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  1.  
  2.  
  3.  
  4. materialPath: c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\materials
  5. Loading C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).vmf
  6. material "gm_d3vinetown/d3vine_credits_01" not found.
  7. Material not found!: GM_D3VINETOWN/D3VINE_CREDITS_01
  8. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  9. material "decals/eye" not found.
  10. Material not found!: DECALS/EYE
  11. material "decals/smile" not found.
  12. Material not found!: DECALS/SMILE
  13. Could not locate 'GameData' key in c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\gameinfo.txt
  14. fixing up env_cubemap materials on brush sides...
  15. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10
  16. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4096.0 -4661.0 8407.0)
  17. Leaf 0 contents: CONTENTS_SOLID
  18. Leaf 1 contents:
  19. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  20. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  21. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  22. Candidate brush IDs: Brush 4003:
  23.  
  24. Processing areas...done (0)
  25. Building Faces...done (1)
  26. FixTjuncs...
  27. PruneNodes...
  28. WriteBSP...
  29. done (0)
  30. writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).prt...Building visibility clusters...
  31. done (0)
  32. Creating default LDR cubemaps for env_cubemap using skybox materials:
  33. skybox/sky_day01_08*.vmt
  34. ! Run buildcubemaps in the engine to get the correct cube maps.
  35. Creating default HDR cubemaps for env_cubemap using skybox materials:
  36. skybox/sky_day01_08*.vmt
  37. ! Run buildcubemaps in the engine to get the correct cube maps.
  38. Finding displacement neighbors...
  39. Finding lightmap sample positions...
  40. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  41. Building Physics collision data...
  42. done (1) (191285 bytes)
  43. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  44. Compacting texture/material tables...
  45. Reduced 2519 texinfos to 967
  46. Reduced 43 texdatas to 35 (2084 bytes to 1722)
  47. Writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  48. 8 seconds elapsed
  49.  
  50.  
  51.  
  52. 2 threads
  53. reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  54. reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).prt
  55. 2386 portalclusters
  56. 5831 numportals
  57. 0...1...2...3...4...5...6...7...8...9...10Optimized: 87507 visible clusters (0.00%)
  58. Total clusters visible: 2527845
  59. Average clusters visible: 1059
  60. Building PAS...
  61. Average clusters audible: 1247
  62. visdatasize:1090812 compressed from 1450688
  63. writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  64. 8 seconds elapsed
  65.  
  66.  
  67.  
  68. [Reading texlights from 'lights.rad']
  69. [45 texlights parsed from 'lights.rad']
  70.  
  71. Loading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  72. 11781 faces
  73. 27714416 square feet [3990875904.00 square inches]
  74. 0 Displacements
  75. 0 Square Feet [0.00 Square Inches]
  76. 11781 patches before subdivision
  77. 463399 patches after subdivision
  78. 19 direct lights
  79. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 121249969, max 2427
  80. transfer lists: 925.1 megs
  81. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2186250, 2060143, 1835494)
  82. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(523333, 485131, 433042)
  83. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(152851, 135546, 115014)
  84. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(44237, 39319, 32607)
  85. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(12963, 11053, 8621)
  86. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4084, 3506, 2671)
  87. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1186, 981, 699)
  88. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(397, 333, 233)
  89. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(115, 93, 61)
  90. 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(40, 33, 21)
  91. 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(12, 9, 6)
  92. 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(4, 3, 2)
  93. 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(1, 1, 1)
  94. 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(0, 0, 0)
  95. Build Patch/Sample Hash Table(s).....Done<27.0564 sec>
  96. 0
  97.  
  98.  
  99. materialPath: c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\materials
  100. Loading C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).vmf
  101. material "gm_d3vinetown/d3vine_credits_01" not found.
  102. Material not found!: GM_D3VINETOWN/D3VINE_CREDITS_01
  103. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  104. material "decals/eye" not found.
  105. Material not found!: DECALS/EYE
  106. material "decals/smile" not found.
  107. Material not found!: DECALS/SMILE
  108. Could not locate 'GameData' key in c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\gameinfo.txt
  109. fixing up env_cubemap materials on brush sides...
  110. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10
  111. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4096.0 -4661.0 8407.0)
  112. Leaf 0 contents: CONTENTS_SOLID
  113. Leaf 1 contents:
  114. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  115. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  116. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  117. Candidate brush IDs: Brush 4003:
  118.  
  119. Processing areas...done (0)
  120. Building Faces...done (0)
  121. FixTjuncs...
  122. PruneNodes...
  123. WriteBSP...
  124. done (0)
  125. writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).prt...Building visibility clusters...
  126. done (0)
  127. Creating default LDR cubemaps for env_cubemap using skybox materials:
  128. skybox/sky_day01_08*.vmt
  129. ! Run buildcubemaps in the engine to get the correct cube maps.
  130. Creating default HDR cubemaps for env_cubemap using skybox materials:
  131. skybox/sky_day01_08*.vmt
  132. ! Run buildcubemaps in the engine to get the correct cube maps.
  133. Finding displacement neighbors...
  134. Finding lightmap sample positions...
  135. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  136. Building Physics collision data...
  137. done (0) (191285 bytes)
  138. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  139. Compacting texture/material tables...
  140. Reduced 2525 texinfos to 967
  141. Reduced 45 texdatas to 36 (2308 bytes to 1822)
  142. Writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  143. 7 seconds elapsed
  144.  
  145.  
  146.  
  147. 2 threads
  148. reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  149. reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).prt
  150. 2386 portalclusters
  151. 5831 numportals
  152. 0...1...2...3...4...5...6...7...8...9...10Optimized: 87507 visible clusters (0.00%)
  153. Total clusters visible: 2527845
  154. Average clusters visible: 1059
  155. Building PAS...
  156. Average clusters audible: 1247
  157. visdatasize:1090812 compressed from 1450688
  158. writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  159. 7 seconds elapsed
  160.  
  161.  
  162.  
  163. [Reading texlights from 'lights.rad']
  164. [45 texlights parsed from 'lights.rad']
  165.  
  166. Loading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  167. 9831 faces
  168. 27714490 square feet [3990886656.00 square inches]
  169. 0 Displacements
  170. 0 Square Feet [0.00 Square Inches]
  171. 9831 patches before subdivision
  172. 310673 patches after subdivision
  173. 19 direct lights
  174. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 66063898, max 2427
  175. transfer lists: 504.0 megs
  176. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(797196, 748007, 603732)
  177. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(214961, 196441, 170252)
  178. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(28798, 24314, 19531)
  179. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(9295, 7876, 6277)
  180. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1325, 1003, 719)
  181. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(458, 355, 251)
  182. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(70, 45, 27)
  183. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(26, 17, 10)
  184. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(5, 2, 1)
  185. 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(2, 1, 0)
  186. 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(0, 0, 0)
  187. Build Patch/Sample Hash Table(s).....Done<16.1905 sec>
  188. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  189. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  190. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  191. Ready to Finish
  192.  
  193. Object names Objects/Maxobjs Memory / Maxmem Fullness
  194. ------------ --------------- --------------- --------
  195. models 21/1024 1008/49152 ( 2.1%)
  196. brushes 537/8192 6444/98304 ( 6.6%)
  197. brushsides 3542/65536 28336/524288 ( 5.4%)
  198. planes 2054/65536 41080/1310720 ( 3.1%)
  199. vertexes 11820/65536 141840/786432 (18.0%)
  200. nodes 5799/65536 185568/2097152 ( 8.8%)
  201. texinfos 967/12288 69624/884736 ( 7.9%)
  202. texdata 36/2048 1152/65536 ( 1.8%)
  203. dispinfos 0/0 0/0 ( 0.0%)
  204. disp_verts 0/0 0/0 ( 0.0%)
  205. disp_tris 0/0 0/0 ( 0.0%)
  206. disp_lmsamples 0/0 0/0 ( 0.0%)
  207. faces 9831/65536 550536/3670016 (15.0%)
  208. hdr faces 0/65536 0/3670016 ( 0.0%)
  209. origfaces 1587/65536 88872/3670016 ( 2.4%)
  210. leaves 5821/65536 186272/2097152 ( 8.9%)
  211. leaffaces 10462/65536 20924/131072 (16.0%)
  212. leafbrushes 4335/65536 8670/131072 ( 6.6%)
  213. areas 5/256 40/2048 ( 2.0%)
  214. surfedges 49967/512000 199868/2048000 ( 9.8%)
  215. edges 26867/256000 107468/1024000 (10.5%)
  216. LDR worldlights 19/8192 1672/720896 ( 0.2%)
  217. HDR worldlights 0/8192 0/720896 ( 0.0%)
  218. leafwaterdata 3/32768 36/393216 ( 0.0%)
  219. waterstrips 324/32768 3240/327680 ( 1.0%)
  220. waterverts 0/65536 0/786432 ( 0.0%)
  221. waterindices 4515/65536 9030/131072 ( 6.9%)
  222. cubemapsamples 4/1024 64/16384 ( 0.4%)
  223. overlays 0/512 0/180224 ( 0.0%)
  224. LDR lightdata [variable] 38220092/0 ( 0.0%)
  225. HDR lightdata [variable] 0/0 ( 0.0%)
  226. visdata [variable] 1090812/16777216 ( 6.5%)
  227. entdata [variable] 12904/393216 ( 3.3%)
  228. LDR ambient table 5821/65536 23284/262144 ( 8.9%)
  229. HDR ambient table 5821/65536 23284/262144 ( 8.9%)
  230. LDR leaf ambient 29173/65536 816844/1835008 (44.5%)
  231. HDR leaf ambient 5821/65536 162988/1835008 ( 8.9%)
  232. occluders 0/0 0/0 ( 0.0%)
  233. occluder polygons 0/0 0/0 ( 0.0%)
  234. occluder vert ind 0/0 0/0 ( 0.0%)
  235. detail props [variable] 1/12 ( 8.3%)
  236. static props [variable] 1/12 ( 8.3%)
  237. pakfile [variable] 443513/0 ( 0.0%)
  238. physics [variable] 191285/4194304 ( 4.6%)
  239. physics terrain [variable] 2/1048576 ( 0.0%)
  240.  
  241. Level flags = 0
  242.  
  243. Total triangle count: 23998
  244. Writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  245. 6 minutes, 18 seconds elapsed
  246.  
  247.  
  248.  
  249. materialPath: c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\materials
  250. Loading C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).vmf
  251. material "gm_d3vinetown/d3vine_credits_01" not found.
  252. Material not found!: GM_D3VINETOWN/D3VINE_CREDITS_01
  253. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  254. material "decals/eye" not found.
  255. Material not found!: DECALS/EYE
  256. material "decals/smile" not found.
  257. Material not found!: DECALS/SMILE
  258. Could not locate 'GameData' key in c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\gameinfo.txt
  259. fixing up env_cubemap materials on brush sides...
  260. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10
  261. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4096.0 -4661.0 8407.0)
  262. Leaf 0 contents: CONTENTS_SOLID
  263. Leaf 1 contents:
  264. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  265. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  266. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  267. Candidate brush IDs: Brush 4003:
  268.  
  269. Processing areas...done (0)
  270. Building Faces...error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  271. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  272. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  273. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  274. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  275. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  276. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  277. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  278. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  279. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  280. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  281. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  282. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  283. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  284. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  285. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  286. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  287. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  288. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  289. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  290. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  291. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  292. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  293. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  294. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  295. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  296. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  297. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  298. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  299. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  300. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  301. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  302. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  303. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  304. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  305. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  306. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  307. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  308. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  309. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  310. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  311. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  312. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  313. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  314. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  315. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  316. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  317. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  318. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  319. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  320. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  321. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  322. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  323. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  324. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  325. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  326. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  327. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  328. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  329. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  330. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  331. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  332. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  333. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  334. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  335. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  336. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  337. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  338. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  339. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  340. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  341. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  342. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  343. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  344. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  345. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  346. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  347. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  348. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  349. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  350. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  351. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  352. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  353. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  354. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  355. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  356. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  357. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  358. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  359. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  360. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  361. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  362. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  363. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  364. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  365. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  366. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  367. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  368. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  369. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  370. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  371. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  372. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  373. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  374. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  375. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  376. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  377. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  378. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  379. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  380. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  381. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  382. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  383. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  384. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  385. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  386. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  387. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  388. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  389. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  390. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  391. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  392. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  393. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  394. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  395. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  396. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  397. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  398. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  399. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  400. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  401. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  402. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  403. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  404. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  405. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  406. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  407. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  408. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  409. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  410. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  411. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  412. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  413. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  414. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  415. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  416. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  417. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  418. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  419. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  420. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  421. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  422. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  423. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  424. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  425. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  426. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  427. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  428. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  429. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  430. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  431. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  432. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  433. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  434. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  435. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  436. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  437. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  438. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  439. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  440. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  441. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  442. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  443. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  444. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  445. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  446. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  447. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  448. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  449. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  450. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  451. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  452. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  453. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  454. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  455. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  456. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  457. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  458. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  459. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  460. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  461. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  462. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  463. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  464. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  465. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  466. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  467. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  468. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  469. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  470. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  471. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  472. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  473. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  474. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  475. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  476. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  477. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  478. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  479. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  480. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  481. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  482. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  483. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  484. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  485. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  486. error: material NATURE/WATER_CANALS_WATERBENEATH_CLEAR doesn't have a $bottommaterial
  487. done (2)
  488. FixTjuncs...
  489. PruneNodes...
  490. WriteBSP...
  491. done (0)
  492. writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).prt...Building visibility clusters...
  493. done (0)
  494. Creating default LDR cubemaps for env_cubemap using skybox materials:
  495. skybox/sky_day01_08*.vmt
  496. ! Run buildcubemaps in the engine to get the correct cube maps.
  497. Creating default HDR cubemaps for env_cubemap using skybox materials:
  498. skybox/sky_day01_08*.vmt
  499. ! Run buildcubemaps in the engine to get the correct cube maps.
  500. Finding displacement neighbors...
  501. Finding lightmap sample positions...
  502. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  503. Building Physics collision data...
  504. done (1) (191285 bytes)
  505. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  506. Compacting texture/material tables...
  507. Reduced 2513 texinfos to 961
  508. Reduced 42 texdatas to 34 (2090 bytes to 1704)
  509. Writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  510. 8 seconds elapsed
  511.  
  512.  
  513.  
  514. 2 threads
  515. reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  516. reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).prt
  517. 2386 portalclusters
  518. 5831 numportals
  519. 0...1...2...3...4...5...6...7...8...9...10Optimized: 87507 visible clusters (0.00%)
  520. Total clusters visible: 2527845
  521. Average clusters visible: 1059
  522. Building PAS...
  523. Average clusters audible: 1247
  524. visdatasize:1090812 compressed from 1450688
  525. writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  526. 8 seconds elapsed
  527.  
  528.  
  529.  
  530. [Reading texlights from 'lights.rad']
  531. [45 texlights parsed from 'lights.rad']
  532.  
  533. Loading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  534. 9627 faces
  535. 26807530 square feet [3860284416.00 square inches]
  536. 0 Displacements
  537. 0 Square Feet [0.00 Square Inches]
  538. 9627 patches before subdivision
  539. 310469 patches after subdivision
  540. 19 direct lights
  541. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 62778413, max 2427
  542. transfer lists: 479.0 megs
  543. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(806386, 756802, 611777)
  544. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(92514, 79928, 61728)
  545. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(12676, 10319, 7359)
  546. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2036, 1542, 993)
  547. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(389, 267, 148)
  548. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(91, 55, 25)
  549. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(25, 13, 5)
  550. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(8, 3, 1)
  551. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(3, 1, 0)
  552. 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(1, 0, 0)
  553. Build Patch/Sample Hash Table(s).....Done<0.5569 sec>
  554. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  555. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  556. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  557. Ready to Finish
  558.  
  559. Object names Objects/Maxobjs Memory / Maxmem Fullness
  560. ------------ --------------- --------------- --------
  561. models 21/1024 1008/49152 ( 2.1%)
  562. brushes 537/8192 6444/98304 ( 6.6%)
  563. brushsides 3542/65536 28336/524288 ( 5.4%)
  564. planes 2054/65536 41080/1310720 ( 3.1%)
  565. vertexes 11820/65536 141840/786432 (18.0%)
  566. nodes 5799/65536 185568/2097152 ( 8.8%)
  567. texinfos 961/12288 69192/884736 ( 7.8%)
  568. texdata 34/2048 1088/65536 ( 1.7%)
  569. dispinfos 0/0 0/0 ( 0.0%)
  570. disp_verts 0/0 0/0 ( 0.0%)
  571. disp_tris 0/0 0/0 ( 0.0%)
  572. disp_lmsamples 0/0 0/0 ( 0.0%)
  573. faces 9627/65536 539112/3670016 (14.7%)
  574. hdr faces 0/65536 0/3670016 ( 0.0%)
  575. origfaces 1581/65536 88536/3670016 ( 2.4%)
  576. leaves 5821/65536 186272/2097152 ( 8.9%)
  577. leaffaces 10247/65536 20494/131072 (15.6%)
  578. leafbrushes 4335/65536 8670/131072 ( 6.6%)
  579. areas 5/256 40/2048 ( 2.0%)
  580. surfedges 48970/512000 195880/2048000 ( 9.6%)
  581. edges 26491/256000 105964/1024000 (10.3%)
  582. LDR worldlights 19/8192 1672/720896 ( 0.2%)
  583. HDR worldlights 0/8192 0/720896 ( 0.0%)
  584. leafwaterdata 3/32768 36/393216 ( 0.0%)
  585. waterstrips 323/32768 3230/327680 ( 1.0%)
  586. waterverts 0/65536 0/786432 ( 0.0%)
  587. waterindices 4500/65536 9000/131072 ( 6.9%)
  588. cubemapsamples 4/1024 64/16384 ( 0.4%)
  589. overlays 0/512 0/180224 ( 0.0%)
  590. LDR lightdata [variable] 38220092/0 ( 0.0%)
  591. HDR lightdata [variable] 0/0 ( 0.0%)
  592. visdata [variable] 1090812/16777216 ( 6.5%)
  593. entdata [variable] 12904/393216 ( 3.3%)
  594. LDR ambient table 5821/65536 23284/262144 ( 8.9%)
  595. HDR ambient table 5821/65536 23284/262144 ( 8.9%)
  596. LDR leaf ambient 29165/65536 816620/1835008 (44.5%)
  597. HDR leaf ambient 5821/65536 162988/1835008 ( 8.9%)
  598. occluders 0/0 0/0 ( 0.0%)
  599. occluder polygons 0/0 0/0 ( 0.0%)
  600. occluder vert ind 0/0 0/0 ( 0.0%)
  601. detail props [variable] 1/12 ( 8.3%)
  602. static props [variable] 1/12 ( 8.3%)
  603. pakfile [variable] 442441/0 ( 0.0%)
  604. physics [variable] 191285/4194304 ( 4.6%)
  605. physics terrain [variable] 2/1048576 ( 0.0%)
  606.  
  607. Level flags = 0
  608.  
  609. Total triangle count: 23433
  610. Writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  611. 5 minutes, 43 seconds elapsed
  612.  
  613.  
  614.  
  615. materialPath: c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\materials
  616. Loading C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).vmf
  617. material "gm_d3vinetown/d3vine_credits_01" not found.
  618. Material not found!: GM_D3VINETOWN/D3VINE_CREDITS_01
  619. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  620. material "decals/eye" not found.
  621. Material not found!: DECALS/EYE
  622. material "decals/smile" not found.
  623. Material not found!: DECALS/SMILE
  624. Could not locate 'GameData' key in c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\gameinfo.txt
  625. fixing up env_cubemap materials on brush sides...
  626. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10
  627. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4096.0 -4661.0 8407.0)
  628. Leaf 0 contents: CONTENTS_SOLID
  629. Leaf 1 contents:
  630. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  631. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  632. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  633. Candidate brush IDs: Brush 4003:
  634.  
  635. Processing areas...done (0)
  636. Building Faces...done (1)
  637. FixTjuncs...
  638. PruneNodes...
  639. WriteBSP...
  640. done (0)
  641. writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).prt...Building visibility clusters...
  642. done (0)
  643. Creating default LDR cubemaps for env_cubemap using skybox materials:
  644. skybox/sky_day01_08*.vmt
  645. ! Run buildcubemaps in the engine to get the correct cube maps.
  646. Creating default HDR cubemaps for env_cubemap using skybox materials:
  647. skybox/sky_day01_08*.vmt
  648. ! Run buildcubemaps in the engine to get the correct cube maps.
  649. Finding displacement neighbors...
  650. Finding lightmap sample positions...
  651. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  652. Building Physics collision data...
  653. done (1) (191285 bytes)
  654. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  655. Compacting texture/material tables...
  656. Reduced 2519 texinfos to 967
  657. Reduced 43 texdatas to 35 (2016 bytes to 1702)
  658. Writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  659. 7 seconds elapsed
  660.  
  661.  
  662.  
  663. 2 threads
  664. reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  665. reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).prt
  666. 2386 portalclusters
  667. 5831 numportals
  668. 0...1...2...3...4...5...6...7...8...9...10Optimized: 87507 visible clusters (0.00%)
  669. Total clusters visible: 2527845
  670. Average clusters visible: 1059
  671. Building PAS...
  672. Average clusters audible: 1247
  673. visdatasize:1090812 compressed from 1450688
  674. writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  675. 8 seconds elapsed
  676.  
  677.  
  678.  
  679. [Reading texlights from 'lights.rad']
  680. [45 texlights parsed from 'lights.rad']
  681.  
  682. Loading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  683. 9831 faces
  684. 27714490 square feet [3990886656.00 square inches]
  685. 0 Displacements
  686. 0 Square Feet [0.00 Square Inches]
  687. 9831 patches before subdivision
  688. 310673 patches after subdivision
  689. 19 direct lights
  690. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 66063898, max 2427
  691. transfer lists: 504.0 megs
  692. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(797196, 748007, 603732)
  693. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(214961, 196441, 170252)
  694. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(28798, 24314, 19531)
  695. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(9295, 7876, 6277)
  696. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1325, 1003, 719)
  697. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(458, 355, 251)
  698. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(70, 45, 27)
  699. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(26, 17, 10)
  700. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(5, 2, 1)
  701. 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(2, 1, 0)
  702. 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(0, 0, 0)
  703. Build Patch/Sample Hash Table(s).....Done<0.3466 sec>
  704. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  705. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  706. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  707. Ready to Finish
  708.  
  709. Object names Objects/Maxobjs Memory / Maxmem Fullness
  710. ------------ --------------- --------------- --------
  711. models 21/1024 1008/49152 ( 2.1%)
  712. brushes 537/8192 6444/98304 ( 6.6%)
  713. brushsides 3542/65536 28336/524288 ( 5.4%)
  714. planes 2054/65536 41080/1310720 ( 3.1%)
  715. vertexes 11820/65536 141840/786432 (18.0%)
  716. nodes 5799/65536 185568/2097152 ( 8.8%)
  717. texinfos 967/12288 69624/884736 ( 7.9%)
  718. texdata 35/2048 1120/65536 ( 1.7%)
  719. dispinfos 0/0 0/0 ( 0.0%)
  720. disp_verts 0/0 0/0 ( 0.0%)
  721. disp_tris 0/0 0/0 ( 0.0%)
  722. disp_lmsamples 0/0 0/0 ( 0.0%)
  723. faces 9831/65536 550536/3670016 (15.0%)
  724. hdr faces 0/65536 0/3670016 ( 0.0%)
  725. origfaces 1587/65536 88872/3670016 ( 2.4%)
  726. leaves 5821/65536 186272/2097152 ( 8.9%)
  727. leaffaces 10462/65536 20924/131072 (16.0%)
  728. leafbrushes 4335/65536 8670/131072 ( 6.6%)
  729. areas 5/256 40/2048 ( 2.0%)
  730. surfedges 49967/512000 199868/2048000 ( 9.8%)
  731. edges 26867/256000 107468/1024000 (10.5%)
  732. LDR worldlights 19/8192 1672/720896 ( 0.2%)
  733. HDR worldlights 0/8192 0/720896 ( 0.0%)
  734. leafwaterdata 3/32768 36/393216 ( 0.0%)
  735. waterstrips 324/32768 3240/327680 ( 1.0%)
  736. waterverts 0/65536 0/786432 ( 0.0%)
  737. waterindices 4515/65536 9030/131072 ( 6.9%)
  738. cubemapsamples 4/1024 64/16384 ( 0.4%)
  739. overlays 0/512 0/180224 ( 0.0%)
  740. LDR lightdata [variable] 38220092/0 ( 0.0%)
  741. HDR lightdata [variable] 0/0 ( 0.0%)
  742. visdata [variable] 1090812/16777216 ( 6.5%)
  743. entdata [variable] 12904/393216 ( 3.3%)
  744. LDR ambient table 5821/65536 23284/262144 ( 8.9%)
  745. HDR ambient table 5821/65536 23284/262144 ( 8.9%)
  746. LDR leaf ambient 29173/65536 816844/1835008 (44.5%)
  747. HDR leaf ambient 5821/65536 162988/1835008 ( 8.9%)
  748. occluders 0/0 0/0 ( 0.0%)
  749. occluder polygons 0/0 0/0 ( 0.0%)
  750. occluder vert ind 0/0 0/0 ( 0.0%)
  751. detail props [variable] 1/12 ( 8.3%)
  752. static props [variable] 1/12 ( 8.3%)
  753. pakfile [variable] 442225/0 ( 0.0%)
  754. physics [variable] 191285/4194304 ( 4.6%)
  755. physics terrain [variable] 2/1048576 ( 0.0%)
  756.  
  757. Level flags = 0
  758.  
  759. Total triangle count: 23998
  760. Writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  761. 6 minutes, 3 seconds elapsed
  762.  
  763.  
  764.  
  765. materialPath: c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\materials
  766. Loading C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).vmf
  767. material "gm_d3vinetown/d3vine_credits_01" not found.
  768. Material not found!: GM_D3VINETOWN/D3VINE_CREDITS_01
  769. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  770. material "decals/eye" not found.
  771. Material not found!: DECALS/EYE
  772. material "decals/smile" not found.
  773. Material not found!: DECALS/SMILE
  774. Could not locate 'GameData' key in c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\gameinfo.txt
  775. fixing up env_cubemap materials on brush sides...
  776. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10
  777. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4096.0 -3740.0 -13148.0)
  778. Leaf 0 contents: CONTENTS_SOLID
  779. Leaf 1 contents:
  780. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  781. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  782. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  783. Candidate brush IDs: Brush 4003:
  784.  
  785. Processing areas...done (0)
  786. Building Faces...done (0)
  787. FixTjuncs...
  788. PruneNodes...
  789. WriteBSP...
  790. done (0)
  791. writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).prt...Building visibility clusters...
  792. done (1)
  793. Creating default LDR cubemaps for env_cubemap using skybox materials:
  794. skybox/sky_day01_08*.vmt
  795. ! Run buildcubemaps in the engine to get the correct cube maps.
  796. Creating default HDR cubemaps for env_cubemap using skybox materials:
  797. skybox/sky_day01_08*.vmt
  798. ! Run buildcubemaps in the engine to get the correct cube maps.
  799. Finding displacement neighbors...
  800. Finding lightmap sample positions...
  801. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  802. Building Physics collision data...
  803. done (1) (202401 bytes)
  804. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  805. Compacting texture/material tables...
  806. Reduced 2743 texinfos to 1017
  807. Reduced 43 texdatas to 35 (2025 bytes to 1711)
  808. Writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  809. 8 seconds elapsed
  810.  
  811.  
  812.  
  813. 2 threads
  814. reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  815. reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).prt
  816. 2416 portalclusters
  817. 5923 numportals
  818. 0...1...2...3...4...5...6...7...8...9...10Optimized: 107727 visible clusters (0.00%)
  819. Total clusters visible: 2600981
  820. Average clusters visible: 1076
  821. Building PAS...
  822. Average clusters audible: 1260
  823. visdatasize:1126125 compressed from 1468928
  824. writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  825. 8 seconds elapsed
  826.  
  827.  
  828.  
  829. [Reading texlights from 'lights.rad']
  830. [45 texlights parsed from 'lights.rad']
  831.  
  832. Loading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  833. 9851 faces
  834. 27702620 square feet [3989177344.00 square inches]
  835. 0 Displacements
  836. 0 Square Feet [0.00 Square Inches]
  837. 9851 patches before subdivision
  838. 307477 patches after subdivision
  839. 19 direct lights
  840. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 67192870, max 2434
  841. transfer lists: 512.6 megs
  842. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(830858, 767467, 637559)
  843. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(218868, 197769, 171175)
  844. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(29678, 24674, 19803)
  845. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(9306, 7786, 6191)
  846. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1339, 1000, 718)
  847. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(451, 346, 245)
  848. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(68, 44, 27)
  849. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(25, 17, 10)
  850. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(4, 2, 1)
  851. 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(2, 1, 0)
  852. 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(0, 0, 0)
  853. Build Patch/Sample Hash Table(s).....Done<0.4290 sec>
  854. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  855. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  856. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  857. Ready to Finish
  858.  
  859. Object names Objects/Maxobjs Memory / Maxmem Fullness
  860. ------------ --------------- --------------- --------
  861. models 21/1024 1008/49152 ( 2.1%)
  862. brushes 570/8192 6840/98304 ( 7.0%)
  863. brushsides 3746/65536 29968/524288 ( 5.7%)
  864. planes 2150/65536 43000/1310720 ( 3.3%)
  865. vertexes 11928/65536 143136/786432 (18.2%)
  866. nodes 5831/65536 186592/2097152 ( 8.9%)
  867. texinfos 1017/12288 73224/884736 ( 8.3%)
  868. texdata 35/2048 1120/65536 ( 1.7%)
  869. dispinfos 0/0 0/0 ( 0.0%)
  870. disp_verts 0/0 0/0 ( 0.0%)
  871. disp_tris 0/0 0/0 ( 0.0%)
  872. disp_lmsamples 0/0 0/0 ( 0.0%)
  873. faces 9851/65536 551656/3670016 (15.0%)
  874. hdr faces 0/65536 0/3670016 ( 0.0%)
  875. origfaces 1633/65536 91448/3670016 ( 2.5%)
  876. leaves 5853/65536 187296/2097152 ( 8.9%)
  877. leaffaces 10520/65536 21040/131072 (16.1%)
  878. leafbrushes 4406/65536 8812/131072 ( 6.7%)
  879. areas 5/256 40/2048 ( 2.0%)
  880. surfedges 50285/512000 201140/2048000 ( 9.8%)
  881. edges 27092/256000 108368/1024000 (10.6%)
  882. LDR worldlights 19/8192 1672/720896 ( 0.2%)
  883. HDR worldlights 0/8192 0/720896 ( 0.0%)
  884. leafwaterdata 3/32768 36/393216 ( 0.0%)
  885. waterstrips 387/32768 3870/327680 ( 1.2%)
  886. waterverts 0/65536 0/786432 ( 0.0%)
  887. waterindices 5349/65536 10698/131072 ( 8.2%)
  888. cubemapsamples 4/1024 64/16384 ( 0.4%)
  889. overlays 0/512 0/180224 ( 0.0%)
  890. LDR lightdata [variable] 38117752/0 ( 0.0%)
  891. HDR lightdata [variable] 0/0 ( 0.0%)
  892. visdata [variable] 1126125/16777216 ( 6.7%)
  893. entdata [variable] 12939/393216 ( 3.3%)
  894. LDR ambient table 5853/65536 23412/262144 ( 8.9%)
  895. HDR ambient table 5853/65536 23412/262144 ( 8.9%)
  896. LDR leaf ambient 29313/65536 820764/1835008 (44.7%)
  897. HDR leaf ambient 5853/65536 163884/1835008 ( 8.9%)
  898. occluders 0/0 0/0 ( 0.0%)
  899. occluder polygons 0/0 0/0 ( 0.0%)
  900. occluder vert ind 0/0 0/0 ( 0.0%)
  901. detail props [variable] 1/12 ( 8.3%)
  902. static props [variable] 1/12 ( 8.3%)
  903. pakfile [variable] 442260/0 ( 0.0%)
  904. physics [variable] 202401/4194304 ( 4.8%)
  905. physics terrain [variable] 2/1048576 ( 0.0%)
  906.  
  907. Level flags = 0
  908.  
  909. Total triangle count: 24096
  910. Writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  911. 6 minutes, 23 seconds elapsed
  912.  
  913.  
  914.  
  915. materialPath: c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\materials
  916. Loading C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).vmf
  917. material "gm_d3vinetown/d3vine_credits_01" not found.
  918. Material not found!: GM_D3VINETOWN/D3VINE_CREDITS_01
  919. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  920. Could not locate 'GameData' key in c:\program files\steam\steamapps\jamgrrl\half-life 2\hl2\gameinfo.txt
  921. fixing up env_cubemap materials on brush sides...
  922. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10
  923. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4096.0 -104.0 -13188.0)
  924. Leaf 0 contents: CONTENTS_SOLID
  925. Leaf 1 contents:
  926. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  927. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  928. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  929. Candidate brush IDs: Brush 4003:
  930.  
  931. Processing areas...done (0)
  932. Building Faces...done (1)
  933. FixTjuncs...
  934. PruneNodes...
  935. WriteBSP...
  936. done (0)
  937. writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).prt...Building visibility clusters...
  938. done (0)
  939. Creating default LDR cubemaps for env_cubemap using skybox materials:
  940. skybox/sky_day01_08*.vmt
  941. ! Run buildcubemaps in the engine to get the correct cube maps.
  942. Creating default HDR cubemaps for env_cubemap using skybox materials:
  943. skybox/sky_day01_08*.vmt
  944. ! Run buildcubemaps in the engine to get the correct cube maps.
  945. Finding displacement neighbors...
  946. Finding lightmap sample positions...
  947. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  948. Building Physics collision data...
  949. done (0) (212341 bytes)
  950. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  951. Compacting texture/material tables...
  952. Reduced 2864 texinfos to 1077
  953. Reduced 45 texdatas to 36 (2542 bytes to 1877)
  954. Writing C:\Users\Bamboy\Desktop\My Steam Maps\Finished Maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  955. 6 seconds elapsed
  956.  
  957.  
  958.  
  959. 2 threads
  960. reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  961. reading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).prt
  962. 2430 portalclusters
  963. 5875 numportals
  964. 0...1...2...3...4...5...6...7...8...9...10Optimized: 122032 visible clusters (0.00%)
  965. Total clusters visible: 2596070
  966. Average clusters visible: 1068
  967. Building PAS...
  968. Average clusters audible: 1256
  969. visdatasize:1132982 compressed from 1477440
  970. writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  971. 7 seconds elapsed
  972.  
  973.  
  974.  
  975. [Reading texlights from 'lights.rad']
  976. [45 texlights parsed from 'lights.rad']
  977.  
  978. Loading c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  979. 9923 faces
  980. 27775305 square feet [3999643904.00 square inches]
  981. 0 Displacements
  982. 0 Square Feet [0.00 Square Inches]
  983. 9923 patches before subdivision
  984. 312073 patches after subdivision
  985. 17 direct lights
  986. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 66584247, max 2405
  987. transfer lists: 508.0 megs
  988. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(701953, 661826, 537137)
  989. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(175687, 162336, 136937)
  990. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(23316, 20430, 15732)
  991. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(6213, 5398, 4058)
  992. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(993, 808, 545)
  993. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(253, 201, 129)
  994. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(47, 34, 19)
  995. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(12, 8, 4)
  996. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(3, 2, 1)
  997. 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(1, 0, 0)
  998. Build Patch/Sample Hash Table(s).....Done<0.0754 sec>
  999. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  1000. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  1001. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  1002. Ready to Finish
  1003.  
  1004. Object names Objects/Maxobjs Memory / Maxmem Fullness
  1005. ------------ --------------- --------------- --------
  1006. models 16/1024 768/49152 ( 1.6%)
  1007. brushes 602/8192 7224/98304 ( 7.3%)
  1008. brushsides 4032/65536 32256/524288 ( 6.2%)
  1009. planes 2274/65536 45480/1310720 ( 3.5%)
  1010. vertexes 12091/65536 145092/786432 (18.4%)
  1011. nodes 5923/65536 189536/2097152 ( 9.0%)
  1012. texinfos 1077/12288 77544/884736 ( 8.8%)
  1013. texdata 36/2048 1152/65536 ( 1.8%)
  1014. dispinfos 0/0 0/0 ( 0.0%)
  1015. disp_verts 0/0 0/0 ( 0.0%)
  1016. disp_tris 0/0 0/0 ( 0.0%)
  1017. disp_lmsamples 0/0 0/0 ( 0.0%)
  1018. faces 9923/65536 555688/3670016 (15.1%)
  1019. hdr faces 0/65536 0/3670016 ( 0.0%)
  1020. origfaces 1714/65536 95984/3670016 ( 2.6%)
  1021. leaves 5940/65536 190080/2097152 ( 9.1%)
  1022. leaffaces 10628/65536 21256/131072 (16.2%)
  1023. leafbrushes 4448/65536 8896/131072 ( 6.8%)
  1024. areas 6/256 48/2048 ( 2.3%)
  1025. surfedges 50979/512000 203916/2048000 (10.0%)
  1026. edges 27417/256000 109668/1024000 (10.7%)
  1027. LDR worldlights 17/8192 1496/720896 ( 0.2%)
  1028. HDR worldlights 0/8192 0/720896 ( 0.0%)
  1029. leafwaterdata 4/32768 48/393216 ( 0.0%)
  1030. waterstrips 408/32768 4080/327680 ( 1.2%)
  1031. waterverts 0/65536 0/786432 ( 0.0%)
  1032. waterindices 5607/65536 11214/131072 ( 8.6%)
  1033. cubemapsamples 4/1024 64/16384 ( 0.4%)
  1034. overlays 0/512 0/180224 ( 0.0%)
  1035. LDR lightdata [variable] 33208492/0 ( 0.0%)
  1036. HDR lightdata [variable] 0/0 ( 0.0%)
  1037. visdata [variable] 1132982/16777216 ( 6.8%)
  1038. entdata [variable] 11075/393216 ( 2.8%)
  1039. LDR ambient table 5940/65536 23760/262144 ( 9.1%)
  1040. HDR ambient table 5940/65536 23760/262144 ( 9.1%)
  1041. LDR leaf ambient 27693/65536 775404/1835008 (42.3%)
  1042. HDR leaf ambient 5940/65536 166320/1835008 ( 9.1%)
  1043. occluders 0/0 0/0 ( 0.0%)
  1044. occluder polygons 0/0 0/0 ( 0.0%)
  1045. occluder vert ind 0/0 0/0 ( 0.0%)
  1046. detail props [variable] 1/12 ( 8.3%)
  1047. static props [variable] 1/12 ( 8.3%)
  1048. pakfile [variable] 443939/0 ( 0.0%)
  1049. physics [variable] 212341/4194304 ( 5.1%)
  1050. physics terrain [variable] 2/1048576 ( 0.0%)
  1051.  
  1052. Level flags = 0
  1053.  
  1054. Total triangle count: 24330
  1055. Writing c:\users\bamboy\desktop\my steam maps\finished maps\gm_d3vinetown_v2 (TEXTURE REDO).bsp
  1056. 4 minutes, 58 seconds elapsed
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