table 309/65536 1236/262144 ( 0.5%)
- LDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
- HDR leaf ambient 309/65536 8652/1835008 ( 0.5%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/199408 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 86742/0 ( 0.0%)
- physics [variable] 5747/4194304 ( 0.1%)
- physics terrain [variable] 788/1048576 ( 0.1%)
- Level flags = 0
- Total triangle count: 486
- Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 10 seconds elapsed
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\dan\documents\maps\lad test\lad_test.bsp
- No vis information, direct lighting only.
- 227 faces
- 816696 square feet [117604352.00 square inches]
- 1 Displacements
- 116519 Square Feet [16778840.00 Square Inches]
- 2 direct lights
- 0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0030 sec>
- 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 14/8192 168/98304 ( 0.2%)
- brushsides 84/65536 672/524288 ( 0.1%)
- planes 88/65536 1760/1310720 ( 0.1%)
- vertexes 287/65536 3444/786432 ( 0.4%)
- nodes 306/65536 9792/2097152 ( 0.5%)
- texinfos 6/12288 432/884736 ( 0.0%)
- texdata 4/2048 128/65536 ( 0.2%)
- dispinfos 1/0 176/0 ( 0.0%)
- disp_verts 289/0 5780/0 ( 0.0%)
- disp_tris 512/0 1024/0 ( 0.0%)
- disp_lmsamples 71470/0 71470/0 ( 0.0%)
- faces 227/65536 12712/3670016 ( 0.3%)
- hdr faces 227/65536 12712/3670016 ( 0.3%)
- origfaces 45/65536 2520/3670016 ( 0.1%)
- leaves 309/65536 9888/2097152 ( 0.5%)
- leaffaces 230/65536 460/131072 ( 0.4%)
- leafbrushes 81/65536 162/131072 ( 0.1%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 1120/512000 4480/2048000 ( 0.2%)
- edges 625/256000 2500/1024000 ( 0.2%)
- LDR worldlights 2/8192 176/720896 ( 0.0%)
- HDR worldlights 2/8192 176/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 0/32768 0/327680 ( 0.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 0/65536 0/131072 ( 0.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 63508/0 ( 0.0%)
- HDR lightdata [variable] 63508/0 ( 0.0%)
- visdata [variable] 0/16777216 ( 0.0%)
- entdata [variable] 1265/393216 ( 0.3%)
- LDR ambient table 309/65536 1236/262144 ( 0.5%)
- HDR ambient table 309/65536 1236/262144 ( 0.5%)
- LDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
- HDR leaf ambient 2492/65536 69776/1835008 ( 3.8%)
- occluders 0/0 0/0 ( 0.0%)
- occluder polygons 0/0 0/0 ( 0.0%)
- occluder vert ind 0/0 0/0 ( 0.0%)
- detail props [variable] 1/199408 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/12 ( 8.3%)
- pakfile [variable] 86742/0 ( 0.0%)
- physics [variable] 5747/4194304 ( 0.1%)
- physics terrain [variable] 788/1048576 ( 0.1%)
- Level flags = 0
- Total triangle count: 486
- Writing c:\users\dan\documents\maps\lad test\lad_test.bsp
- 9 seconds elapsed
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