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- materialPath: c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\materials
- Loading C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).vmf
- material "gm_d3vinetown/d3vine_credits_01" not found.
- Material not found!: GM_D3VINETOWN/D3VINE_CREDITS_01
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- material "decals/eye" not found.
- Material not found!: DECALS/EYE
- material "decals/smile" not found.
- Material not found!: DECALS/SMILE
- Could not locate 'GameData' key in c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\gameinfo.txt
- 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...10
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4096.0 -4661.0 8407.0)
- Leaf 0 contents: CONTENTS_SOLID
- Leaf 1 contents:
- viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
- This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
- Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
- Candidate brush IDs: Brush 4003:
- Processing areas...done (0)
- Building Faces...done (1)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_08*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_08*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (1) (191285 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 2519 texinfos to 967
- Reduced 43 texdatas to 35 (2084 bytes to 1722)
- Writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 8 seconds elapsed
- 2 threads
- reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).prt
- 2386 portalclusters
- 5831 numportals
- 0...1...2...3...4...5...6...7...8...9...10Optimized: 87507 visible clusters (0.00%)
- Total clusters visible: 2527845
- Average clusters visible: 1059
- Building PAS...
- Average clusters audible: 1247
- visdatasize:1090812 compressed from 1450688
- writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 8 seconds elapsed
- [Reading texlights from 'lights.rad']
- [45 texlights parsed from 'lights.rad']
- Loading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 11781 faces
- 27714416 square feet [3990875904.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 11781 patches before subdivision
- 463399 patches after subdivision
- 19 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 121249969, max 2427
- transfer lists: 925.1 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2186250, 2060143, 1835494)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(523333, 485131, 433042)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(152851, 135546, 115014)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(44237, 39319, 32607)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(12963, 11053, 8621)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4084, 3506, 2671)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1186, 981, 699)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(397, 333, 233)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(115, 93, 61)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(40, 33, 21)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(12, 9, 6)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(4, 3, 2)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(1, 1, 1)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<27.0564 sec>
- 0
- materialPath: c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\materials
- Loading C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).vmf
- material "gm_d3vinetown/d3vine_credits_01" not found.
- Material not found!: GM_D3VINETOWN/D3VINE_CREDITS_01
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- material "decals/eye" not found.
- Material not found!: DECALS/EYE
- material "decals/smile" not found.
- Material not found!: DECALS/SMILE
- Could not locate 'GameData' key in c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\gameinfo.txt
- 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...10
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4096.0 -4661.0 8407.0)
- Leaf 0 contents: CONTENTS_SOLID
- Leaf 1 contents:
- viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
- This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
- Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
- Candidate brush IDs: Brush 4003:
- Processing areas...done (0)
- Building Faces...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_08*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_08*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (0) (191285 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 2525 texinfos to 967
- Reduced 45 texdatas to 36 (2308 bytes to 1822)
- Writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 7 seconds elapsed
- 2 threads
- reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).prt
- 2386 portalclusters
- 5831 numportals
- 0...1...2...3...4...5...6...7...8...9...10Optimized: 87507 visible clusters (0.00%)
- Total clusters visible: 2527845
- Average clusters visible: 1059
- Building PAS...
- Average clusters audible: 1247
- visdatasize:1090812 compressed from 1450688
- writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 7 seconds elapsed
- [Reading texlights from 'lights.rad']
- [45 texlights parsed from 'lights.rad']
- Loading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 9831 faces
- 27714490 square feet [3990886656.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 9831 patches before subdivision
- 310673 patches after subdivision
- 19 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 66063898, max 2427
- transfer lists: 504.0 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(797196, 748007, 603732)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(214961, 196441, 170252)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(28798, 24314, 19531)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(9295, 7876, 6277)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1325, 1003, 719)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(458, 355, 251)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(70, 45, 27)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(26, 17, 10)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(5, 2, 1)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(2, 1, 0)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<16.1905 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 21/1024 1008/49152 ( 2.1%)
- brushes 537/8192 6444/98304 ( 6.6%)
- brushsides 3542/65536 28336/524288 ( 5.4%)
- planes 2054/65536 41080/1310720 ( 3.1%)
- vertexes 11820/65536 141840/786432 (18.0%)
- nodes 5799/65536 185568/2097152 ( 8.8%)
- texinfos 967/12288 69624/884736 ( 7.9%)
- texdata 36/2048 1152/65536 ( 1.8%)
- 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 9831/65536 550536/3670016 (15.0%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 1587/65536 88872/3670016 ( 2.4%)
- leaves 5821/65536 186272/2097152 ( 8.9%)
- leaffaces 10462/65536 20924/131072 (16.0%)
- leafbrushes 4335/65536 8670/131072 ( 6.6%)
- areas 5/256 40/2048 ( 2.0%)
- surfedges 49967/512000 199868/2048000 ( 9.8%)
- edges 26867/256000 107468/1024000 (10.5%)
- LDR worldlights 19/8192 1672/720896 ( 0.2%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 3/32768 36/393216 ( 0.0%)
- waterstrips 324/32768 3240/327680 ( 1.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 4515/65536 9030/131072 ( 6.9%)
- cubemapsamples 4/1024 64/16384 ( 0.4%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 38220092/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 1090812/16777216 ( 6.5%)
- entdata [variable] 12904/393216 ( 3.3%)
- LDR ambient table 5821/65536 23284/262144 ( 8.9%)
- HDR ambient table 5821/65536 23284/262144 ( 8.9%)
- LDR leaf ambient 29173/65536 816844/1835008 (44.5%)
- HDR leaf ambient 5821/65536 162988/1835008 ( 8.9%)
- 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] 443513/0 ( 0.0%)
- physics [variable] 191285/4194304 ( 4.6%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 23998
- Writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 6 minutes, 18 seconds elapsed
- materialPath: c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\materials
- Loading C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).vmf
- material "gm_d3vinetown/d3vine_credits_01" not found.
- Material not found!: GM_D3VINETOWN/D3VINE_CREDITS_01
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- material "decals/eye" not found.
- Material not found!: DECALS/EYE
- material "decals/smile" not found.
- Material not found!: DECALS/SMILE
- Could not locate 'GameData' key in c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\gameinfo.txt
- 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...10
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4096.0 -4661.0 8407.0)
- Leaf 0 contents: CONTENTS_SOLID
- Leaf 1 contents:
- viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
- This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
- Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
- Candidate brush IDs: Brush 4003:
- Processing areas...done (0)
- Building Faces...error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
- done (2)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_08*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_08*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (1) (191285 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 2513 texinfos to 961
- Reduced 42 texdatas to 34 (2090 bytes to 1704)
- Writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 8 seconds elapsed
- 2 threads
- reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).prt
- 2386 portalclusters
- 5831 numportals
- 0...1...2...3...4...5...6...7...8...9...10Optimized: 87507 visible clusters (0.00%)
- Total clusters visible: 2527845
- Average clusters visible: 1059
- Building PAS...
- Average clusters audible: 1247
- visdatasize:1090812 compressed from 1450688
- writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 8 seconds elapsed
- [Reading texlights from 'lights.rad']
- [45 texlights parsed from 'lights.rad']
- Loading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 9627 faces
- 26807530 square feet [3860284416.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 9627 patches before subdivision
- 310469 patches after subdivision
- 19 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 62778413, max 2427
- transfer lists: 479.0 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(806386, 756802, 611777)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(92514, 79928, 61728)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(12676, 10319, 7359)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2036, 1542, 993)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(389, 267, 148)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(91, 55, 25)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(25, 13, 5)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(8, 3, 1)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(3, 1, 0)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.5569 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 21/1024 1008/49152 ( 2.1%)
- brushes 537/8192 6444/98304 ( 6.6%)
- brushsides 3542/65536 28336/524288 ( 5.4%)
- planes 2054/65536 41080/1310720 ( 3.1%)
- vertexes 11820/65536 141840/786432 (18.0%)
- nodes 5799/65536 185568/2097152 ( 8.8%)
- texinfos 961/12288 69192/884736 ( 7.8%)
- texdata 34/2048 1088/65536 ( 1.7%)
- 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 9627/65536 539112/3670016 (14.7%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 1581/65536 88536/3670016 ( 2.4%)
- leaves 5821/65536 186272/2097152 ( 8.9%)
- leaffaces 10247/65536 20494/131072 (15.6%)
- leafbrushes 4335/65536 8670/131072 ( 6.6%)
- areas 5/256 40/2048 ( 2.0%)
- surfedges 48970/512000 195880/2048000 ( 9.6%)
- edges 26491/256000 105964/1024000 (10.3%)
- LDR worldlights 19/8192 1672/720896 ( 0.2%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 3/32768 36/393216 ( 0.0%)
- waterstrips 323/32768 3230/327680 ( 1.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 4500/65536 9000/131072 ( 6.9%)
- cubemapsamples 4/1024 64/16384 ( 0.4%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 38220092/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 1090812/16777216 ( 6.5%)
- entdata [variable] 12904/393216 ( 3.3%)
- LDR ambient table 5821/65536 23284/262144 ( 8.9%)
- HDR ambient table 5821/65536 23284/262144 ( 8.9%)
- LDR leaf ambient 29165/65536 816620/1835008 (44.5%)
- HDR leaf ambient 5821/65536 162988/1835008 ( 8.9%)
- 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] 442441/0 ( 0.0%)
- physics [variable] 191285/4194304 ( 4.6%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 23433
- Writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 5 minutes, 43 seconds elapsed
- materialPath: c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\materials
- Loading C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).vmf
- material "gm_d3vinetown/d3vine_credits_01" not found.
- Material not found!: GM_D3VINETOWN/D3VINE_CREDITS_01
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- material "decals/eye" not found.
- Material not found!: DECALS/EYE
- material "decals/smile" not found.
- Material not found!: DECALS/SMILE
- Could not locate 'GameData' key in c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\gameinfo.txt
- 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...10
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4096.0 -4661.0 8407.0)
- Leaf 0 contents: CONTENTS_SOLID
- Leaf 1 contents:
- viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
- This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
- Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
- Candidate brush IDs: Brush 4003:
- Processing areas...done (0)
- Building Faces...done (1)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_08*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_08*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (1) (191285 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 2519 texinfos to 967
- Reduced 43 texdatas to 35 (2016 bytes to 1702)
- Writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 7 seconds elapsed
- 2 threads
- reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).prt
- 2386 portalclusters
- 5831 numportals
- 0...1...2...3...4...5...6...7...8...9...10Optimized: 87507 visible clusters (0.00%)
- Total clusters visible: 2527845
- Average clusters visible: 1059
- Building PAS...
- Average clusters audible: 1247
- visdatasize:1090812 compressed from 1450688
- writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 8 seconds elapsed
- [Reading texlights from 'lights.rad']
- [45 texlights parsed from 'lights.rad']
- Loading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 9831 faces
- 27714490 square feet [3990886656.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 9831 patches before subdivision
- 310673 patches after subdivision
- 19 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 66063898, max 2427
- transfer lists: 504.0 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(797196, 748007, 603732)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(214961, 196441, 170252)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(28798, 24314, 19531)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(9295, 7876, 6277)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1325, 1003, 719)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(458, 355, 251)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(70, 45, 27)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(26, 17, 10)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(5, 2, 1)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(2, 1, 0)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.3466 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 21/1024 1008/49152 ( 2.1%)
- brushes 537/8192 6444/98304 ( 6.6%)
- brushsides 3542/65536 28336/524288 ( 5.4%)
- planes 2054/65536 41080/1310720 ( 3.1%)
- vertexes 11820/65536 141840/786432 (18.0%)
- nodes 5799/65536 185568/2097152 ( 8.8%)
- texinfos 967/12288 69624/884736 ( 7.9%)
- texdata 35/2048 1120/65536 ( 1.7%)
- 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 9831/65536 550536/3670016 (15.0%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 1587/65536 88872/3670016 ( 2.4%)
- leaves 5821/65536 186272/2097152 ( 8.9%)
- leaffaces 10462/65536 20924/131072 (16.0%)
- leafbrushes 4335/65536 8670/131072 ( 6.6%)
- areas 5/256 40/2048 ( 2.0%)
- surfedges 49967/512000 199868/2048000 ( 9.8%)
- edges 26867/256000 107468/1024000 (10.5%)
- LDR worldlights 19/8192 1672/720896 ( 0.2%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 3/32768 36/393216 ( 0.0%)
- waterstrips 324/32768 3240/327680 ( 1.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 4515/65536 9030/131072 ( 6.9%)
- cubemapsamples 4/1024 64/16384 ( 0.4%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 38220092/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 1090812/16777216 ( 6.5%)
- entdata [variable] 12904/393216 ( 3.3%)
- LDR ambient table 5821/65536 23284/262144 ( 8.9%)
- HDR ambient table 5821/65536 23284/262144 ( 8.9%)
- LDR leaf ambient 29173/65536 816844/1835008 (44.5%)
- HDR leaf ambient 5821/65536 162988/1835008 ( 8.9%)
- 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] 442225/0 ( 0.0%)
- physics [variable] 191285/4194304 ( 4.6%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 23998
- Writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 6 minutes, 3 seconds elapsed
- materialPath: c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\materials
- Loading C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).vmf
- material "gm_d3vinetown/d3vine_credits_01" not found.
- Material not found!: GM_D3VINETOWN/D3VINE_CREDITS_01
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- material "decals/eye" not found.
- Material not found!: DECALS/EYE
- material "decals/smile" not found.
- Material not found!: DECALS/SMILE
- Could not locate 'GameData' key in c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\gameinfo.txt
- 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...10
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4096.0 -3740.0 -13148.0)
- Leaf 0 contents: CONTENTS_SOLID
- Leaf 1 contents:
- viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
- This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
- Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
- Candidate brush IDs: Brush 4003:
- Processing areas...done (0)
- Building Faces...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).prt...Building visibility clusters...
- done (1)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_08*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_08*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (1) (202401 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 2743 texinfos to 1017
- Reduced 43 texdatas to 35 (2025 bytes to 1711)
- Writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 8 seconds elapsed
- 2 threads
- reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).prt
- 2416 portalclusters
- 5923 numportals
- 0...1...2...3...4...5...6...7...8...9...10Optimized: 107727 visible clusters (0.00%)
- Total clusters visible: 2600981
- Average clusters visible: 1076
- Building PAS...
- Average clusters audible: 1260
- visdatasize:1126125 compressed from 1468928
- writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 8 seconds elapsed
- [Reading texlights from 'lights.rad']
- [45 texlights parsed from 'lights.rad']
- Loading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 9851 faces
- 27702620 square feet [3989177344.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 9851 patches before subdivision
- 307477 patches after subdivision
- 19 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 67192870, max 2434
- transfer lists: 512.6 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(830858, 767467, 637559)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(218868, 197769, 171175)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(29678, 24674, 19803)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(9306, 7786, 6191)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1339, 1000, 718)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(451, 346, 245)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(68, 44, 27)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(25, 17, 10)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(4, 2, 1)
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- 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.4290 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 21/1024 1008/49152 ( 2.1%)
- brushes 570/8192 6840/98304 ( 7.0%)
- brushsides 3746/65536 29968/524288 ( 5.7%)
- planes 2150/65536 43000/1310720 ( 3.3%)
- vertexes 11928/65536 143136/786432 (18.2%)
- nodes 5831/65536 186592/2097152 ( 8.9%)
- texinfos 1017/12288 73224/884736 ( 8.3%)
- texdata 35/2048 1120/65536 ( 1.7%)
- 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 9851/65536 551656/3670016 (15.0%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 1633/65536 91448/3670016 ( 2.5%)
- leaves 5853/65536 187296/2097152 ( 8.9%)
- leaffaces 10520/65536 21040/131072 (16.1%)
- leafbrushes 4406/65536 8812/131072 ( 6.7%)
- areas 5/256 40/2048 ( 2.0%)
- surfedges 50285/512000 201140/2048000 ( 9.8%)
- edges 27092/256000 108368/1024000 (10.6%)
- LDR worldlights 19/8192 1672/720896 ( 0.2%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 3/32768 36/393216 ( 0.0%)
- waterstrips 387/32768 3870/327680 ( 1.2%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 5349/65536 10698/131072 ( 8.2%)
- cubemapsamples 4/1024 64/16384 ( 0.4%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 38117752/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 1126125/16777216 ( 6.7%)
- entdata [variable] 12939/393216 ( 3.3%)
- LDR ambient table 5853/65536 23412/262144 ( 8.9%)
- HDR ambient table 5853/65536 23412/262144 ( 8.9%)
- LDR leaf ambient 29313/65536 820764/1835008 (44.7%)
- HDR leaf ambient 5853/65536 163884/1835008 ( 8.9%)
- 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] 442260/0 ( 0.0%)
- physics [variable] 202401/4194304 ( 4.8%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 24096
- Writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 6 minutes, 23 seconds elapsed
- materialPath: c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\materials
- Loading C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).vmf
- material "gm_d3vinetown/d3vine_credits_01" not found.
- Material not found!: GM_D3VINETOWN/D3VINE_CREDITS_01
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Could not locate 'GameData' key in c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\gameinfo.txt
- 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...10
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4096.0 -104.0 -13188.0)
- Leaf 0 contents: CONTENTS_SOLID
- Leaf 1 contents:
- viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
- This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
- Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
- Candidate brush IDs: Brush 4003:
- Processing areas...done (0)
- Building Faces...done (1)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_08*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_08*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (0) (212341 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 2864 texinfos to 1077
- Reduced 45 texdatas to 36 (2542 bytes to 1877)
- Writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 6 seconds elapsed
- 2 threads
- reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).prt
- 2430 portalclusters
- 5875 numportals
- 0...1...2...3...4...5...6...7...8...9...10Optimized: 122032 visible clusters (0.00%)
- Total clusters visible: 2596070
- Average clusters visible: 1068
- Building PAS...
- Average clusters audible: 1256
- visdatasize:1132982 compressed from 1477440
- writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 7 seconds elapsed
- [Reading texlights from 'lights.rad']
- [45 texlights parsed from 'lights.rad']
- Loading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 9923 faces
- 27775305 square feet [3999643904.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 9923 patches before subdivision
- 312073 patches after subdivision
- 17 direct lights
- 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 66584247, max 2405
- transfer lists: 508.0 megs
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(701953, 661826, 537137)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(175687, 162336, 136937)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(23316, 20430, 15732)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(6213, 5398, 4058)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(993, 808, 545)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(253, 201, 129)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(47, 34, 19)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(12, 8, 4)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(3, 2, 1)
- 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0754 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 16/1024 768/49152 ( 1.6%)
- brushes 602/8192 7224/98304 ( 7.3%)
- brushsides 4032/65536 32256/524288 ( 6.2%)
- planes 2274/65536 45480/1310720 ( 3.5%)
- vertexes 12091/65536 145092/786432 (18.4%)
- nodes 5923/65536 189536/2097152 ( 9.0%)
- texinfos 1077/12288 77544/884736 ( 8.8%)
- texdata 36/2048 1152/65536 ( 1.8%)
- 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 9923/65536 555688/3670016 (15.1%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 1714/65536 95984/3670016 ( 2.6%)
- leaves 5940/65536 190080/2097152 ( 9.1%)
- leaffaces 10628/65536 21256/131072 (16.2%)
- leafbrushes 4448/65536 8896/131072 ( 6.8%)
- areas 6/256 48/2048 ( 2.3%)
- surfedges 50979/512000 203916/2048000 (10.0%)
- edges 27417/256000 109668/1024000 (10.7%)
- LDR worldlights 17/8192 1496/720896 ( 0.2%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 4/32768 48/393216 ( 0.0%)
- waterstrips 408/32768 4080/327680 ( 1.2%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 5607/65536 11214/131072 ( 8.6%)
- cubemapsamples 4/1024 64/16384 ( 0.4%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 33208492/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 1132982/16777216 ( 6.8%)
- entdata [variable] 11075/393216 ( 2.8%)
- LDR ambient table 5940/65536 23760/262144 ( 9.1%)
- HDR ambient table 5940/65536 23760/262144 ( 9.1%)
- LDR leaf ambient 27693/65536 775404/1835008 (42.3%)
- HDR leaf ambient 5940/65536 166320/1835008 ( 9.1%)
- 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] 443939/0 ( 0.0%)
- physics [variable] 212341/4194304 ( 5.1%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 0
- Total triangle count: 24330
- Writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
- 4 minutes, 58 seconds elapsed
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