Сайт по маппингу Source SDK
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Как Вы попали на этот сайт?
С поисковика
Через соц.сеть или другой сайт
Посоветовали друзья
Я постоянный посетитель
Другое

 
 
 
 
 
 
КТО СЕЙЧАС НА САЙТЕ
Всего посетителей: 64
Зарегистрированных: 0
Скрытых: 0
Гостей: 64
Зарегистрированные пользователи: нет зарегистрированных пользователей
Больше всего посетителей (792) здесь было Год назад

Сегодня нас посетили 187 человек,
а за месяц - аж 8481!
 
 
 
 
 
 
  Вернуться к главной странице проверки

Проверенный лог

  1. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  2. Loading D:\SteamGames\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  3. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  4. fixing up env_cubemap materials on brush sides...
  5. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  6. Building Faces...done (0)
  7. FixTjuncs...
  8. PruneNodes...
  9. WriteBSP...
  10. done (0)
  11. writing D:\SteamGames\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  12. done (0)
  13. Finding displacement neighbors...
  14. Finding lightmap sample positions...
  15. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  16. Building Physics collision data...
  17. done (0) (3672 bytes)
  18. Cannot build Physics2 data
  19. -----------
  20. DataLinker total stream size 0.0 KiB
  21. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  22. Compacting texture/material tables...
  23. Reduced 13 texinfos to 6
  24. Reduced 7 texdatas to 5 (280 bytes to 179)
  25. Writing D:\SteamGames\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  26. 0 seconds elapsed
  27. 4 threads
  28. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  29. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  30. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  31. 12 portalclusters
  32. 18 numportals
  33. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  34. Total clusters visible: 144
  35. Average clusters visible: 12
  36. Building PAS...
  37. Average clusters audible: 12
  38. visdatasize:148 compressed from 192
  39. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  40. 0 seconds elapsed
  41. [Reading texlights from 'lights.rad']
  42. [2 texlights parsed from 'lights.rad']
  43. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  44. 60 faces
  45. 66816 square feet [9621504.00 square inches]
  46. 0 Displacements
  47. 0 Square Feet [0.00 Square Inches]
  48. 60 patches before subdivision
  49. 3524 patches after subdivision
  50. 3 direct lights
  51. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3230, max 191
  52. transfer lists: 0.0 megs
  53. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  54. Build Patch/Sample Hash Table(s).....Done<0.0007 sec>
  55. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  56. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  57. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  58. Ready to Finish
  59. Object names Objects/Maxobjs Memory / Maxmem Fullness
  60. ------------ --------------- --------------- --------
  61. models 1/1024 48/49152 ( 0.1%)
  62. brushes 9/8192 108/98304 ( 0.1%)
  63. brushsides 54/65536 432/524288 ( 0.1%)
  64. planes 50/65536 1000/1310720 ( 0.1%)
  65. vertexes 80/65536 960/786432 ( 0.1%)
  66. nodes 61/65536 1952/2097152 ( 0.1%)
  67. texinfos 6/12288 432/884736 ( 0.0%)
  68. texdata 5/2048 160/65536 ( 0.2%)
  69. dispinfos 0/0 0/0 ( 0.0%)
  70. disp_verts 0/0 0/0 ( 0.0%)
  71. disp_tris 0/0 0/0 ( 0.0%)
  72. disp_lmsamples 0/0 0/0 ( 0.0%)
  73. faces 60/65536 3360/3670016 ( 0.1%)
  74. hdr faces 0/65536 0/3670016 ( 0.0%)
  75. origfaces 11/65536 616/3670016 ( 0.0%)
  76. leaves 63/65536 2016/2097152 ( 0.1%)
  77. leaffaces 60/65536 120/131072 ( 0.1%)
  78. leafbrushes 44/65536 88/131072 ( 0.1%)
  79. areas 2/256 16/2048 ( 0.8%)
  80. surfedges 292/512000 1168/2048000 ( 0.1%)
  81. edges 175/256000 700/1024000 ( 0.1%)
  82. LDR worldlights 3/8192 300/819200 ( 0.0%)
  83. HDR worldlights 0/8192 0/819200 ( 0.0%)
  84. leafwaterdata 1/32768 12/393216 ( 0.0%)
  85. waterstrips 0/32768 0/327680 ( 0.0%)
  86. waterverts 0/65536 0/786432 ( 0.0%)
  87. waterindices 0/65536 0/131072 ( 0.0%)
  88. cubemapsamples 0/1024 0/16384 ( 0.0%)
  89. overlays 0/512 0/180224 ( 0.0%)
  90. LDR lightdata [variable] 122768/0 ( 0.0%)
  91. HDR lightdata [variable] 0/0 ( 0.0%)
  92. visdata [variable] 148/16777216 ( 0.0%)
  93. entdata [variable] 928/393216 ( 0.2%)
  94. LDR ambient table 63/65536 252/262144 ( 0.1%)
  95. HDR ambient table 63/65536 252/262144 ( 0.1%)
  96. LDR leaf ambient 94/65536 2632/1835008 ( 0.1%)
  97. HDR leaf ambient 63/65536 1764/1835008 ( 0.1%)
  98. occluders 0/0 0/0 ( 0.0%)
  99. occluder polygons 0/0 0/0 ( 0.0%)
  100. occluder vert ind 0/0 0/0 ( 0.0%)
  101. Prop Hull Verts 0/0 0/0 ( 0.0%)
  102. Prop Hull Blob 0/0 0/0 ( 0.0%)
  103. Prop Hull Lists 0/0 0/0 ( 0.0%)
  104. Prop Hulls 0/0 0/0 ( 0.0%)
  105. Prop Hull trilist 0/0 0/0 ( 0.0%)
  106. detail props [variable] 1/12 ( 8.3%)
  107. static props [variable] 1/12 ( 8.3%)
  108. pakfile [variable] 87755/0 ( 0.0%)
  109. physics [variable] 3672/4194304 ( 0.1%)
  110. physics terrain [variable] 2/1048576 ( 0.0%)
  111. Level flags = 0
  112. Total triangle count: 128
  113. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  114. 0 seconds elapsed
  115. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  116. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  117. fixing up env_cubemap materials on brush sides...
  118. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  119. Building Faces...done (0)
  120. FixTjuncs...
  121. PruneNodes...
  122. WriteBSP...
  123. done (0)
  124. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  125. done (0)
  126. Finding displacement neighbors...
  127. Finding lightmap sample positions...
  128. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  129. Building Physics collision data...
  130. done (0) (3668 bytes)
  131. Cannot build Physics2 data
  132. -----------
  133. DataLinker total stream size 0.0 KiB
  134. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  135. Compacting texture/material tables...
  136. Reduced 11 texinfos to 6
  137. Reduced 6 texdatas to 5 (212 bytes to 145)
  138. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  139. 0 seconds elapsed
  140. 4 threads
  141. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  142. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  143. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  144. 12 portalclusters
  145. 18 numportals
  146. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  147. Total clusters visible: 144
  148. Average clusters visible: 12
  149. Building PAS...
  150. Average clusters audible: 12
  151. visdatasize:148 compressed from 192
  152. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  153. 0 seconds elapsed
  154. [Reading texlights from 'lights.rad']
  155. [2 texlights parsed from 'lights.rad']
  156. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  157. 60 faces
  158. 66816 square feet [9621504.00 square inches]
  159. 0 Displacements
  160. 0 Square Feet [0.00 Square Inches]
  161. 60 patches before subdivision
  162. 3524 patches after subdivision
  163. 3 direct lights
  164. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3230, max 191
  165. transfer lists: 0.0 megs
  166. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  167. Build Patch/Sample Hash Table(s).....Done<0.0005 sec>
  168. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  169. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  170. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  171. Ready to Finish
  172. Object names Objects/Maxobjs Memory / Maxmem Fullness
  173. ------------ --------------- --------------- --------
  174. models 1/1024 48/49152 ( 0.1%)
  175. brushes 9/8192 108/98304 ( 0.1%)
  176. brushsides 54/65536 432/524288 ( 0.1%)
  177. planes 50/65536 1000/1310720 ( 0.1%)
  178. vertexes 80/65536 960/786432 ( 0.1%)
  179. nodes 61/65536 1952/2097152 ( 0.1%)
  180. texinfos 6/12288 432/884736 ( 0.0%)
  181. texdata 5/2048 160/65536 ( 0.2%)
  182. dispinfos 0/0 0/0 ( 0.0%)
  183. disp_verts 0/0 0/0 ( 0.0%)
  184. disp_tris 0/0 0/0 ( 0.0%)
  185. disp_lmsamples 0/0 0/0 ( 0.0%)
  186. faces 60/65536 3360/3670016 ( 0.1%)
  187. hdr faces 0/65536 0/3670016 ( 0.0%)
  188. origfaces 11/65536 616/3670016 ( 0.0%)
  189. leaves 63/65536 2016/2097152 ( 0.1%)
  190. leaffaces 60/65536 120/131072 ( 0.1%)
  191. leafbrushes 44/65536 88/131072 ( 0.1%)
  192. areas 2/256 16/2048 ( 0.8%)
  193. surfedges 292/512000 1168/2048000 ( 0.1%)
  194. edges 175/256000 700/1024000 ( 0.1%)
  195. LDR worldlights 3/8192 300/819200 ( 0.0%)
  196. HDR worldlights 0/8192 0/819200 ( 0.0%)
  197. leafwaterdata 1/32768 12/393216 ( 0.0%)
  198. waterstrips 0/32768 0/327680 ( 0.0%)
  199. waterverts 0/65536 0/786432 ( 0.0%)
  200. waterindices 0/65536 0/131072 ( 0.0%)
  201. cubemapsamples 0/1024 0/16384 ( 0.0%)
  202. overlays 0/512 0/180224 ( 0.0%)
  203. LDR lightdata [variable] 122768/0 ( 0.0%)
  204. HDR lightdata [variable] 0/0 ( 0.0%)
  205. visdata [variable] 148/16777216 ( 0.0%)
  206. entdata [variable] 928/393216 ( 0.2%)
  207. LDR ambient table 63/65536 252/262144 ( 0.1%)
  208. HDR ambient table 63/65536 252/262144 ( 0.1%)
  209. LDR leaf ambient 95/65536 2660/1835008 ( 0.1%)
  210. HDR leaf ambient 63/65536 1764/1835008 ( 0.1%)
  211. occluders 0/0 0/0 ( 0.0%)
  212. occluder polygons 0/0 0/0 ( 0.0%)
  213. occluder vert ind 0/0 0/0 ( 0.0%)
  214. Prop Hull Verts 0/0 0/0 ( 0.0%)
  215. Prop Hull Blob 0/0 0/0 ( 0.0%)
  216. Prop Hull Lists 0/0 0/0 ( 0.0%)
  217. Prop Hulls 0/0 0/0 ( 0.0%)
  218. Prop Hull trilist 0/0 0/0 ( 0.0%)
  219. detail props [variable] 1/12 ( 8.3%)
  220. static props [variable] 1/12 ( 8.3%)
  221. pakfile [variable] 87141/0 ( 0.0%)
  222. physics [variable] 3668/4194304 ( 0.1%)
  223. physics terrain [variable] 2/1048576 ( 0.0%)
  224. Level flags = 0
  225. Total triangle count: 128
  226. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  227. 1 second elapsed
  228. [Reading texlights from 'lights.rad']
  229. [2 texlights parsed from 'lights.rad']
  230. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  231. 60 faces
  232. 66816 square feet [9621504.00 square inches]
  233. 0 Displacements
  234. 0 Square Feet [0.00 Square Inches]
  235. 60 patches before subdivision
  236. 3524 patches after subdivision
  237. 3 direct lights
  238. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3230, max 191
  239. transfer lists: 0.0 megs
  240. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  241. Build Patch/Sample Hash Table(s).....Done<0.0005 sec>
  242. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  243. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  244. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  245. Ready to Finish
  246. Object names Objects/Maxobjs Memory / Maxmem Fullness
  247. ------------ --------------- --------------- --------
  248. models 1/1024 48/49152 ( 0.1%)
  249. brushes 9/8192 108/98304 ( 0.1%)
  250. brushsides 54/65536 432/524288 ( 0.1%)
  251. planes 50/65536 1000/1310720 ( 0.1%)
  252. vertexes 80/65536 960/786432 ( 0.1%)
  253. nodes 61/65536 1952/2097152 ( 0.1%)
  254. texinfos 6/12288 432/884736 ( 0.0%)
  255. texdata 5/2048 160/65536 ( 0.2%)
  256. dispinfos 0/0 0/0 ( 0.0%)
  257. disp_verts 0/0 0/0 ( 0.0%)
  258. disp_tris 0/0 0/0 ( 0.0%)
  259. disp_lmsamples 0/0 0/0 ( 0.0%)
  260. faces 60/65536 3360/3670016 ( 0.1%)
  261. hdr faces 60/65536 3360/3670016 ( 0.1%)
  262. origfaces 11/65536 616/3670016 ( 0.0%)
  263. leaves 63/65536 2016/2097152 ( 0.1%)
  264. leaffaces 60/65536 120/131072 ( 0.1%)
  265. leafbrushes 44/65536 88/131072 ( 0.1%)
  266. areas 2/256 16/2048 ( 0.8%)
  267. surfedges 292/512000 1168/2048000 ( 0.1%)
  268. edges 175/256000 700/1024000 ( 0.1%)
  269. LDR worldlights 3/8192 300/819200 ( 0.0%)
  270. HDR worldlights 3/8192 300/819200 ( 0.0%)
  271. leafwaterdata 1/32768 12/393216 ( 0.0%)
  272. waterstrips 0/32768 0/327680 ( 0.0%)
  273. waterverts 0/65536 0/786432 ( 0.0%)
  274. waterindices 0/65536 0/131072 ( 0.0%)
  275. cubemapsamples 0/1024 0/16384 ( 0.0%)
  276. overlays 0/512 0/180224 ( 0.0%)
  277. LDR lightdata [variable] 122768/0 ( 0.0%)
  278. HDR lightdata [variable] 122768/0 ( 0.0%)
  279. visdata [variable] 148/16777216 ( 0.0%)
  280. entdata [variable] 928/393216 ( 0.2%)
  281. LDR ambient table 63/65536 252/262144 ( 0.1%)
  282. HDR ambient table 63/65536 252/262144 ( 0.1%)
  283. LDR leaf ambient 95/65536 2660/1835008 ( 0.1%)
  284. HDR leaf ambient 94/65536 2632/1835008 ( 0.1%)
  285. occluders 0/0 0/0 ( 0.0%)
  286. occluder polygons 0/0 0/0 ( 0.0%)
  287. occluder vert ind 0/0 0/0 ( 0.0%)
  288. Prop Hull Verts 0/0 0/0 ( 0.0%)
  289. Prop Hull Blob 0/0 0/0 ( 0.0%)
  290. Prop Hull Lists 0/0 0/0 ( 0.0%)
  291. Prop Hulls 0/0 0/0 ( 0.0%)
  292. Prop Hull trilist 0/0 0/0 ( 0.0%)
  293. detail props [variable] 1/12 ( 8.3%)
  294. static props [variable] 1/12 ( 8.3%)
  295. pakfile [variable] 87141/0 ( 0.0%)
  296. physics [variable] 3668/4194304 ( 0.1%)
  297. physics terrain [variable] 2/1048576 ( 0.0%)
  298. Level flags = 0
  299. Total triangle count: 128
  300. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  301. 1 second elapsed
  302. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  303. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  304. fixing up env_cubemap materials on brush sides...
  305. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  306. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  307. done (0)
  308. FixTjuncs...
  309. PruneNodes...
  310. WriteBSP...
  311. done (0)
  312. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  313. done (0)
  314. Finding displacement neighbors...
  315. Finding lightmap sample positions...
  316. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  317. Building Physics collision data...
  318. done (0) (3732 bytes)
  319. Cannot build Physics2 data
  320. -----------
  321. DataLinker total stream size 0.0 KiB
  322. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  323. Compacting texture/material tables...
  324. Reduced 11 texinfos to 6
  325. Reduced 6 texdatas to 5 (166 bytes to 113)
  326. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  327. 0 seconds elapsed
  328. 4 threads
  329. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  330. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  331. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  332. 32 portalclusters
  333. 70 numportals
  334. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  335. Total clusters visible: 1020
  336. Average clusters visible: 31
  337. Building PAS...
  338. Average clusters audible: 32
  339. visdatasize:516 compressed from 512
  340. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  341. 0 seconds elapsed
  342. [Reading texlights from 'lights.rad']
  343. [2 texlights parsed from 'lights.rad']
  344. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  345. 88 faces
  346. 131632 square feet [18955060.00 square inches]
  347. 0 Displacements
  348. 0 Square Feet [0.00 Square Inches]
  349. 88 patches before subdivision
  350. 3552 patches after subdivision
  351. 3 direct lights
  352. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2743, max 185
  353. transfer lists: 0.0 megs
  354. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  355. Build Patch/Sample Hash Table(s).....Done<0.0005 sec>
  356. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  357. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  358. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  359. Ready to Finish
  360. Object names Objects/Maxobjs Memory / Maxmem Fullness
  361. ------------ --------------- --------------- --------
  362. models 1/1024 48/49152 ( 0.1%)
  363. brushes 9/8192 108/98304 ( 0.1%)
  364. brushsides 54/65536 432/524288 ( 0.1%)
  365. planes 58/65536 1160/1310720 ( 0.1%)
  366. vertexes 118/65536 1416/786432 ( 0.2%)
  367. nodes 99/65536 3168/2097152 ( 0.2%)
  368. texinfos 6/12288 432/884736 ( 0.0%)
  369. texdata 5/2048 160/65536 ( 0.2%)
  370. dispinfos 0/0 0/0 ( 0.0%)
  371. disp_verts 0/0 0/0 ( 0.0%)
  372. disp_tris 0/0 0/0 ( 0.0%)
  373. disp_lmsamples 0/0 0/0 ( 0.0%)
  374. faces 88/65536 4928/3670016 ( 0.1%)
  375. hdr faces 0/65536 0/3670016 ( 0.0%)
  376. origfaces 11/65536 616/3670016 ( 0.0%)
  377. leaves 101/65536 3232/2097152 ( 0.2%)
  378. leaffaces 96/65536 192/131072 ( 0.1%)
  379. leafbrushes 60/65536 120/131072 ( 0.1%)
  380. areas 2/256 16/2048 ( 0.8%)
  381. surfedges 412/512000 1648/2048000 ( 0.1%)
  382. edges 251/256000 1004/1024000 ( 0.1%)
  383. LDR worldlights 3/8192 300/819200 ( 0.0%)
  384. HDR worldlights 0/8192 0/819200 ( 0.0%)
  385. leafwaterdata 1/32768 12/393216 ( 0.0%)
  386. waterstrips 0/32768 0/327680 ( 0.0%)
  387. waterverts 0/65536 0/786432 ( 0.0%)
  388. waterindices 0/65536 0/131072 ( 0.0%)
  389. cubemapsamples 0/1024 0/16384 ( 0.0%)
  390. overlays 0/512 0/180224 ( 0.0%)
  391. LDR lightdata [variable] 122768/0 ( 0.0%)
  392. HDR lightdata [variable] 0/0 ( 0.0%)
  393. visdata [variable] 516/16777216 ( 0.0%)
  394. entdata [variable] 930/393216 ( 0.2%)
  395. LDR ambient table 101/65536 404/262144 ( 0.2%)
  396. HDR ambient table 101/65536 404/262144 ( 0.2%)
  397. LDR leaf ambient 178/65536 4984/1835008 ( 0.3%)
  398. HDR leaf ambient 101/65536 2828/1835008 ( 0.2%)
  399. occluders 0/0 0/0 ( 0.0%)
  400. occluder polygons 0/0 0/0 ( 0.0%)
  401. occluder vert ind 0/0 0/0 ( 0.0%)
  402. Prop Hull Verts 0/0 0/0 ( 0.0%)
  403. Prop Hull Blob 0/0 0/0 ( 0.0%)
  404. Prop Hull Lists 0/0 0/0 ( 0.0%)
  405. Prop Hulls 0/0 0/0 ( 0.0%)
  406. Prop Hull trilist 0/0 0/0 ( 0.0%)
  407. detail props [variable] 1/12 ( 8.3%)
  408. static props [variable] 1/220 ( 0.5%)
  409. pakfile [variable] 87099/0 ( 0.0%)
  410. physics [variable] 3732/4194304 ( 0.1%)
  411. physics terrain [variable] 2/1048576 ( 0.0%)
  412. Level flags = 0
  413. Total triangle count: 192
  414. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  415. 2 seconds elapsed
  416. [Reading texlights from 'lights.rad']
  417. [2 texlights parsed from 'lights.rad']
  418. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  419. 88 faces
  420. 131632 square feet [18955060.00 square inches]
  421. 0 Displacements
  422. 0 Square Feet [0.00 Square Inches]
  423. 88 patches before subdivision
  424. 3552 patches after subdivision
  425. 3 direct lights
  426. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2743, max 185
  427. transfer lists: 0.0 megs
  428. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  429. Build Patch/Sample Hash Table(s).....Done<0.0005 sec>
  430. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  431. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  432. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  433. Ready to Finish
  434. Object names Objects/Maxobjs Memory / Maxmem Fullness
  435. ------------ --------------- --------------- --------
  436. models 1/1024 48/49152 ( 0.1%)
  437. brushes 9/8192 108/98304 ( 0.1%)
  438. brushsides 54/65536 432/524288 ( 0.1%)
  439. planes 58/65536 1160/1310720 ( 0.1%)
  440. vertexes 118/65536 1416/786432 ( 0.2%)
  441. nodes 99/65536 3168/2097152 ( 0.2%)
  442. texinfos 6/12288 432/884736 ( 0.0%)
  443. texdata 5/2048 160/65536 ( 0.2%)
  444. dispinfos 0/0 0/0 ( 0.0%)
  445. disp_verts 0/0 0/0 ( 0.0%)
  446. disp_tris 0/0 0/0 ( 0.0%)
  447. disp_lmsamples 0/0 0/0 ( 0.0%)
  448. faces 88/65536 4928/3670016 ( 0.1%)
  449. hdr faces 88/65536 4928/3670016 ( 0.1%)
  450. origfaces 11/65536 616/3670016 ( 0.0%)
  451. leaves 101/65536 3232/2097152 ( 0.2%)
  452. leaffaces 96/65536 192/131072 ( 0.1%)
  453. leafbrushes 60/65536 120/131072 ( 0.1%)
  454. areas 2/256 16/2048 ( 0.8%)
  455. surfedges 412/512000 1648/2048000 ( 0.1%)
  456. edges 251/256000 1004/1024000 ( 0.1%)
  457. LDR worldlights 3/8192 300/819200 ( 0.0%)
  458. HDR worldlights 3/8192 300/819200 ( 0.0%)
  459. leafwaterdata 1/32768 12/393216 ( 0.0%)
  460. waterstrips 0/32768 0/327680 ( 0.0%)
  461. waterverts 0/65536 0/786432 ( 0.0%)
  462. waterindices 0/65536 0/131072 ( 0.0%)
  463. cubemapsamples 0/1024 0/16384 ( 0.0%)
  464. overlays 0/512 0/180224 ( 0.0%)
  465. LDR lightdata [variable] 122768/0 ( 0.0%)
  466. HDR lightdata [variable] 122768/0 ( 0.0%)
  467. visdata [variable] 516/16777216 ( 0.0%)
  468. entdata [variable] 930/393216 ( 0.2%)
  469. LDR ambient table 101/65536 404/262144 ( 0.2%)
  470. HDR ambient table 101/65536 404/262144 ( 0.2%)
  471. LDR leaf ambient 178/65536 4984/1835008 ( 0.3%)
  472. HDR leaf ambient 162/65536 4536/1835008 ( 0.2%)
  473. occluders 0/0 0/0 ( 0.0%)
  474. occluder polygons 0/0 0/0 ( 0.0%)
  475. occluder vert ind 0/0 0/0 ( 0.0%)
  476. Prop Hull Verts 0/0 0/0 ( 0.0%)
  477. Prop Hull Blob 0/0 0/0 ( 0.0%)
  478. Prop Hull Lists 0/0 0/0 ( 0.0%)
  479. Prop Hulls 0/0 0/0 ( 0.0%)
  480. Prop Hull trilist 0/0 0/0 ( 0.0%)
  481. detail props [variable] 1/12 ( 8.3%)
  482. static props [variable] 1/220 ( 0.5%)
  483. pakfile [variable] 87099/0 ( 0.0%)
  484. physics [variable] 3732/4194304 ( 0.1%)
  485. physics terrain [variable] 2/1048576 ( 0.0%)
  486. Level flags = 0
  487. Total triangle count: 192
  488. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  489. 2 seconds elapsed
  490. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  491. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  492. fixing up env_cubemap materials on brush sides...
  493. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  494. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  495. done (0)
  496. FixTjuncs...
  497. PruneNodes...
  498. WriteBSP...
  499. done (0)
  500. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  501. done (0)
  502. Finding displacement neighbors...
  503. Finding lightmap sample positions...
  504. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  505. Building Physics collision data...
  506. done (0) (3732 bytes)
  507. Cannot build Physics2 data
  508. -----------
  509. DataLinker total stream size 0.0 KiB
  510. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  511. Compacting texture/material tables...
  512. Reduced 11 texinfos to 6
  513. Reduced 6 texdatas to 5 (166 bytes to 113)
  514. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  515. 0 seconds elapsed
  516. 4 threads
  517. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  518. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  519. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  520. 32 portalclusters
  521. 70 numportals
  522. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  523. Total clusters visible: 1020
  524. Average clusters visible: 31
  525. Building PAS...
  526. Average clusters audible: 32
  527. visdatasize:516 compressed from 512
  528. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  529. 0 seconds elapsed
  530. [Reading texlights from 'lights.rad']
  531. [2 texlights parsed from 'lights.rad']
  532. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  533. 88 faces
  534. 131632 square feet [18955060.00 square inches]
  535. 0 Displacements
  536. 0 Square Feet [0.00 Square Inches]
  537. 88 patches before subdivision
  538. 3552 patches after subdivision
  539. 3 direct lights
  540. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2743, max 185
  541. transfer lists: 0.0 megs
  542. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  543. Build Patch/Sample Hash Table(s).....Done<0.0005 sec>
  544. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  545. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  546. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  547. Ready to Finish
  548. Object names Objects/Maxobjs Memory / Maxmem Fullness
  549. ------------ --------------- --------------- --------
  550. models 1/1024 48/49152 ( 0.1%)
  551. brushes 9/8192 108/98304 ( 0.1%)
  552. brushsides 54/65536 432/524288 ( 0.1%)
  553. planes 58/65536 1160/1310720 ( 0.1%)
  554. vertexes 118/65536 1416/786432 ( 0.2%)
  555. nodes 99/65536 3168/2097152 ( 0.2%)
  556. texinfos 6/12288 432/884736 ( 0.0%)
  557. texdata 5/2048 160/65536 ( 0.2%)
  558. dispinfos 0/0 0/0 ( 0.0%)
  559. disp_verts 0/0 0/0 ( 0.0%)
  560. disp_tris 0/0 0/0 ( 0.0%)
  561. disp_lmsamples 0/0 0/0 ( 0.0%)
  562. faces 88/65536 4928/3670016 ( 0.1%)
  563. hdr faces 0/65536 0/3670016 ( 0.0%)
  564. origfaces 11/65536 616/3670016 ( 0.0%)
  565. leaves 101/65536 3232/2097152 ( 0.2%)
  566. leaffaces 96/65536 192/131072 ( 0.1%)
  567. leafbrushes 60/65536 120/131072 ( 0.1%)
  568. areas 2/256 16/2048 ( 0.8%)
  569. surfedges 412/512000 1648/2048000 ( 0.1%)
  570. edges 251/256000 1004/1024000 ( 0.1%)
  571. LDR worldlights 3/8192 300/819200 ( 0.0%)
  572. HDR worldlights 0/8192 0/819200 ( 0.0%)
  573. leafwaterdata 1/32768 12/393216 ( 0.0%)
  574. waterstrips 0/32768 0/327680 ( 0.0%)
  575. waterverts 0/65536 0/786432 ( 0.0%)
  576. waterindices 0/65536 0/131072 ( 0.0%)
  577. cubemapsamples 0/1024 0/16384 ( 0.0%)
  578. overlays 0/512 0/180224 ( 0.0%)
  579. LDR lightdata [variable] 122768/0 ( 0.0%)
  580. HDR lightdata [variable] 0/0 ( 0.0%)
  581. visdata [variable] 516/16777216 ( 0.0%)
  582. entdata [variable] 930/393216 ( 0.2%)
  583. LDR ambient table 101/65536 404/262144 ( 0.2%)
  584. HDR ambient table 101/65536 404/262144 ( 0.2%)
  585. LDR leaf ambient 178/65536 4984/1835008 ( 0.3%)
  586. HDR leaf ambient 101/65536 2828/1835008 ( 0.2%)
  587. occluders 0/0 0/0 ( 0.0%)
  588. occluder polygons 0/0 0/0 ( 0.0%)
  589. occluder vert ind 0/0 0/0 ( 0.0%)
  590. Prop Hull Verts 0/0 0/0 ( 0.0%)
  591. Prop Hull Blob 0/0 0/0 ( 0.0%)
  592. Prop Hull Lists 0/0 0/0 ( 0.0%)
  593. Prop Hulls 0/0 0/0 ( 0.0%)
  594. Prop Hull trilist 0/0 0/0 ( 0.0%)
  595. detail props [variable] 1/12 ( 8.3%)
  596. static props [variable] 1/220 ( 0.5%)
  597. pakfile [variable] 87099/0 ( 0.0%)
  598. physics [variable] 3732/4194304 ( 0.1%)
  599. physics terrain [variable] 2/1048576 ( 0.0%)
  600. Level flags = 0
  601. Total triangle count: 192
  602. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  603. 2 seconds elapsed
  604. [Reading texlights from 'lights.rad']
  605. [2 texlights parsed from 'lights.rad']
  606. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  607. 88 faces
  608. 131632 square feet [18955060.00 square inches]
  609. 0 Displacements
  610. 0 Square Feet [0.00 Square Inches]
  611. 88 patches before subdivision
  612. 3552 patches after subdivision
  613. 3 direct lights
  614. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2743, max 185
  615. transfer lists: 0.0 megs
  616. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  617. Build Patch/Sample Hash Table(s).....Done<0.0005 sec>
  618. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  619. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  620. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  621. Ready to Finish
  622. Object names Objects/Maxobjs Memory / Maxmem Fullness
  623. ------------ --------------- --------------- --------
  624. models 1/1024 48/49152 ( 0.1%)
  625. brushes 9/8192 108/98304 ( 0.1%)
  626. brushsides 54/65536 432/524288 ( 0.1%)
  627. planes 58/65536 1160/1310720 ( 0.1%)
  628. vertexes 118/65536 1416/786432 ( 0.2%)
  629. nodes 99/65536 3168/2097152 ( 0.2%)
  630. texinfos 6/12288 432/884736 ( 0.0%)
  631. texdata 5/2048 160/65536 ( 0.2%)
  632. dispinfos 0/0 0/0 ( 0.0%)
  633. disp_verts 0/0 0/0 ( 0.0%)
  634. disp_tris 0/0 0/0 ( 0.0%)
  635. disp_lmsamples 0/0 0/0 ( 0.0%)
  636. faces 88/65536 4928/3670016 ( 0.1%)
  637. hdr faces 88/65536 4928/3670016 ( 0.1%)
  638. origfaces 11/65536 616/3670016 ( 0.0%)
  639. leaves 101/65536 3232/2097152 ( 0.2%)
  640. leaffaces 96/65536 192/131072 ( 0.1%)
  641. leafbrushes 60/65536 120/131072 ( 0.1%)
  642. areas 2/256 16/2048 ( 0.8%)
  643. surfedges 412/512000 1648/2048000 ( 0.1%)
  644. edges 251/256000 1004/1024000 ( 0.1%)
  645. LDR worldlights 3/8192 300/819200 ( 0.0%)
  646. HDR worldlights 3/8192 300/819200 ( 0.0%)
  647. leafwaterdata 1/32768 12/393216 ( 0.0%)
  648. waterstrips 0/32768 0/327680 ( 0.0%)
  649. waterverts 0/65536 0/786432 ( 0.0%)
  650. waterindices 0/65536 0/131072 ( 0.0%)
  651. cubemapsamples 0/1024 0/16384 ( 0.0%)
  652. overlays 0/512 0/180224 ( 0.0%)
  653. LDR lightdata [variable] 122768/0 ( 0.0%)
  654. HDR lightdata [variable] 122768/0 ( 0.0%)
  655. visdata [variable] 516/16777216 ( 0.0%)
  656. entdata [variable] 930/393216 ( 0.2%)
  657. LDR ambient table 101/65536 404/262144 ( 0.2%)
  658. HDR ambient table 101/65536 404/262144 ( 0.2%)
  659. LDR leaf ambient 178/65536 4984/1835008 ( 0.3%)
  660. HDR leaf ambient 162/65536 4536/1835008 ( 0.2%)
  661. occluders 0/0 0/0 ( 0.0%)
  662. occluder polygons 0/0 0/0 ( 0.0%)
  663. occluder vert ind 0/0 0/0 ( 0.0%)
  664. Prop Hull Verts 0/0 0/0 ( 0.0%)
  665. Prop Hull Blob 0/0 0/0 ( 0.0%)
  666. Prop Hull Lists 0/0 0/0 ( 0.0%)
  667. Prop Hulls 0/0 0/0 ( 0.0%)
  668. Prop Hull trilist 0/0 0/0 ( 0.0%)
  669. detail props [variable] 1/12 ( 8.3%)
  670. static props [variable] 1/220 ( 0.5%)
  671. pakfile [variable] 87099/0 ( 0.0%)
  672. physics [variable] 3732/4194304 ( 0.1%)
  673. physics terrain [variable] 2/1048576 ( 0.0%)
  674. Level flags = 0
  675. Total triangle count: 192
  676. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  677. 2 seconds elapsed
  678. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  679. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  680. fixing up env_cubemap materials on brush sides...
  681. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  682. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  683. done (0)
  684. FixTjuncs...
  685. PruneNodes...
  686. WriteBSP...
  687. done (0)
  688. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  689. done (0)
  690. Finding displacement neighbors...
  691. Finding lightmap sample positions...
  692. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  693. Building Physics collision data...
  694. done (0) (3732 bytes)
  695. Cannot build Physics2 data
  696. -----------
  697. DataLinker total stream size 0.0 KiB
  698. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  699. Compacting texture/material tables...
  700. Reduced 11 texinfos to 6
  701. Reduced 6 texdatas to 5 (166 bytes to 113)
  702. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  703. 0 seconds elapsed
  704. 4 threads
  705. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  706. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  707. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  708. 32 portalclusters
  709. 70 numportals
  710. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  711. Total clusters visible: 1020
  712. Average clusters visible: 31
  713. Building PAS...
  714. Average clusters audible: 32
  715. visdatasize:516 compressed from 512
  716. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  717. 0 seconds elapsed
  718. [Reading texlights from 'lights.rad']
  719. [2 texlights parsed from 'lights.rad']
  720. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  721. 88 faces
  722. 131632 square feet [18955060.00 square inches]
  723. 0 Displacements
  724. 0 Square Feet [0.00 Square Inches]
  725. 88 patches before subdivision
  726. 3552 patches after subdivision
  727. 3 direct lights
  728. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2743, max 185
  729. transfer lists: 0.0 megs
  730. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  731. Build Patch/Sample Hash Table(s).....Done<0.0005 sec>
  732. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  733. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  734. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  735. Ready to Finish
  736. Object names Objects/Maxobjs Memory / Maxmem Fullness
  737. ------------ --------------- --------------- --------
  738. models 1/1024 48/49152 ( 0.1%)
  739. brushes 9/8192 108/98304 ( 0.1%)
  740. brushsides 54/65536 432/524288 ( 0.1%)
  741. planes 58/65536 1160/1310720 ( 0.1%)
  742. vertexes 118/65536 1416/786432 ( 0.2%)
  743. nodes 99/65536 3168/2097152 ( 0.2%)
  744. texinfos 6/12288 432/884736 ( 0.0%)
  745. texdata 5/2048 160/65536 ( 0.2%)
  746. dispinfos 0/0 0/0 ( 0.0%)
  747. disp_verts 0/0 0/0 ( 0.0%)
  748. disp_tris 0/0 0/0 ( 0.0%)
  749. disp_lmsamples 0/0 0/0 ( 0.0%)
  750. faces 88/65536 4928/3670016 ( 0.1%)
  751. hdr faces 0/65536 0/3670016 ( 0.0%)
  752. origfaces 11/65536 616/3670016 ( 0.0%)
  753. leaves 101/65536 3232/2097152 ( 0.2%)
  754. leaffaces 96/65536 192/131072 ( 0.1%)
  755. leafbrushes 60/65536 120/131072 ( 0.1%)
  756. areas 2/256 16/2048 ( 0.8%)
  757. surfedges 412/512000 1648/2048000 ( 0.1%)
  758. edges 251/256000 1004/1024000 ( 0.1%)
  759. LDR worldlights 3/8192 300/819200 ( 0.0%)
  760. HDR worldlights 0/8192 0/819200 ( 0.0%)
  761. leafwaterdata 1/32768 12/393216 ( 0.0%)
  762. waterstrips 0/32768 0/327680 ( 0.0%)
  763. waterverts 0/65536 0/786432 ( 0.0%)
  764. waterindices 0/65536 0/131072 ( 0.0%)
  765. cubemapsamples 1/1024 16/16384 ( 0.1%)
  766. overlays 0/512 0/180224 ( 0.0%)
  767. LDR lightdata [variable] 122768/0 ( 0.0%)
  768. HDR lightdata [variable] 0/0 ( 0.0%)
  769. visdata [variable] 516/16777216 ( 0.0%)
  770. entdata [variable] 930/393216 ( 0.2%)
  771. LDR ambient table 101/65536 404/262144 ( 0.2%)
  772. HDR ambient table 101/65536 404/262144 ( 0.2%)
  773. LDR leaf ambient 178/65536 4984/1835008 ( 0.3%)
  774. HDR leaf ambient 101/65536 2828/1835008 ( 0.2%)
  775. occluders 0/0 0/0 ( 0.0%)
  776. occluder polygons 0/0 0/0 ( 0.0%)
  777. occluder vert ind 0/0 0/0 ( 0.0%)
  778. Prop Hull Verts 0/0 0/0 ( 0.0%)
  779. Prop Hull Blob 0/0 0/0 ( 0.0%)
  780. Prop Hull Lists 0/0 0/0 ( 0.0%)
  781. Prop Hulls 0/0 0/0 ( 0.0%)
  782. Prop Hull trilist 0/0 0/0 ( 0.0%)
  783. detail props [variable] 1/12 ( 8.3%)
  784. static props [variable] 1/220 ( 0.5%)
  785. pakfile [variable] 173819/0 ( 0.0%)
  786. physics [variable] 3732/4194304 ( 0.1%)
  787. physics terrain [variable] 2/1048576 ( 0.0%)
  788. Level flags = 0
  789. Total triangle count: 192
  790. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  791. 0 seconds elapsed
  792. [Reading texlights from 'lights.rad']
  793. [2 texlights parsed from 'lights.rad']
  794. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  795. 88 faces
  796. 131632 square feet [18955060.00 square inches]
  797. 0 Displacements
  798. 0 Square Feet [0.00 Square Inches]
  799. 88 patches before subdivision
  800. 3552 patches after subdivision
  801. 3 direct lights
  802. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2743, max 185
  803. transfer lists: 0.0 megs
  804. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  805. Build Patch/Sample Hash Table(s).....Done<0.0005 sec>
  806. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  807. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  808. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  809. Ready to Finish
  810. Object names Objects/Maxobjs Memory / Maxmem Fullness
  811. ------------ --------------- --------------- --------
  812. models 1/1024 48/49152 ( 0.1%)
  813. brushes 9/8192 108/98304 ( 0.1%)
  814. brushsides 54/65536 432/524288 ( 0.1%)
  815. planes 58/65536 1160/1310720 ( 0.1%)
  816. vertexes 118/65536 1416/786432 ( 0.2%)
  817. nodes 99/65536 3168/2097152 ( 0.2%)
  818. texinfos 6/12288 432/884736 ( 0.0%)
  819. texdata 5/2048 160/65536 ( 0.2%)
  820. dispinfos 0/0 0/0 ( 0.0%)
  821. disp_verts 0/0 0/0 ( 0.0%)
  822. disp_tris 0/0 0/0 ( 0.0%)
  823. disp_lmsamples 0/0 0/0 ( 0.0%)
  824. faces 88/65536 4928/3670016 ( 0.1%)
  825. hdr faces 88/65536 4928/3670016 ( 0.1%)
  826. origfaces 11/65536 616/3670016 ( 0.0%)
  827. leaves 101/65536 3232/2097152 ( 0.2%)
  828. leaffaces 96/65536 192/131072 ( 0.1%)
  829. leafbrushes 60/65536 120/131072 ( 0.1%)
  830. areas 2/256 16/2048 ( 0.8%)
  831. surfedges 412/512000 1648/2048000 ( 0.1%)
  832. edges 251/256000 1004/1024000 ( 0.1%)
  833. LDR worldlights 3/8192 300/819200 ( 0.0%)
  834. HDR worldlights 3/8192 300/819200 ( 0.0%)
  835. leafwaterdata 1/32768 12/393216 ( 0.0%)
  836. waterstrips 0/32768 0/327680 ( 0.0%)
  837. waterverts 0/65536 0/786432 ( 0.0%)
  838. waterindices 0/65536 0/131072 ( 0.0%)
  839. cubemapsamples 1/1024 16/16384 ( 0.1%)
  840. overlays 0/512 0/180224 ( 0.0%)
  841. LDR lightdata [variable] 122768/0 ( 0.0%)
  842. HDR lightdata [variable] 122768/0 ( 0.0%)
  843. visdata [variable] 516/16777216 ( 0.0%)
  844. entdata [variable] 930/393216 ( 0.2%)
  845. LDR ambient table 101/65536 404/262144 ( 0.2%)
  846. HDR ambient table 101/65536 404/262144 ( 0.2%)
  847. LDR leaf ambient 178/65536 4984/1835008 ( 0.3%)
  848. HDR leaf ambient 162/65536 4536/1835008 ( 0.2%)
  849. occluders 0/0 0/0 ( 0.0%)
  850. occluder polygons 0/0 0/0 ( 0.0%)
  851. occluder vert ind 0/0 0/0 ( 0.0%)
  852. Prop Hull Verts 0/0 0/0 ( 0.0%)
  853. Prop Hull Blob 0/0 0/0 ( 0.0%)
  854. Prop Hull Lists 0/0 0/0 ( 0.0%)
  855. Prop Hulls 0/0 0/0 ( 0.0%)
  856. Prop Hull trilist 0/0 0/0 ( 0.0%)
  857. detail props [variable] 1/12 ( 8.3%)
  858. static props [variable] 1/220 ( 0.5%)
  859. pakfile [variable] 173819/0 ( 0.0%)
  860. physics [variable] 3732/4194304 ( 0.1%)
  861. physics terrain [variable] 2/1048576 ( 0.0%)
  862. Level flags = 0
  863. Total triangle count: 192
  864. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  865. 0 seconds elapsed
  866. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  867. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  868. fixing up env_cubemap materials on brush sides...
  869. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  870. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  871. done (0)
  872. FixTjuncs...
  873. PruneNodes...
  874. WriteBSP...
  875. done (0)
  876. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  877. done (0)
  878. Finding displacement neighbors...
  879. Finding lightmap sample positions...
  880. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  881. Building Physics collision data...
  882. done (0) (4290 bytes)
  883. Cannot build Physics2 data
  884. -----------
  885. DataLinker total stream size 0.0 KiB
  886. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  887. Compacting texture/material tables...
  888. Reduced 14 texinfos to 9
  889. Reduced 7 texdatas to 6 (185 bytes to 132)
  890. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  891. 0 seconds elapsed
  892. 4 threads
  893. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  894. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  895. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  896. 32 portalclusters
  897. 70 numportals
  898. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  899. Total clusters visible: 1020
  900. Average clusters visible: 31
  901. Building PAS...
  902. Average clusters audible: 32
  903. visdatasize:516 compressed from 512
  904. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  905. 0 seconds elapsed
  906. [Reading texlights from 'lights.rad']
  907. [2 texlights parsed from 'lights.rad']
  908. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  909. 94 faces
  910. 248016 square feet [35714308.00 square inches]
  911. 0 Displacements
  912. 0 Square Feet [0.00 Square Inches]
  913. 94 patches before subdivision
  914. 3558 patches after subdivision
  915. 3 direct lights
  916. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2743, max 185
  917. transfer lists: 0.0 megs
  918. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  919. Build Patch/Sample Hash Table(s).....Done<0.0006 sec>
  920. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  921. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  922. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  923. Ready to Finish
  924. Object names Objects/Maxobjs Memory / Maxmem Fullness
  925. ------------ --------------- --------------- --------
  926. models 2/1024 96/49152 ( 0.2%)
  927. brushes 10/8192 120/98304 ( 0.1%)
  928. brushsides 60/65536 480/524288 ( 0.1%)
  929. planes 72/65536 1440/1310720 ( 0.1%)
  930. vertexes 126/65536 1512/786432 ( 0.2%)
  931. nodes 105/65536 3360/2097152 ( 0.2%)
  932. texinfos 9/12288 648/884736 ( 0.1%)
  933. texdata 6/2048 192/65536 ( 0.3%)
  934. dispinfos 0/0 0/0 ( 0.0%)
  935. disp_verts 0/0 0/0 ( 0.0%)
  936. disp_tris 0/0 0/0 ( 0.0%)
  937. disp_lmsamples 0/0 0/0 ( 0.0%)
  938. faces 94/65536 5264/3670016 ( 0.1%)
  939. hdr faces 0/65536 0/3670016 ( 0.0%)
  940. origfaces 17/65536 952/3670016 ( 0.0%)
  941. leaves 108/65536 3456/2097152 ( 0.2%)
  942. leaffaces 102/65536 204/131072 ( 0.2%)
  943. leafbrushes 61/65536 122/131072 ( 0.1%)
  944. areas 2/256 16/2048 ( 0.8%)
  945. surfedges 460/512000 1840/2048000 ( 0.1%)
  946. edges 275/256000 1100/1024000 ( 0.1%)
  947. LDR worldlights 3/8192 300/819200 ( 0.0%)
  948. HDR worldlights 0/8192 0/819200 ( 0.0%)
  949. leafwaterdata 1/32768 12/393216 ( 0.0%)
  950. waterstrips 0/32768 0/327680 ( 0.0%)
  951. waterverts 0/65536 0/786432 ( 0.0%)
  952. waterindices 0/65536 0/131072 ( 0.0%)
  953. cubemapsamples 1/1024 16/16384 ( 0.1%)
  954. overlays 0/512 0/180224 ( 0.0%)
  955. LDR lightdata [variable] 122768/0 ( 0.0%)
  956. HDR lightdata [variable] 0/0 ( 0.0%)
  957. visdata [variable] 516/16777216 ( 0.0%)
  958. entdata [variable] 13343/393216 ( 3.4%)
  959. LDR ambient table 108/65536 432/262144 ( 0.2%)
  960. HDR ambient table 108/65536 432/262144 ( 0.2%)
  961. LDR leaf ambient 219/65536 6132/1835008 ( 0.3%)
  962. HDR leaf ambient 108/65536 3024/1835008 ( 0.2%)
  963. occluders 0/0 0/0 ( 0.0%)
  964. occluder polygons 0/0 0/0 ( 0.0%)
  965. occluder vert ind 0/0 0/0 ( 0.0%)
  966. Prop Hull Verts 0/0 0/0 ( 0.0%)
  967. Prop Hull Blob 0/0 0/0 ( 0.0%)
  968. Prop Hull Lists 0/0 0/0 ( 0.0%)
  969. Prop Hulls 0/0 0/0 ( 0.0%)
  970. Prop Hull trilist 0/0 0/0 ( 0.0%)
  971. detail props [variable] 1/12 ( 8.3%)
  972. static props [variable] 1/220 ( 0.5%)
  973. pakfile [variable] 173819/0 ( 0.0%)
  974. physics [variable] 4290/4194304 ( 0.1%)
  975. physics terrain [variable] 2/1048576 ( 0.0%)
  976. Level flags = 0
  977. Total triangle count: 204
  978. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  979. 0 seconds elapsed
  980. [Reading texlights from 'lights.rad']
  981. [2 texlights parsed from 'lights.rad']
  982. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  983. 94 faces
  984. 248016 square feet [35714308.00 square inches]
  985. 0 Displacements
  986. 0 Square Feet [0.00 Square Inches]
  987. 94 patches before subdivision
  988. 3558 patches after subdivision
  989. 3 direct lights
  990. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2743, max 185
  991. transfer lists: 0.0 megs
  992. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  993. Build Patch/Sample Hash Table(s).....Done<0.0006 sec>
  994. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  995. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  996. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  997. Ready to Finish
  998. Object names Objects/Maxobjs Memory / Maxmem Fullness
  999. ------------ --------------- --------------- --------
  1000. models 2/1024 96/49152 ( 0.2%)
  1001. brushes 10/8192 120/98304 ( 0.1%)
  1002. brushsides 60/65536 480/524288 ( 0.1%)
  1003. planes 72/65536 1440/1310720 ( 0.1%)
  1004. vertexes 126/65536 1512/786432 ( 0.2%)
  1005. nodes 105/65536 3360/2097152 ( 0.2%)
  1006. texinfos 9/12288 648/884736 ( 0.1%)
  1007. texdata 6/2048 192/65536 ( 0.3%)
  1008. dispinfos 0/0 0/0 ( 0.0%)
  1009. disp_verts 0/0 0/0 ( 0.0%)
  1010. disp_tris 0/0 0/0 ( 0.0%)
  1011. disp_lmsamples 0/0 0/0 ( 0.0%)
  1012. faces 94/65536 5264/3670016 ( 0.1%)
  1013. hdr faces 94/65536 5264/3670016 ( 0.1%)
  1014. origfaces 17/65536 952/3670016 ( 0.0%)
  1015. leaves 108/65536 3456/2097152 ( 0.2%)
  1016. leaffaces 102/65536 204/131072 ( 0.2%)
  1017. leafbrushes 61/65536 122/131072 ( 0.1%)
  1018. areas 2/256 16/2048 ( 0.8%)
  1019. surfedges 460/512000 1840/2048000 ( 0.1%)
  1020. edges 275/256000 1100/1024000 ( 0.1%)
  1021. LDR worldlights 3/8192 300/819200 ( 0.0%)
  1022. HDR worldlights 3/8192 300/819200 ( 0.0%)
  1023. leafwaterdata 1/32768 12/393216 ( 0.0%)
  1024. waterstrips 0/32768 0/327680 ( 0.0%)
  1025. waterverts 0/65536 0/786432 ( 0.0%)
  1026. waterindices 0/65536 0/131072 ( 0.0%)
  1027. cubemapsamples 1/1024 16/16384 ( 0.1%)
  1028. overlays 0/512 0/180224 ( 0.0%)
  1029. LDR lightdata [variable] 122768/0 ( 0.0%)
  1030. HDR lightdata [variable] 122768/0 ( 0.0%)
  1031. visdata [variable] 516/16777216 ( 0.0%)
  1032. entdata [variable] 13343/393216 ( 3.4%)
  1033. LDR ambient table 108/65536 432/262144 ( 0.2%)
  1034. HDR ambient table 108/65536 432/262144 ( 0.2%)
  1035. LDR leaf ambient 219/65536 6132/1835008 ( 0.3%)
  1036. HDR leaf ambient 213/65536 5964/1835008 ( 0.3%)
  1037. occluders 0/0 0/0 ( 0.0%)
  1038. occluder polygons 0/0 0/0 ( 0.0%)
  1039. occluder vert ind 0/0 0/0 ( 0.0%)
  1040. Prop Hull Verts 0/0 0/0 ( 0.0%)
  1041. Prop Hull Blob 0/0 0/0 ( 0.0%)
  1042. Prop Hull Lists 0/0 0/0 ( 0.0%)
  1043. Prop Hulls 0/0 0/0 ( 0.0%)
  1044. Prop Hull trilist 0/0 0/0 ( 0.0%)
  1045. detail props [variable] 1/12 ( 8.3%)
  1046. static props [variable] 1/220 ( 0.5%)
  1047. pakfile [variable] 173819/0 ( 0.0%)
  1048. physics [variable] 4290/4194304 ( 0.1%)
  1049. physics terrain [variable] 2/1048576 ( 0.0%)
  1050. Level flags = 0
  1051. Total triangle count: 204
  1052. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1053. 0 seconds elapsed
  1054. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  1055. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  1056. fixing up env_cubemap materials on brush sides...
  1057. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  1058. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  1059. done (0)
  1060. FixTjuncs...
  1061. PruneNodes...
  1062. WriteBSP...
  1063. done (0)
  1064. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  1065. done (0)
  1066. Finding displacement neighbors...
  1067. Finding lightmap sample positions...
  1068. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  1069. Building Physics collision data...
  1070. done (0) (4290 bytes)
  1071. Cannot build Physics2 data
  1072. -----------
  1073. DataLinker total stream size 0.0 KiB
  1074. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  1075. Compacting texture/material tables...
  1076. Reduced 14 texinfos to 9
  1077. Reduced 7 texdatas to 6 (185 bytes to 132)
  1078. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1079. 0 seconds elapsed
  1080. 4 threads
  1081. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1082. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  1083. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  1084. 32 portalclusters
  1085. 70 numportals
  1086. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  1087. Total clusters visible: 1020
  1088. Average clusters visible: 31
  1089. Building PAS...
  1090. Average clusters audible: 32
  1091. visdatasize:516 compressed from 512
  1092. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1093. 0 seconds elapsed
  1094. [Reading texlights from 'lights.rad']
  1095. [2 texlights parsed from 'lights.rad']
  1096. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1097. 94 faces
  1098. 248016 square feet [35714308.00 square inches]
  1099. 0 Displacements
  1100. 0 Square Feet [0.00 Square Inches]
  1101. 94 patches before subdivision
  1102. 3558 patches after subdivision
  1103. 3 direct lights
  1104. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2743, max 185
  1105. transfer lists: 0.0 megs
  1106. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  1107. Build Patch/Sample Hash Table(s).....Done<0.0005 sec>
  1108. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  1109. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  1110. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  1111. Ready to Finish
  1112. Object names Objects/Maxobjs Memory / Maxmem Fullness
  1113. ------------ --------------- --------------- --------
  1114. models 2/1024 96/49152 ( 0.2%)
  1115. brushes 10/8192 120/98304 ( 0.1%)
  1116. brushsides 60/65536 480/524288 ( 0.1%)
  1117. planes 72/65536 1440/1310720 ( 0.1%)
  1118. vertexes 126/65536 1512/786432 ( 0.2%)
  1119. nodes 105/65536 3360/2097152 ( 0.2%)
  1120. texinfos 9/12288 648/884736 ( 0.1%)
  1121. texdata 6/2048 192/65536 ( 0.3%)
  1122. dispinfos 0/0 0/0 ( 0.0%)
  1123. disp_verts 0/0 0/0 ( 0.0%)
  1124. disp_tris 0/0 0/0 ( 0.0%)
  1125. disp_lmsamples 0/0 0/0 ( 0.0%)
  1126. faces 94/65536 5264/3670016 ( 0.1%)
  1127. hdr faces 0/65536 0/3670016 ( 0.0%)
  1128. origfaces 17/65536 952/3670016 ( 0.0%)
  1129. leaves 108/65536 3456/2097152 ( 0.2%)
  1130. leaffaces 102/65536 204/131072 ( 0.2%)
  1131. leafbrushes 61/65536 122/131072 ( 0.1%)
  1132. areas 2/256 16/2048 ( 0.8%)
  1133. surfedges 460/512000 1840/2048000 ( 0.1%)
  1134. edges 275/256000 1100/1024000 ( 0.1%)
  1135. LDR worldlights 3/8192 300/819200 ( 0.0%)
  1136. HDR worldlights 0/8192 0/819200 ( 0.0%)
  1137. leafwaterdata 1/32768 12/393216 ( 0.0%)
  1138. waterstrips 0/32768 0/327680 ( 0.0%)
  1139. waterverts 0/65536 0/786432 ( 0.0%)
  1140. waterindices 0/65536 0/131072 ( 0.0%)
  1141. cubemapsamples 1/1024 16/16384 ( 0.1%)
  1142. overlays 0/512 0/180224 ( 0.0%)
  1143. LDR lightdata [variable] 122768/0 ( 0.0%)
  1144. HDR lightdata [variable] 0/0 ( 0.0%)
  1145. visdata [variable] 516/16777216 ( 0.0%)
  1146. entdata [variable] 13343/393216 ( 3.4%)
  1147. LDR ambient table 108/65536 432/262144 ( 0.2%)
  1148. HDR ambient table 108/65536 432/262144 ( 0.2%)
  1149. LDR leaf ambient 219/65536 6132/1835008 ( 0.3%)
  1150. HDR leaf ambient 108/65536 3024/1835008 ( 0.2%)
  1151. occluders 0/0 0/0 ( 0.0%)
  1152. occluder polygons 0/0 0/0 ( 0.0%)
  1153. occluder vert ind 0/0 0/0 ( 0.0%)
  1154. Prop Hull Verts 0/0 0/0 ( 0.0%)
  1155. Prop Hull Blob 0/0 0/0 ( 0.0%)
  1156. Prop Hull Lists 0/0 0/0 ( 0.0%)
  1157. Prop Hulls 0/0 0/0 ( 0.0%)
  1158. Prop Hull trilist 0/0 0/0 ( 0.0%)
  1159. detail props [variable] 1/12 ( 8.3%)
  1160. static props [variable] 1/220 ( 0.5%)
  1161. pakfile [variable] 173819/0 ( 0.0%)
  1162. physics [variable] 4290/4194304 ( 0.1%)
  1163. physics terrain [variable] 2/1048576 ( 0.0%)
  1164. Level flags = 0
  1165. Total triangle count: 204
  1166. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1167. 0 seconds elapsed
  1168. [Reading texlights from 'lights.rad']
  1169. [2 texlights parsed from 'lights.rad']
  1170. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1171. 94 faces
  1172. 248016 square feet [35714308.00 square inches]
  1173. 0 Displacements
  1174. 0 Square Feet [0.00 Square Inches]
  1175. 94 patches before subdivision
  1176. 3558 patches after subdivision
  1177. 3 direct lights
  1178. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2743, max 185
  1179. transfer lists: 0.0 megs
  1180. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
  1181. Build Patch/Sample Hash Table(s).....Done<0.0006 sec>
  1182. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  1183. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  1184. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  1185. Ready to Finish
  1186. Object names Objects/Maxobjs Memory / Maxmem Fullness
  1187. ------------ --------------- --------------- --------
  1188. models 2/1024 96/49152 ( 0.2%)
  1189. brushes 10/8192 120/98304 ( 0.1%)
  1190. brushsides 60/65536 480/524288 ( 0.1%)
  1191. planes 72/65536 1440/1310720 ( 0.1%)
  1192. vertexes 126/65536 1512/786432 ( 0.2%)
  1193. nodes 105/65536 3360/2097152 ( 0.2%)
  1194. texinfos 9/12288 648/884736 ( 0.1%)
  1195. texdata 6/2048 192/65536 ( 0.3%)
  1196. dispinfos 0/0 0/0 ( 0.0%)
  1197. disp_verts 0/0 0/0 ( 0.0%)
  1198. disp_tris 0/0 0/0 ( 0.0%)
  1199. disp_lmsamples 0/0 0/0 ( 0.0%)
  1200. faces 94/65536 5264/3670016 ( 0.1%)
  1201. hdr faces 94/65536 5264/3670016 ( 0.1%)
  1202. origfaces 17/65536 952/3670016 ( 0.0%)
  1203. leaves 108/65536 3456/2097152 ( 0.2%)
  1204. leaffaces 102/65536 204/131072 ( 0.2%)
  1205. leafbrushes 61/65536 122/131072 ( 0.1%)
  1206. areas 2/256 16/2048 ( 0.8%)
  1207. surfedges 460/512000 1840/2048000 ( 0.1%)
  1208. edges 275/256000 1100/1024000 ( 0.1%)
  1209. LDR worldlights 3/8192 300/819200 ( 0.0%)
  1210. HDR worldlights 3/8192 300/819200 ( 0.0%)
  1211. leafwaterdata 1/32768 12/393216 ( 0.0%)
  1212. waterstrips 0/32768 0/327680 ( 0.0%)
  1213. waterverts 0/65536 0/786432 ( 0.0%)
  1214. waterindices 0/65536 0/131072 ( 0.0%)
  1215. cubemapsamples 1/1024 16/16384 ( 0.1%)
  1216. overlays 0/512 0/180224 ( 0.0%)
  1217. LDR lightdata [variable] 122768/0 ( 0.0%)
  1218. HDR lightdata [variable] 122768/0 ( 0.0%)
  1219. visdata [variable] 516/16777216 ( 0.0%)
  1220. entdata [variable] 13343/393216 ( 3.4%)
  1221. LDR ambient table 108/65536 432/262144 ( 0.2%)
  1222. HDR ambient table 108/65536 432/262144 ( 0.2%)
  1223. LDR leaf ambient 219/65536 6132/1835008 ( 0.3%)
  1224. HDR leaf ambient 213/65536 5964/1835008 ( 0.3%)
  1225. occluders 0/0 0/0 ( 0.0%)
  1226. occluder polygons 0/0 0/0 ( 0.0%)
  1227. occluder vert ind 0/0 0/0 ( 0.0%)
  1228. Prop Hull Verts 0/0 0/0 ( 0.0%)
  1229. Prop Hull Blob 0/0 0/0 ( 0.0%)
  1230. Prop Hull Lists 0/0 0/0 ( 0.0%)
  1231. Prop Hulls 0/0 0/0 ( 0.0%)
  1232. Prop Hull trilist 0/0 0/0 ( 0.0%)
  1233. detail props [variable] 1/12 ( 8.3%)
  1234. static props [variable] 1/220 ( 0.5%)
  1235. pakfile [variable] 173819/0 ( 0.0%)
  1236. physics [variable] 4290/4194304 ( 0.1%)
  1237. physics terrain [variable] 2/1048576 ( 0.0%)
  1238. Level flags = 0
  1239. Total triangle count: 204
  1240. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1241. 0 seconds elapsed
  1242. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  1243. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  1244. fixing up env_cubemap materials on brush sides...
  1245. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  1246. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  1247. done (0)
  1248. FixTjuncs...
  1249. PruneNodes...
  1250. WriteBSP...
  1251. done (0)
  1252. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  1253. done (0)
  1254. Finding displacement neighbors...
  1255. Finding lightmap sample positions...
  1256. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  1257. Building Physics collision data...
  1258. done (0) (3481 bytes)
  1259. Cannot build Physics2 data
  1260. -----------
  1261. DataLinker total stream size 0.0 KiB
  1262. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  1263. Compacting texture/material tables...
  1264. Reduced 15 texinfos to 10
  1265. Reduced 7 texdatas to 6 (185 bytes to 132)
  1266. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1267. 0 seconds elapsed
  1268. 4 threads
  1269. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1270. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  1271. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  1272. 32 portalclusters
  1273. 84 numportals
  1274. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  1275. Total clusters visible: 1024
  1276. Average clusters visible: 32
  1277. Building PAS...
  1278. Average clusters audible: 32
  1279. visdatasize:516 compressed from 512
  1280. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1281. 0 seconds elapsed
  1282. [Reading texlights from 'lights.rad']
  1283. [2 texlights parsed from 'lights.rad']
  1284. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1285. 81 faces
  1286. 252463 square feet [36354680.00 square inches]
  1287. 3 Displacements
  1288. 15957 Square Feet [2297866.50 Square Inches]
  1289. 81 patches before subdivision
  1290. 2851 patches after subdivision
  1291. 3 direct lights
  1292. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 22159, max 163
  1293. transfer lists: 0.2 megs
  1294. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(42, 49, 22)
  1295. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(6, 7, 3)
  1296. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(2, 2, 0)
  1297. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(0, 0, 0)
  1298. Build Patch/Sample Hash Table(s).....Done<0.0007 sec>
  1299. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  1300. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  1301. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  1302. Ready to Finish
  1303. Object names Objects/Maxobjs Memory / Maxmem Fullness
  1304. ------------ --------------- --------------- --------
  1305. models 2/1024 96/49152 ( 0.2%)
  1306. brushes 8/8192 96/98304 ( 0.1%)
  1307. brushsides 48/65536 384/524288 ( 0.1%)
  1308. planes 80/65536 1600/1310720 ( 0.1%)
  1309. vertexes 112/65536 1344/786432 ( 0.2%)
  1310. nodes 97/65536 3104/2097152 ( 0.1%)
  1311. texinfos 10/12288 720/884736 ( 0.1%)
  1312. texdata 6/2048 192/65536 ( 0.3%)
  1313. dispinfos 3/0 528/0 ( 0.0%)
  1314. disp_verts 867/0 17340/0 ( 0.0%)
  1315. disp_tris 1536/0 3072/0 ( 0.0%)
  1316. disp_lmsamples 43484/0 43484/0 ( 0.0%)
  1317. faces 81/65536 4536/3670016 ( 0.1%)
  1318. hdr faces 0/65536 0/3670016 ( 0.0%)
  1319. origfaces 17/65536 952/3670016 ( 0.0%)
  1320. leaves 100/65536 3200/2097152 ( 0.2%)
  1321. leaffaces 86/65536 172/131072 ( 0.1%)
  1322. leafbrushes 53/65536 106/131072 ( 0.1%)
  1323. areas 2/256 16/2048 ( 0.8%)
  1324. surfedges 392/512000 1568/2048000 ( 0.1%)
  1325. edges 235/256000 940/1024000 ( 0.1%)
  1326. LDR worldlights 3/8192 300/819200 ( 0.0%)
  1327. HDR worldlights 0/8192 0/819200 ( 0.0%)
  1328. leafwaterdata 1/32768 12/393216 ( 0.0%)
  1329. waterstrips 0/32768 0/327680 ( 0.0%)
  1330. waterverts 0/65536 0/786432 ( 0.0%)
  1331. waterindices 0/65536 0/131072 ( 0.0%)
  1332. cubemapsamples 1/1024 16/16384 ( 0.1%)
  1333. overlays 0/512 0/180224 ( 0.0%)
  1334. LDR lightdata [variable] 194380/0 ( 0.0%)
  1335. HDR lightdata [variable] 0/0 ( 0.0%)
  1336. visdata [variable] 516/16777216 ( 0.0%)
  1337. entdata [variable] 1449/393216 ( 0.4%)
  1338. LDR ambient table 100/65536 400/262144 ( 0.2%)
  1339. HDR ambient table 100/65536 400/262144 ( 0.2%)
  1340. LDR leaf ambient 231/65536 6468/1835008 ( 0.4%)
  1341. HDR leaf ambient 100/65536 2800/1835008 ( 0.2%)
  1342. occluders 0/0 0/0 ( 0.0%)
  1343. occluder polygons 0/0 0/0 ( 0.0%)
  1344. occluder vert ind 0/0 0/0 ( 0.0%)
  1345. Prop Hull Verts 0/0 0/0 ( 0.0%)
  1346. Prop Hull Blob 0/0 0/0 ( 0.0%)
  1347. Prop Hull Lists 0/0 0/0 ( 0.0%)
  1348. Prop Hulls 0/0 0/0 ( 0.0%)
  1349. Prop Hull trilist 0/0 0/0 ( 0.0%)
  1350. detail props [variable] 1/12 ( 8.3%)
  1351. static props [variable] 1/226 ( 0.4%)
  1352. pakfile [variable] 173819/0 ( 0.0%)
  1353. physics [variable] 3481/4194304 ( 0.1%)
  1354. physics terrain [variable] 1100/1048576 ( 0.1%)
  1355. Level flags = 0
  1356. Total triangle count: 162
  1357. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1358. 1 second elapsed
  1359. [Reading texlights from 'lights.rad']
  1360. [2 texlights parsed from 'lights.rad']
  1361. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1362. 81 faces
  1363. 252463 square feet [36354680.00 square inches]
  1364. 3 Displacements
  1365. 15957 Square Feet [2297866.50 Square Inches]
  1366. 81 patches before subdivision
  1367. 2851 patches after subdivision
  1368. 3 direct lights
  1369. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 22159, max 163
  1370. transfer lists: 0.2 megs
  1371. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(24, 28, 11)
  1372. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(4, 4, 2)
  1373. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1, 1, 0)
  1374. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(0, 0, 0)
  1375. Build Patch/Sample Hash Table(s).....Done<0.0007 sec>
  1376. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  1377. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  1378. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  1379. Ready to Finish
  1380. Object names Objects/Maxobjs Memory / Maxmem Fullness
  1381. ------------ --------------- --------------- --------
  1382. models 2/1024 96/49152 ( 0.2%)
  1383. brushes 8/8192 96/98304 ( 0.1%)
  1384. brushsides 48/65536 384/524288 ( 0.1%)
  1385. planes 80/65536 1600/1310720 ( 0.1%)
  1386. vertexes 112/65536 1344/786432 ( 0.2%)
  1387. nodes 97/65536 3104/2097152 ( 0.1%)
  1388. texinfos 10/12288 720/884736 ( 0.1%)
  1389. texdata 6/2048 192/65536 ( 0.3%)
  1390. dispinfos 3/0 528/0 ( 0.0%)
  1391. disp_verts 867/0 17340/0 ( 0.0%)
  1392. disp_tris 1536/0 3072/0 ( 0.0%)
  1393. disp_lmsamples 43484/0 43484/0 ( 0.0%)
  1394. faces 81/65536 4536/3670016 ( 0.1%)
  1395. hdr faces 81/65536 4536/3670016 ( 0.1%)
  1396. origfaces 17/65536 952/3670016 ( 0.0%)
  1397. leaves 100/65536 3200/2097152 ( 0.2%)
  1398. leaffaces 86/65536 172/131072 ( 0.1%)
  1399. leafbrushes 53/65536 106/131072 ( 0.1%)
  1400. areas 2/256 16/2048 ( 0.8%)
  1401. surfedges 392/512000 1568/2048000 ( 0.1%)
  1402. edges 235/256000 940/1024000 ( 0.1%)
  1403. LDR worldlights 3/8192 300/819200 ( 0.0%)
  1404. HDR worldlights 3/8192 300/819200 ( 0.0%)
  1405. leafwaterdata 1/32768 12/393216 ( 0.0%)
  1406. waterstrips 0/32768 0/327680 ( 0.0%)
  1407. waterverts 0/65536 0/786432 ( 0.0%)
  1408. waterindices 0/65536 0/131072 ( 0.0%)
  1409. cubemapsamples 1/1024 16/16384 ( 0.1%)
  1410. overlays 0/512 0/180224 ( 0.0%)
  1411. LDR lightdata [variable] 194380/0 ( 0.0%)
  1412. HDR lightdata [variable] 194380/0 ( 0.0%)
  1413. visdata [variable] 516/16777216 ( 0.0%)
  1414. entdata [variable] 1449/393216 ( 0.4%)
  1415. LDR ambient table 100/65536 400/262144 ( 0.2%)
  1416. HDR ambient table 100/65536 400/262144 ( 0.2%)
  1417. LDR leaf ambient 231/65536 6468/1835008 ( 0.4%)
  1418. HDR leaf ambient 240/65536 6720/1835008 ( 0.4%)
  1419. occluders 0/0 0/0 ( 0.0%)
  1420. occluder polygons 0/0 0/0 ( 0.0%)
  1421. occluder vert ind 0/0 0/0 ( 0.0%)
  1422. Prop Hull Verts 0/0 0/0 ( 0.0%)
  1423. Prop Hull Blob 0/0 0/0 ( 0.0%)
  1424. Prop Hull Lists 0/0 0/0 ( 0.0%)
  1425. Prop Hulls 0/0 0/0 ( 0.0%)
  1426. Prop Hull trilist 0/0 0/0 ( 0.0%)
  1427. detail props [variable] 1/12 ( 8.3%)
  1428. static props [variable] 1/226 ( 0.4%)
  1429. pakfile [variable] 173819/0 ( 0.0%)
  1430. physics [variable] 3481/4194304 ( 0.1%)
  1431. physics terrain [variable] 1100/1048576 ( 0.1%)
  1432. Level flags = 0
  1433. Total triangle count: 162
  1434. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1435. 1 second elapsed
  1436. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  1437. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  1438. fixing up env_cubemap materials on brush sides...
  1439. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  1440. Building Faces...done (0)
  1441. FixTjuncs...
  1442. PruneNodes...
  1443. WriteBSP...
  1444. done (0)
  1445. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  1446. done (0)
  1447. Finding displacement neighbors...
  1448. Finding lightmap sample positions...
  1449. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  1450. Building Physics collision data...
  1451. done (0) (3595 bytes)
  1452. Cannot build Physics2 data
  1453. -----------
  1454. DataLinker total stream size 0.0 KiB
  1455. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  1456. Compacting texture/material tables...
  1457. Reduced 16 texinfos to 10
  1458. Reduced 6 texdatas to 6 (141 bytes to 141)
  1459. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1460. 0 seconds elapsed
  1461. 4 threads
  1462. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1463. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  1464. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  1465. 28 portalclusters
  1466. 57 numportals
  1467. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  1468. Total clusters visible: 768
  1469. Average clusters visible: 27
  1470. Building PAS...
  1471. Average clusters audible: 28
  1472. visdatasize:452 compressed from 448
  1473. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1474. 0 seconds elapsed
  1475. [Reading texlights from 'lights.rad']
  1476. [2 texlights parsed from 'lights.rad']
  1477. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1478. 87 faces
  1479. 342460 square feet [49314336.00 square inches]
  1480. 3 Displacements
  1481. 15957 Square Feet [2297866.50 Square Inches]
  1482. 87 patches before subdivision
  1483. 1849 patches after subdivision
  1484. 3 direct lights
  1485. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 43825, max 114
  1486. transfer lists: 0.3 megs
  1487. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(21, 26, 11)
  1488. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1, 2, 1)
  1489. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(0, 0, 0)
  1490. Build Patch/Sample Hash Table(s).....Done<0.0006 sec>
  1491. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  1492. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  1493. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  1494. Ready to Finish
  1495. Object names Objects/Maxobjs Memory / Maxmem Fullness
  1496. ------------ --------------- --------------- --------
  1497. models 2/1024 96/49152 ( 0.2%)
  1498. brushes 9/8192 108/98304 ( 0.1%)
  1499. brushsides 54/65536 432/524288 ( 0.1%)
  1500. planes 84/65536 1680/1310720 ( 0.1%)
  1501. vertexes 142/65536 1704/786432 ( 0.2%)
  1502. nodes 97/65536 3104/2097152 ( 0.1%)
  1503. texinfos 10/12288 720/884736 ( 0.1%)
  1504. texdata 6/2048 192/65536 ( 0.3%)
  1505. dispinfos 3/0 528/0 ( 0.0%)
  1506. disp_verts 867/0 17340/0 ( 0.0%)
  1507. disp_tris 1536/0 3072/0 ( 0.0%)
  1508. disp_lmsamples 43484/0 43484/0 ( 0.0%)
  1509. faces 87/65536 4872/3670016 ( 0.1%)
  1510. hdr faces 0/65536 0/3670016 ( 0.0%)
  1511. origfaces 17/65536 952/3670016 ( 0.0%)
  1512. leaves 100/65536 3200/2097152 ( 0.2%)
  1513. leaffaces 96/65536 192/131072 ( 0.1%)
  1514. leafbrushes 59/65536 118/131072 ( 0.1%)
  1515. areas 2/256 16/2048 ( 0.8%)
  1516. surfedges 438/512000 1752/2048000 ( 0.1%)
  1517. edges 255/256000 1020/1024000 ( 0.1%)
  1518. LDR worldlights 3/8192 300/819200 ( 0.0%)
  1519. HDR worldlights 0/8192 0/819200 ( 0.0%)
  1520. leafwaterdata 0/32768 0/393216 ( 0.0%)
  1521. waterstrips 0/32768 0/327680 ( 0.0%)
  1522. waterverts 0/65536 0/786432 ( 0.0%)
  1523. waterindices 0/65536 0/131072 ( 0.0%)
  1524. cubemapsamples 1/1024 16/16384 ( 0.1%)
  1525. overlays 0/512 0/180224 ( 0.0%)
  1526. LDR lightdata [variable] 177956/0 ( 0.0%)
  1527. HDR lightdata [variable] 0/0 ( 0.0%)
  1528. visdata [variable] 452/16777216 ( 0.0%)
  1529. entdata [variable] 1450/393216 ( 0.4%)
  1530. LDR ambient table 100/65536 400/262144 ( 0.2%)
  1531. HDR ambient table 100/65536 400/262144 ( 0.2%)
  1532. LDR leaf ambient 215/65536 6020/1835008 ( 0.3%)
  1533. HDR leaf ambient 100/65536 2800/1835008 ( 0.2%)
  1534. occluders 0/0 0/0 ( 0.0%)
  1535. occluder polygons 0/0 0/0 ( 0.0%)
  1536. occluder vert ind 0/0 0/0 ( 0.0%)
  1537. Prop Hull Verts 0/0 0/0 ( 0.0%)
  1538. Prop Hull Blob 0/0 0/0 ( 0.0%)
  1539. Prop Hull Lists 0/0 0/0 ( 0.0%)
  1540. Prop Hulls 0/0 0/0 ( 0.0%)
  1541. Prop Hull trilist 0/0 0/0 ( 0.0%)
  1542. detail props [variable] 1/12 ( 8.3%)
  1543. static props [variable] 1/218 ( 0.5%)
  1544. pakfile [variable] 173506/0 ( 0.0%)
  1545. physics [variable] 3595/4194304 ( 0.1%)
  1546. physics terrain [variable] 1128/1048576 ( 0.1%)
  1547. Level flags = 0
  1548. Total triangle count: 196
  1549. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1550. 0 seconds elapsed
  1551. [Reading texlights from 'lights.rad']
  1552. [2 texlights parsed from 'lights.rad']
  1553. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1554. 87 faces
  1555. 342460 square feet [49314336.00 square inches]
  1556. 3 Displacements
  1557. 15957 Square Feet [2297866.50 Square Inches]
  1558. 87 patches before subdivision
  1559. 1849 patches after subdivision
  1560. 3 direct lights
  1561. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 43825, max 114
  1562. transfer lists: 0.3 megs
  1563. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(10, 11, 5)
  1564. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1, 1, 0)
  1565. Build Patch/Sample Hash Table(s).....Done<0.0006 sec>
  1566. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  1567. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  1568. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  1569. Ready to Finish
  1570. Object names Objects/Maxobjs Memory / Maxmem Fullness
  1571. ------------ --------------- --------------- --------
  1572. models 2/1024 96/49152 ( 0.2%)
  1573. brushes 9/8192 108/98304 ( 0.1%)
  1574. brushsides 54/65536 432/524288 ( 0.1%)
  1575. planes 84/65536 1680/1310720 ( 0.1%)
  1576. vertexes 142/65536 1704/786432 ( 0.2%)
  1577. nodes 97/65536 3104/2097152 ( 0.1%)
  1578. texinfos 10/12288 720/884736 ( 0.1%)
  1579. texdata 6/2048 192/65536 ( 0.3%)
  1580. dispinfos 3/0 528/0 ( 0.0%)
  1581. disp_verts 867/0 17340/0 ( 0.0%)
  1582. disp_tris 1536/0 3072/0 ( 0.0%)
  1583. disp_lmsamples 43484/0 43484/0 ( 0.0%)
  1584. faces 87/65536 4872/3670016 ( 0.1%)
  1585. hdr faces 87/65536 4872/3670016 ( 0.1%)
  1586. origfaces 17/65536 952/3670016 ( 0.0%)
  1587. leaves 100/65536 3200/2097152 ( 0.2%)
  1588. leaffaces 96/65536 192/131072 ( 0.1%)
  1589. leafbrushes 59/65536 118/131072 ( 0.1%)
  1590. areas 2/256 16/2048 ( 0.8%)
  1591. surfedges 438/512000 1752/2048000 ( 0.1%)
  1592. edges 255/256000 1020/1024000 ( 0.1%)
  1593. LDR worldlights 3/8192 300/819200 ( 0.0%)
  1594. HDR worldlights 3/8192 300/819200 ( 0.0%)
  1595. leafwaterdata 0/32768 0/393216 ( 0.0%)
  1596. waterstrips 0/32768 0/327680 ( 0.0%)
  1597. waterverts 0/65536 0/786432 ( 0.0%)
  1598. waterindices 0/65536 0/131072 ( 0.0%)
  1599. cubemapsamples 1/1024 16/16384 ( 0.1%)
  1600. overlays 0/512 0/180224 ( 0.0%)
  1601. LDR lightdata [variable] 177956/0 ( 0.0%)
  1602. HDR lightdata [variable] 177956/0 ( 0.0%)
  1603. visdata [variable] 452/16777216 ( 0.0%)
  1604. entdata [variable] 1450/393216 ( 0.4%)
  1605. LDR ambient table 100/65536 400/262144 ( 0.2%)
  1606. HDR ambient table 100/65536 400/262144 ( 0.2%)
  1607. LDR leaf ambient 215/65536 6020/1835008 ( 0.3%)
  1608. HDR leaf ambient 214/65536 5992/1835008 ( 0.3%)
  1609. occluders 0/0 0/0 ( 0.0%)
  1610. occluder polygons 0/0 0/0 ( 0.0%)
  1611. occluder vert ind 0/0 0/0 ( 0.0%)
  1612. Prop Hull Verts 0/0 0/0 ( 0.0%)
  1613. Prop Hull Blob 0/0 0/0 ( 0.0%)
  1614. Prop Hull Lists 0/0 0/0 ( 0.0%)
  1615. Prop Hulls 0/0 0/0 ( 0.0%)
  1616. Prop Hull trilist 0/0 0/0 ( 0.0%)
  1617. detail props [variable] 1/12 ( 8.3%)
  1618. static props [variable] 1/218 ( 0.5%)
  1619. pakfile [variable] 173506/0 ( 0.0%)
  1620. physics [variable] 3595/4194304 ( 0.1%)
  1621. physics terrain [variable] 1128/1048576 ( 0.1%)
  1622. Level flags = 0
  1623. Total triangle count: 196
  1624. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1625. 0 seconds elapsed
  1626. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  1627. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  1628. fixing up env_cubemap materials on brush sides...
  1629. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  1630. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  1631. done (0)
  1632. FixTjuncs...
  1633. PruneNodes...
  1634. WriteBSP...
  1635. done (0)
  1636. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  1637. done (0)
  1638. Finding displacement neighbors...
  1639. Finding lightmap sample positions...
  1640. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  1641. Building Physics collision data...
  1642. done (0) (6304 bytes)
  1643. Cannot build Physics2 data
  1644. -----------
  1645. DataLinker total stream size 0.0 KiB
  1646. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  1647. Compacting texture/material tables...
  1648. Reduced 22 texinfos to 15
  1649. Reduced 12 texdatas to 11 (330 bytes to 277)
  1650. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1651. 0 seconds elapsed
  1652. 4 threads
  1653. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1654. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  1655. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  1656. 74 portalclusters
  1657. 205 numportals
  1658. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  1659. Total clusters visible: 4268
  1660. Average clusters visible: 57
  1661. Building PAS...
  1662. Average clusters audible: 74
  1663. visdatasize:2090 compressed from 2368
  1664. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1665. 0 seconds elapsed
  1666. [Reading texlights from 'lights.rad']
  1667. [2 texlights parsed from 'lights.rad']
  1668. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1669. 143 faces
  1670. 212842 square feet [30649294.00 square inches]
  1671. 3 Displacements
  1672. 31826 Square Feet [4583060.50 Square Inches]
  1673. 143 patches before subdivision
  1674. 6833 patches after subdivision
  1675. 3 direct lights
  1676. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 191266, max 330
  1677. transfer lists: 1.5 megs
  1678. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(47, 63, 34)
  1679. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(4, 5, 3)
  1680. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(0, 0, 0)
  1681. Build Patch/Sample Hash Table(s).....Done<0.0016 sec>
  1682. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  1683. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  1684. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  1685. Ready to Finish
  1686. Object names Objects/Maxobjs Memory / Maxmem Fullness
  1687. ------------ --------------- --------------- --------
  1688. models 1/1024 48/49152 ( 0.1%)
  1689. brushes 15/8192 180/98304 ( 0.2%)
  1690. brushsides 90/65536 720/524288 ( 0.1%)
  1691. planes 80/65536 1600/1310720 ( 0.1%)
  1692. vertexes 223/65536 2676/786432 ( 0.3%)
  1693. nodes 153/65536 4896/2097152 ( 0.2%)
  1694. texinfos 15/12288 1080/884736 ( 0.1%)
  1695. texdata 11/2048 352/65536 ( 0.5%)
  1696. dispinfos 3/0 528/0 ( 0.0%)
  1697. disp_verts 867/0 17340/0 ( 0.0%)
  1698. disp_tris 1536/0 3072/0 ( 0.0%)
  1699. disp_lmsamples 67010/0 67010/0 ( 0.0%)
  1700. faces 143/65536 8008/3670016 ( 0.2%)
  1701. hdr faces 0/65536 0/3670016 ( 0.0%)
  1702. origfaces 23/65536 1288/3670016 ( 0.0%)
  1703. leaves 155/65536 4960/2097152 ( 0.2%)
  1704. leaffaces 162/65536 324/131072 ( 0.2%)
  1705. leafbrushes 90/65536 180/131072 ( 0.1%)
  1706. areas 2/256 16/2048 ( 0.8%)
  1707. surfedges 725/512000 2900/2048000 ( 0.1%)
  1708. edges 456/256000 1824/1024000 ( 0.2%)
  1709. LDR worldlights 3/8192 300/819200 ( 0.0%)
  1710. HDR worldlights 0/8192 0/819200 ( 0.0%)
  1711. leafwaterdata 1/32768 12/393216 ( 0.0%)
  1712. waterstrips 3/32768 30/327680 ( 0.0%)
  1713. waterverts 0/65536 0/786432 ( 0.0%)
  1714. waterindices 36/65536 72/131072 ( 0.1%)
  1715. cubemapsamples 1/1024 16/16384 ( 0.1%)
  1716. overlays 0/512 0/180224 ( 0.0%)
  1717. LDR lightdata [variable] 347824/0 ( 0.0%)
  1718. HDR lightdata [variable] 0/0 ( 0.0%)
  1719. visdata [variable] 2090/16777216 ( 0.0%)
  1720. entdata [variable] 1271/393216 ( 0.3%)
  1721. LDR ambient table 155/65536 620/262144 ( 0.2%)
  1722. HDR ambient table 155/65536 620/262144 ( 0.2%)
  1723. LDR leaf ambient 680/65536 19040/1835008 ( 1.0%)
  1724. HDR leaf ambient 155/65536 4340/1835008 ( 0.2%)
  1725. occluders 0/0 0/0 ( 0.0%)
  1726. occluder polygons 0/0 0/0 ( 0.0%)
  1727. occluder vert ind 0/0 0/0 ( 0.0%)
  1728. Prop Hull Verts 0/0 0/0 ( 0.0%)
  1729. Prop Hull Blob 0/0 0/0 ( 0.0%)
  1730. Prop Hull Lists 0/0 0/0 ( 0.0%)
  1731. Prop Hulls 0/0 0/0 ( 0.0%)
  1732. Prop Hull trilist 0/0 0/0 ( 0.0%)
  1733. detail props [variable] 1/12 ( 8.3%)
  1734. static props [variable] 1/218 ( 0.5%)
  1735. pakfile [variable] 173819/0 ( 0.0%)
  1736. physics [variable] 6304/4194304 ( 0.2%)
  1737. physics terrain [variable] 1128/1048576 ( 0.1%)
  1738. Level flags = 0
  1739. Total triangle count: 347
  1740. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1741. 1 second elapsed
  1742. [Reading texlights from 'lights.rad']
  1743. [2 texlights parsed from 'lights.rad']
  1744. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1745. 143 faces
  1746. 212842 square feet [30649294.00 square inches]
  1747. 3 Displacements
  1748. 31826 Square Feet [4583060.50 Square Inches]
  1749. 143 patches before subdivision
  1750. 6833 patches after subdivision
  1751. 3 direct lights
  1752. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 191266, max 330
  1753. transfer lists: 1.5 megs
  1754. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(22, 26, 13)
  1755. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(2, 2, 1)
  1756. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(0, 0, 0)
  1757. Build Patch/Sample Hash Table(s).....Done<0.0015 sec>
  1758. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  1759. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  1760. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  1761. Ready to Finish
  1762. Object names Objects/Maxobjs Memory / Maxmem Fullness
  1763. ------------ --------------- --------------- --------
  1764. models 1/1024 48/49152 ( 0.1%)
  1765. brushes 15/8192 180/98304 ( 0.2%)
  1766. brushsides 90/65536 720/524288 ( 0.1%)
  1767. planes 80/65536 1600/1310720 ( 0.1%)
  1768. vertexes 223/65536 2676/786432 ( 0.3%)
  1769. nodes 153/65536 4896/2097152 ( 0.2%)
  1770. texinfos 15/12288 1080/884736 ( 0.1%)
  1771. texdata 11/2048 352/65536 ( 0.5%)
  1772. dispinfos 3/0 528/0 ( 0.0%)
  1773. disp_verts 867/0 17340/0 ( 0.0%)
  1774. disp_tris 1536/0 3072/0 ( 0.0%)
  1775. disp_lmsamples 67010/0 67010/0 ( 0.0%)
  1776. faces 143/65536 8008/3670016 ( 0.2%)
  1777. hdr faces 143/65536 8008/3670016 ( 0.2%)
  1778. origfaces 23/65536 1288/3670016 ( 0.0%)
  1779. leaves 155/65536 4960/2097152 ( 0.2%)
  1780. leaffaces 162/65536 324/131072 ( 0.2%)
  1781. leafbrushes 90/65536 180/131072 ( 0.1%)
  1782. areas 2/256 16/2048 ( 0.8%)
  1783. surfedges 725/512000 2900/2048000 ( 0.1%)
  1784. edges 456/256000 1824/1024000 ( 0.2%)
  1785. LDR worldlights 3/8192 300/819200 ( 0.0%)
  1786. HDR worldlights 3/8192 300/819200 ( 0.0%)
  1787. leafwaterdata 1/32768 12/393216 ( 0.0%)
  1788. waterstrips 3/32768 30/327680 ( 0.0%)
  1789. waterverts 0/65536 0/786432 ( 0.0%)
  1790. waterindices 36/65536 72/131072 ( 0.1%)
  1791. cubemapsamples 1/1024 16/16384 ( 0.1%)
  1792. overlays 0/512 0/180224 ( 0.0%)
  1793. LDR lightdata [variable] 347824/0 ( 0.0%)
  1794. HDR lightdata [variable] 347824/0 ( 0.0%)
  1795. visdata [variable] 2090/16777216 ( 0.0%)
  1796. entdata [variable] 1271/393216 ( 0.3%)
  1797. LDR ambient table 155/65536 620/262144 ( 0.2%)
  1798. HDR ambient table 155/65536 620/262144 ( 0.2%)
  1799. LDR leaf ambient 680/65536 19040/1835008 ( 1.0%)
  1800. HDR leaf ambient 681/65536 19068/1835008 ( 1.0%)
  1801. occluders 0/0 0/0 ( 0.0%)
  1802. occluder polygons 0/0 0/0 ( 0.0%)
  1803. occluder vert ind 0/0 0/0 ( 0.0%)
  1804. Prop Hull Verts 0/0 0/0 ( 0.0%)
  1805. Prop Hull Blob 0/0 0/0 ( 0.0%)
  1806. Prop Hull Lists 0/0 0/0 ( 0.0%)
  1807. Prop Hulls 0/0 0/0 ( 0.0%)
  1808. Prop Hull trilist 0/0 0/0 ( 0.0%)
  1809. detail props [variable] 1/12 ( 8.3%)
  1810. static props [variable] 1/218 ( 0.5%)
  1811. pakfile [variable] 173819/0 ( 0.0%)
  1812. physics [variable] 6304/4194304 ( 0.2%)
  1813. physics terrain [variable] 1128/1048576 ( 0.1%)
  1814. Level flags = 0
  1815. Total triangle count: 347
  1816. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1817. 1 second elapsed
  1818. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  1819. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  1820. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  1821. fixing up env_cubemap materials on brush sides...
  1822. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  1823. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  1824. done (0)
  1825. FixTjuncs...
  1826. PruneNodes...
  1827. WriteBSP...
  1828. done (0)
  1829. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  1830. done (0)
  1831. Finding displacement neighbors...
  1832. Finding lightmap sample positions...
  1833. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  1834. Building Physics collision data...
  1835. done (0) (13888 bytes)
  1836. Cannot build Physics2 data
  1837. -----------
  1838. DataLinker total stream size 0.0 KiB
  1839. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  1840. Compacting texture/material tables...
  1841. Reduced 81 texinfos to 36
  1842. Reduced 20 texdatas to 15 (727 bytes to 527)
  1843. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1844. 0 seconds elapsed
  1845. 4 threads
  1846. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1847. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  1848. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  1849. 154 portalclusters
  1850. 395 numportals
  1851. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 25 visible clusters (0.00%)
  1852. Total clusters visible: 16267
  1853. Average clusters visible: 105
  1854. Building PAS...
  1855. Average clusters audible: 154
  1856. visdatasize:7509 compressed from 7392
  1857. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1858. 0 seconds elapsed
  1859. [Reading texlights from 'lights.rad']
  1860. [2 texlights parsed from 'lights.rad']
  1861. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1862. 468 faces
  1863. 372381 square feet [53622996.00 square inches]
  1864. 3 Displacements
  1865. 38577 Square Feet [5555214.00 Square Inches]
  1866. 468 patches before subdivision
  1867. 15508 patches after subdivision
  1868. 3 direct lights
  1869. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 633564, max 509
  1870. transfer lists: 4.8 megs
  1871. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(204, 271, 225)
  1872. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(22, 29, 24)
  1873. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(2, 3, 2)
  1874. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(0, 0, 0)
  1875. Build Patch/Sample Hash Table(s).....Done<0.0036 sec>
  1876. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  1877. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  1878. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  1879. Ready to Finish
  1880. Object names Objects/Maxobjs Memory / Maxmem Fullness
  1881. ------------ --------------- --------------- --------
  1882. models 1/1024 48/49152 ( 0.1%)
  1883. brushes 35/8192 420/98304 ( 0.4%)
  1884. brushsides 210/65536 1680/524288 ( 0.3%)
  1885. planes 134/65536 2680/1310720 ( 0.2%)
  1886. vertexes 714/65536 8568/786432 ( 1.1%)
  1887. nodes 319/65536 10208/2097152 ( 0.5%)
  1888. texinfos 36/12288 2592/884736 ( 0.3%)
  1889. texdata 15/2048 480/65536 ( 0.7%)
  1890. dispinfos 3/0 528/0 ( 0.0%)
  1891. disp_verts 867/0 17340/0 ( 0.0%)
  1892. disp_tris 1536/0 3072/0 ( 0.0%)
  1893. disp_lmsamples 80739/0 80739/0 ( 0.0%)
  1894. faces 468/65536 26208/3670016 ( 0.7%)
  1895. hdr faces 0/65536 0/3670016 ( 0.0%)
  1896. origfaces 54/65536 3024/3670016 ( 0.1%)
  1897. leaves 321/65536 10272/2097152 ( 0.5%)
  1898. leaffaces 517/65536 1034/131072 ( 0.8%)
  1899. leafbrushes 226/65536 452/131072 ( 0.3%)
  1900. areas 2/256 16/2048 ( 0.8%)
  1901. surfedges 2244/512000 8976/2048000 ( 0.4%)
  1902. edges 1342/256000 5368/1024000 ( 0.5%)
  1903. LDR worldlights 3/8192 300/819200 ( 0.0%)
  1904. HDR worldlights 0/8192 0/819200 ( 0.0%)
  1905. leafwaterdata 1/32768 12/393216 ( 0.0%)
  1906. waterstrips 16/32768 160/327680 ( 0.0%)
  1907. waterverts 0/65536 0/786432 ( 0.0%)
  1908. waterindices 225/65536 450/131072 ( 0.3%)
  1909. cubemapsamples 1/1024 16/16384 ( 0.1%)
  1910. overlays 0/512 0/180224 ( 0.0%)
  1911. LDR lightdata [variable] 825532/0 ( 0.0%)
  1912. HDR lightdata [variable] 0/0 ( 0.0%)
  1913. visdata [variable] 7509/16777216 ( 0.0%)
  1914. entdata [variable] 1271/393216 ( 0.3%)
  1915. LDR ambient table 321/65536 1284/262144 ( 0.5%)
  1916. HDR ambient table 321/65536 1284/262144 ( 0.5%)
  1917. LDR leaf ambient 1448/65536 40544/1835008 ( 2.2%)
  1918. HDR leaf ambient 321/65536 8988/1835008 ( 0.5%)
  1919. occluders 0/0 0/0 ( 0.0%)
  1920. occluder polygons 0/0 0/0 ( 0.0%)
  1921. occluder vert ind 0/0 0/0 ( 0.0%)
  1922. Prop Hull Verts 0/0 0/0 ( 0.0%)
  1923. Prop Hull Blob 0/0 0/0 ( 0.0%)
  1924. Prop Hull Lists 0/0 0/0 ( 0.0%)
  1925. Prop Hulls 0/0 0/0 ( 0.0%)
  1926. Prop Hull trilist 0/0 0/0 ( 0.0%)
  1927. detail props [variable] 1/12 ( 8.3%)
  1928. static props [variable] 1/976 ( 0.1%)
  1929. pakfile [variable] 175586/0 ( 0.0%)
  1930. physics [variable] 13888/4194304 ( 0.3%)
  1931. physics terrain [variable] 1128/1048576 ( 0.1%)
  1932. Level flags = 0
  1933. Total triangle count: 1092
  1934. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1935. 2 seconds elapsed
  1936. [Reading texlights from 'lights.rad']
  1937. [2 texlights parsed from 'lights.rad']
  1938. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  1939. 468 faces
  1940. 372381 square feet [53622996.00 square inches]
  1941. 3 Displacements
  1942. 38577 Square Feet [5555214.00 Square Inches]
  1943. 468 patches before subdivision
  1944. 15508 patches after subdivision
  1945. 3 direct lights
  1946. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 633564, max 509
  1947. transfer lists: 4.8 megs
  1948. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(115, 151, 126)
  1949. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(13, 16, 14)
  1950. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1, 2, 1)
  1951. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(0, 0, 0)
  1952. Build Patch/Sample Hash Table(s).....Done<0.0037 sec>
  1953. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  1954. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  1955. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  1956. Ready to Finish
  1957. Object names Objects/Maxobjs Memory / Maxmem Fullness
  1958. ------------ --------------- --------------- --------
  1959. models 1/1024 48/49152 ( 0.1%)
  1960. brushes 35/8192 420/98304 ( 0.4%)
  1961. brushsides 210/65536 1680/524288 ( 0.3%)
  1962. planes 134/65536 2680/1310720 ( 0.2%)
  1963. vertexes 714/65536 8568/786432 ( 1.1%)
  1964. nodes 319/65536 10208/2097152 ( 0.5%)
  1965. texinfos 36/12288 2592/884736 ( 0.3%)
  1966. texdata 15/2048 480/65536 ( 0.7%)
  1967. dispinfos 3/0 528/0 ( 0.0%)
  1968. disp_verts 867/0 17340/0 ( 0.0%)
  1969. disp_tris 1536/0 3072/0 ( 0.0%)
  1970. disp_lmsamples 80739/0 80739/0 ( 0.0%)
  1971. faces 468/65536 26208/3670016 ( 0.7%)
  1972. hdr faces 468/65536 26208/3670016 ( 0.7%)
  1973. origfaces 54/65536 3024/3670016 ( 0.1%)
  1974. leaves 321/65536 10272/2097152 ( 0.5%)
  1975. leaffaces 517/65536 1034/131072 ( 0.8%)
  1976. leafbrushes 226/65536 452/131072 ( 0.3%)
  1977. areas 2/256 16/2048 ( 0.8%)
  1978. surfedges 2244/512000 8976/2048000 ( 0.4%)
  1979. edges 1342/256000 5368/1024000 ( 0.5%)
  1980. LDR worldlights 3/8192 300/819200 ( 0.0%)
  1981. HDR worldlights 3/8192 300/819200 ( 0.0%)
  1982. leafwaterdata 1/32768 12/393216 ( 0.0%)
  1983. waterstrips 16/32768 160/327680 ( 0.0%)
  1984. waterverts 0/65536 0/786432 ( 0.0%)
  1985. waterindices 225/65536 450/131072 ( 0.3%)
  1986. cubemapsamples 1/1024 16/16384 ( 0.1%)
  1987. overlays 0/512 0/180224 ( 0.0%)
  1988. LDR lightdata [variable] 825532/0 ( 0.0%)
  1989. HDR lightdata [variable] 825532/0 ( 0.0%)
  1990. visdata [variable] 7509/16777216 ( 0.0%)
  1991. entdata [variable] 1271/393216 ( 0.3%)
  1992. LDR ambient table 321/65536 1284/262144 ( 0.5%)
  1993. HDR ambient table 321/65536 1284/262144 ( 0.5%)
  1994. LDR leaf ambient 1448/65536 40544/1835008 ( 2.2%)
  1995. HDR leaf ambient 1475/65536 41300/1835008 ( 2.3%)
  1996. occluders 0/0 0/0 ( 0.0%)
  1997. occluder polygons 0/0 0/0 ( 0.0%)
  1998. occluder vert ind 0/0 0/0 ( 0.0%)
  1999. Prop Hull Verts 0/0 0/0 ( 0.0%)
  2000. Prop Hull Blob 0/0 0/0 ( 0.0%)
  2001. Prop Hull Lists 0/0 0/0 ( 0.0%)
  2002. Prop Hulls 0/0 0/0 ( 0.0%)
  2003. Prop Hull trilist 0/0 0/0 ( 0.0%)
  2004. detail props [variable] 1/12 ( 8.3%)
  2005. static props [variable] 1/976 ( 0.1%)
  2006. pakfile [variable] 175586/0 ( 0.0%)
  2007. physics [variable] 13888/4194304 ( 0.3%)
  2008. physics terrain [variable] 1128/1048576 ( 0.1%)
  2009. Level flags = 0
  2010. Total triangle count: 1092
  2011. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2012. 2 seconds elapsed
  2013. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  2014. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  2015. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  2016. fixing up env_cubemap materials on brush sides...
  2017. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  2018. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  2019. done (0)
  2020. FixTjuncs...
  2021. PruneNodes...
  2022. WriteBSP...
  2023. done (0)
  2024. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  2025. done (0)
  2026. Finding displacement neighbors...
  2027. Finding lightmap sample positions...
  2028. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  2029. Building Physics collision data...
  2030. done (0) (13888 bytes)
  2031. Cannot build Physics2 data
  2032. -----------
  2033. DataLinker total stream size 0.0 KiB
  2034. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  2035. Compacting texture/material tables...
  2036. Reduced 81 texinfos to 36
  2037. Reduced 20 texdatas to 15 (727 bytes to 527)
  2038. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2039. 0 seconds elapsed
  2040. 4 threads
  2041. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2042. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  2043. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  2044. 154 portalclusters
  2045. 395 numportals
  2046. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 25 visible clusters (0.00%)
  2047. Total clusters visible: 16267
  2048. Average clusters visible: 105
  2049. Building PAS...
  2050. Average clusters audible: 154
  2051. visdatasize:7509 compressed from 7392
  2052. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2053. 0 seconds elapsed
  2054. [Reading texlights from 'lights.rad']
  2055. [2 texlights parsed from 'lights.rad']
  2056. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2057. 468 faces
  2058. 372381 square feet [53622996.00 square inches]
  2059. 3 Displacements
  2060. 38577 Square Feet [5555214.00 Square Inches]
  2061. 468 patches before subdivision
  2062. 15508 patches after subdivision
  2063. 3 direct lights
  2064. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 633564, max 509
  2065. transfer lists: 4.8 megs
  2066. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(204, 271, 225)
  2067. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(22, 29, 24)
  2068. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(2, 3, 2)
  2069. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(0, 0, 0)
  2070. Build Patch/Sample Hash Table(s).....Done<0.0036 sec>
  2071. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2072. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2073. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2074. Ready to Finish
  2075. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2076. ------------ --------------- --------------- --------
  2077. models 1/1024 48/49152 ( 0.1%)
  2078. brushes 35/8192 420/98304 ( 0.4%)
  2079. brushsides 210/65536 1680/524288 ( 0.3%)
  2080. planes 134/65536 2680/1310720 ( 0.2%)
  2081. vertexes 714/65536 8568/786432 ( 1.1%)
  2082. nodes 319/65536 10208/2097152 ( 0.5%)
  2083. texinfos 36/12288 2592/884736 ( 0.3%)
  2084. texdata 15/2048 480/65536 ( 0.7%)
  2085. dispinfos 3/0 528/0 ( 0.0%)
  2086. disp_verts 867/0 17340/0 ( 0.0%)
  2087. disp_tris 1536/0 3072/0 ( 0.0%)
  2088. disp_lmsamples 80739/0 80739/0 ( 0.0%)
  2089. faces 468/65536 26208/3670016 ( 0.7%)
  2090. hdr faces 0/65536 0/3670016 ( 0.0%)
  2091. origfaces 54/65536 3024/3670016 ( 0.1%)
  2092. leaves 321/65536 10272/2097152 ( 0.5%)
  2093. leaffaces 517/65536 1034/131072 ( 0.8%)
  2094. leafbrushes 226/65536 452/131072 ( 0.3%)
  2095. areas 2/256 16/2048 ( 0.8%)
  2096. surfedges 2244/512000 8976/2048000 ( 0.4%)
  2097. edges 1342/256000 5368/1024000 ( 0.5%)
  2098. LDR worldlights 3/8192 300/819200 ( 0.0%)
  2099. HDR worldlights 0/8192 0/819200 ( 0.0%)
  2100. leafwaterdata 1/32768 12/393216 ( 0.0%)
  2101. waterstrips 16/32768 160/327680 ( 0.0%)
  2102. waterverts 0/65536 0/786432 ( 0.0%)
  2103. waterindices 225/65536 450/131072 ( 0.3%)
  2104. cubemapsamples 1/1024 16/16384 ( 0.1%)
  2105. overlays 0/512 0/180224 ( 0.0%)
  2106. LDR lightdata [variable] 825532/0 ( 0.0%)
  2107. HDR lightdata [variable] 0/0 ( 0.0%)
  2108. visdata [variable] 7509/16777216 ( 0.0%)
  2109. entdata [variable] 1271/393216 ( 0.3%)
  2110. LDR ambient table 321/65536 1284/262144 ( 0.5%)
  2111. HDR ambient table 321/65536 1284/262144 ( 0.5%)
  2112. LDR leaf ambient 1448/65536 40544/1835008 ( 2.2%)
  2113. HDR leaf ambient 321/65536 8988/1835008 ( 0.5%)
  2114. occluders 0/0 0/0 ( 0.0%)
  2115. occluder polygons 0/0 0/0 ( 0.0%)
  2116. occluder vert ind 0/0 0/0 ( 0.0%)
  2117. Prop Hull Verts 0/0 0/0 ( 0.0%)
  2118. Prop Hull Blob 0/0 0/0 ( 0.0%)
  2119. Prop Hull Lists 0/0 0/0 ( 0.0%)
  2120. Prop Hulls 0/0 0/0 ( 0.0%)
  2121. Prop Hull trilist 0/0 0/0 ( 0.0%)
  2122. detail props [variable] 1/12 ( 8.3%)
  2123. static props [variable] 1/976 ( 0.1%)
  2124. pakfile [variable] 175586/0 ( 0.0%)
  2125. physics [variable] 13888/4194304 ( 0.3%)
  2126. physics terrain [variable] 1128/1048576 ( 0.1%)
  2127. Level flags = 0
  2128. Total triangle count: 1092
  2129. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2130. 2 seconds elapsed
  2131. [Reading texlights from 'lights.rad']
  2132. [2 texlights parsed from 'lights.rad']
  2133. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2134. 468 faces
  2135. 372381 square feet [53622996.00 square inches]
  2136. 3 Displacements
  2137. 38577 Square Feet [5555214.00 Square Inches]
  2138. 468 patches before subdivision
  2139. 15508 patches after subdivision
  2140. 3 direct lights
  2141. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 633564, max 509
  2142. transfer lists: 4.8 megs
  2143. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(115, 151, 126)
  2144. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(13, 16, 14)
  2145. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1, 2, 1)
  2146. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(0, 0, 0)
  2147. Build Patch/Sample Hash Table(s).....Done<0.0037 sec>
  2148. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2149. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2150. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2151. Ready to Finish
  2152. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2153. ------------ --------------- --------------- --------
  2154. models 1/1024 48/49152 ( 0.1%)
  2155. brushes 35/8192 420/98304 ( 0.4%)
  2156. brushsides 210/65536 1680/524288 ( 0.3%)
  2157. planes 134/65536 2680/1310720 ( 0.2%)
  2158. vertexes 714/65536 8568/786432 ( 1.1%)
  2159. nodes 319/65536 10208/2097152 ( 0.5%)
  2160. texinfos 36/12288 2592/884736 ( 0.3%)
  2161. texdata 15/2048 480/65536 ( 0.7%)
  2162. dispinfos 3/0 528/0 ( 0.0%)
  2163. disp_verts 867/0 17340/0 ( 0.0%)
  2164. disp_tris 1536/0 3072/0 ( 0.0%)
  2165. disp_lmsamples 80739/0 80739/0 ( 0.0%)
  2166. faces 468/65536 26208/3670016 ( 0.7%)
  2167. hdr faces 468/65536 26208/3670016 ( 0.7%)
  2168. origfaces 54/65536 3024/3670016 ( 0.1%)
  2169. leaves 321/65536 10272/2097152 ( 0.5%)
  2170. leaffaces 517/65536 1034/131072 ( 0.8%)
  2171. leafbrushes 226/65536 452/131072 ( 0.3%)
  2172. areas 2/256 16/2048 ( 0.8%)
  2173. surfedges 2244/512000 8976/2048000 ( 0.4%)
  2174. edges 1342/256000 5368/1024000 ( 0.5%)
  2175. LDR worldlights 3/8192 300/819200 ( 0.0%)
  2176. HDR worldlights 3/8192 300/819200 ( 0.0%)
  2177. leafwaterdata 1/32768 12/393216 ( 0.0%)
  2178. waterstrips 16/32768 160/327680 ( 0.0%)
  2179. waterverts 0/65536 0/786432 ( 0.0%)
  2180. waterindices 225/65536 450/131072 ( 0.3%)
  2181. cubemapsamples 1/1024 16/16384 ( 0.1%)
  2182. overlays 0/512 0/180224 ( 0.0%)
  2183. LDR lightdata [variable] 825532/0 ( 0.0%)
  2184. HDR lightdata [variable] 825532/0 ( 0.0%)
  2185. visdata [variable] 7509/16777216 ( 0.0%)
  2186. entdata [variable] 1271/393216 ( 0.3%)
  2187. LDR ambient table 321/65536 1284/262144 ( 0.5%)
  2188. HDR ambient table 321/65536 1284/262144 ( 0.5%)
  2189. LDR leaf ambient 1448/65536 40544/1835008 ( 2.2%)
  2190. HDR leaf ambient 1475/65536 41300/1835008 ( 2.3%)
  2191. occluders 0/0 0/0 ( 0.0%)
  2192. occluder polygons 0/0 0/0 ( 0.0%)
  2193. occluder vert ind 0/0 0/0 ( 0.0%)
  2194. Prop Hull Verts 0/0 0/0 ( 0.0%)
  2195. Prop Hull Blob 0/0 0/0 ( 0.0%)
  2196. Prop Hull Lists 0/0 0/0 ( 0.0%)
  2197. Prop Hulls 0/0 0/0 ( 0.0%)
  2198. Prop Hull trilist 0/0 0/0 ( 0.0%)
  2199. detail props [variable] 1/12 ( 8.3%)
  2200. static props [variable] 1/976 ( 0.1%)
  2201. pakfile [variable] 175586/0 ( 0.0%)
  2202. physics [variable] 13888/4194304 ( 0.3%)
  2203. physics terrain [variable] 1128/1048576 ( 0.1%)
  2204. Level flags = 0
  2205. Total triangle count: 1092
  2206. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2207. 2 seconds elapsed
  2208. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  2209. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  2210. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  2211. fixing up env_cubemap materials on brush sides...
  2212. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  2213. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  2214. done (0)
  2215. FixTjuncs...
  2216. PruneNodes...
  2217. WriteBSP...
  2218. done (0)
  2219. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  2220. done (0)
  2221. Finding displacement neighbors...
  2222. Finding lightmap sample positions...
  2223. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  2224. Building Physics collision data...
  2225. done (0) (14592 bytes)
  2226. Cannot build Physics2 data
  2227. -----------
  2228. DataLinker total stream size 0.0 KiB
  2229. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  2230. Compacting texture/material tables...
  2231. Reduced 93 texinfos to 42
  2232. Reduced 20 texdatas to 15 (727 bytes to 527)
  2233. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2234. 0 seconds elapsed
  2235. 4 threads
  2236. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2237. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  2238. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  2239. 153 portalclusters
  2240. 393 numportals
  2241. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 17 visible clusters (0.00%)
  2242. Total clusters visible: 16610
  2243. Average clusters visible: 108
  2244. Building PAS...
  2245. Average clusters audible: 153
  2246. visdatasize:7439 compressed from 7344
  2247. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2248. 0 seconds elapsed
  2249. [Reading texlights from 'lights.rad']
  2250. [2 texlights parsed from 'lights.rad']
  2251. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2252. 531 faces
  2253. 412420 square feet [59388612.00 square inches]
  2254. 3 Displacements
  2255. 38577 Square Feet [5555215.00 Square Inches]
  2256. 531 patches before subdivision
  2257. 18851 patches after subdivision
  2258. 3 direct lights
  2259. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1156350, max 534
  2260. transfer lists: 8.8 megs
  2261. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(288, 388, 334)
  2262. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(27, 35, 29)
  2263. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(3, 4, 3)
  2264. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(0, 0, 0)
  2265. Build Patch/Sample Hash Table(s).....Done<0.0044 sec>
  2266. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2267. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2268. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2269. Ready to Finish
  2270. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2271. ------------ --------------- --------------- --------
  2272. models 1/1024 48/49152 ( 0.1%)
  2273. brushes 37/8192 444/98304 ( 0.5%)
  2274. brushsides 223/65536 1784/524288 ( 0.3%)
  2275. planes 140/65536 2800/1310720 ( 0.2%)
  2276. vertexes 782/65536 9384/786432 ( 1.2%)
  2277. nodes 322/65536 10304/2097152 ( 0.5%)
  2278. texinfos 42/12288 3024/884736 ( 0.3%)
  2279. texdata 15/2048 480/65536 ( 0.7%)
  2280. dispinfos 3/0 528/0 ( 0.0%)
  2281. disp_verts 867/0 17340/0 ( 0.0%)
  2282. disp_tris 1536/0 3072/0 ( 0.0%)
  2283. disp_lmsamples 80739/0 80739/0 ( 0.0%)
  2284. faces 531/65536 29736/3670016 ( 0.8%)
  2285. hdr faces 0/65536 0/3670016 ( 0.0%)
  2286. origfaces 64/65536 3584/3670016 ( 0.1%)
  2287. leaves 324/65536 10368/2097152 ( 0.5%)
  2288. leaffaces 582/65536 1164/131072 ( 0.9%)
  2289. leafbrushes 231/65536 462/131072 ( 0.4%)
  2290. areas 2/256 16/2048 ( 0.8%)
  2291. surfedges 2577/512000 10308/2048000 ( 0.5%)
  2292. edges 1525/256000 6100/1024000 ( 0.6%)
  2293. LDR worldlights 3/8192 300/819200 ( 0.0%)
  2294. HDR worldlights 0/8192 0/819200 ( 0.0%)
  2295. leafwaterdata 1/32768 12/393216 ( 0.0%)
  2296. waterstrips 24/32768 240/327680 ( 0.1%)
  2297. waterverts 0/65536 0/786432 ( 0.0%)
  2298. waterindices 333/65536 666/131072 ( 0.5%)
  2299. cubemapsamples 1/1024 16/16384 ( 0.1%)
  2300. overlays 0/512 0/180224 ( 0.0%)
  2301. LDR lightdata [variable] 972164/0 ( 0.0%)
  2302. HDR lightdata [variable] 0/0 ( 0.0%)
  2303. visdata [variable] 7439/16777216 ( 0.0%)
  2304. entdata [variable] 1271/393216 ( 0.3%)
  2305. LDR ambient table 324/65536 1296/262144 ( 0.5%)
  2306. HDR ambient table 324/65536 1296/262144 ( 0.5%)
  2307. LDR leaf ambient 1510/65536 42280/1835008 ( 2.3%)
  2308. HDR leaf ambient 324/65536 9072/1835008 ( 0.5%)
  2309. occluders 0/0 0/0 ( 0.0%)
  2310. occluder polygons 0/0 0/0 ( 0.0%)
  2311. occluder vert ind 0/0 0/0 ( 0.0%)
  2312. Prop Hull Verts 0/0 0/0 ( 0.0%)
  2313. Prop Hull Blob 0/0 0/0 ( 0.0%)
  2314. Prop Hull Lists 0/0 0/0 ( 0.0%)
  2315. Prop Hulls 0/0 0/0 ( 0.0%)
  2316. Prop Hull trilist 0/0 0/0 ( 0.0%)
  2317. detail props [variable] 1/12 ( 8.3%)
  2318. static props [variable] 1/1326 ( 0.1%)
  2319. pakfile [variable] 175586/0 ( 0.0%)
  2320. physics [variable] 14592/4194304 ( 0.3%)
  2321. physics terrain [variable] 1296/1048576 ( 0.1%)
  2322. Level flags = 0
  2323. Total triangle count: 1259
  2324. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2325. 2 seconds elapsed
  2326. [Reading texlights from 'lights.rad']
  2327. [2 texlights parsed from 'lights.rad']
  2328. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2329. 531 faces
  2330. 412420 square feet [59388612.00 square inches]
  2331. 3 Displacements
  2332. 38577 Square Feet [5555215.00 Square Inches]
  2333. 531 patches before subdivision
  2334. 18851 patches after subdivision
  2335. 3 direct lights
  2336. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1156350, max 534
  2337. transfer lists: 8.8 megs
  2338. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(162, 217, 187)
  2339. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(15, 20, 16)
  2340. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(2, 2, 2)
  2341. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(0, 0, 0)
  2342. Build Patch/Sample Hash Table(s).....Done<0.0045 sec>
  2343. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2344. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2345. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2346. Ready to Finish
  2347. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2348. ------------ --------------- --------------- --------
  2349. models 1/1024 48/49152 ( 0.1%)
  2350. brushes 37/8192 444/98304 ( 0.5%)
  2351. brushsides 223/65536 1784/524288 ( 0.3%)
  2352. planes 140/65536 2800/1310720 ( 0.2%)
  2353. vertexes 782/65536 9384/786432 ( 1.2%)
  2354. nodes 322/65536 10304/2097152 ( 0.5%)
  2355. texinfos 42/12288 3024/884736 ( 0.3%)
  2356. texdata 15/2048 480/65536 ( 0.7%)
  2357. dispinfos 3/0 528/0 ( 0.0%)
  2358. disp_verts 867/0 17340/0 ( 0.0%)
  2359. disp_tris 1536/0 3072/0 ( 0.0%)
  2360. disp_lmsamples 80739/0 80739/0 ( 0.0%)
  2361. faces 531/65536 29736/3670016 ( 0.8%)
  2362. hdr faces 531/65536 29736/3670016 ( 0.8%)
  2363. origfaces 64/65536 3584/3670016 ( 0.1%)
  2364. leaves 324/65536 10368/2097152 ( 0.5%)
  2365. leaffaces 582/65536 1164/131072 ( 0.9%)
  2366. leafbrushes 231/65536 462/131072 ( 0.4%)
  2367. areas 2/256 16/2048 ( 0.8%)
  2368. surfedges 2577/512000 10308/2048000 ( 0.5%)
  2369. edges 1525/256000 6100/1024000 ( 0.6%)
  2370. LDR worldlights 3/8192 300/819200 ( 0.0%)
  2371. HDR worldlights 3/8192 300/819200 ( 0.0%)
  2372. leafwaterdata 1/32768 12/393216 ( 0.0%)
  2373. waterstrips 24/32768 240/327680 ( 0.1%)
  2374. waterverts 0/65536 0/786432 ( 0.0%)
  2375. waterindices 333/65536 666/131072 ( 0.5%)
  2376. cubemapsamples 1/1024 16/16384 ( 0.1%)
  2377. overlays 0/512 0/180224 ( 0.0%)
  2378. LDR lightdata [variable] 972164/0 ( 0.0%)
  2379. HDR lightdata [variable] 972164/0 ( 0.0%)
  2380. visdata [variable] 7439/16777216 ( 0.0%)
  2381. entdata [variable] 1271/393216 ( 0.3%)
  2382. LDR ambient table 324/65536 1296/262144 ( 0.5%)
  2383. HDR ambient table 324/65536 1296/262144 ( 0.5%)
  2384. LDR leaf ambient 1510/65536 42280/1835008 ( 2.3%)
  2385. HDR leaf ambient 1446/65536 40488/1835008 ( 2.2%)
  2386. occluders 0/0 0/0 ( 0.0%)
  2387. occluder polygons 0/0 0/0 ( 0.0%)
  2388. occluder vert ind 0/0 0/0 ( 0.0%)
  2389. Prop Hull Verts 0/0 0/0 ( 0.0%)
  2390. Prop Hull Blob 0/0 0/0 ( 0.0%)
  2391. Prop Hull Lists 0/0 0/0 ( 0.0%)
  2392. Prop Hulls 0/0 0/0 ( 0.0%)
  2393. Prop Hull trilist 0/0 0/0 ( 0.0%)
  2394. detail props [variable] 1/12 ( 8.3%)
  2395. static props [variable] 1/1326 ( 0.1%)
  2396. pakfile [variable] 175586/0 ( 0.0%)
  2397. physics [variable] 14592/4194304 ( 0.3%)
  2398. physics terrain [variable] 1296/1048576 ( 0.1%)
  2399. Level flags = 0
  2400. Total triangle count: 1259
  2401. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2402. 2 seconds elapsed
  2403. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  2404. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  2405. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  2406. fixing up env_cubemap materials on brush sides...
  2407. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  2408. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  2409. done (0)
  2410. Chop Details...done (0)
  2411. Find Visible Detail Sides...
  2412. Merged 44 detail faces...done (0)
  2413. Merging details...done (0)
  2414. FixTjuncs...
  2415. PruneNodes...
  2416. WriteBSP...
  2417. done (0)
  2418. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  2419. done (0)
  2420. Finding displacement neighbors...
  2421. Finding lightmap sample positions...
  2422. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  2423. Building Physics collision data...
  2424. done (0) (30928 bytes)
  2425. Cannot build Physics2 data
  2426. -----------
  2427. DataLinker total stream size 0.0 KiB
  2428. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  2429. Compacting texture/material tables...
  2430. Reduced 220 texinfos to 72
  2431. Reduced 24 texdatas to 19 (843 bytes to 643)
  2432. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2433. 1 second elapsed
  2434. 4 threads
  2435. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2436. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  2437. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  2438. 173 portalclusters
  2439. 399 numportals
  2440. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 27 visible clusters (0.00%)
  2441. Total clusters visible: 20972
  2442. Average clusters visible: 121
  2443. Building PAS...
  2444. Average clusters audible: 173
  2445. visdatasize:9077 compressed from 8304
  2446. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2447. 0 seconds elapsed
  2448. [Reading texlights from 'lights.rad']
  2449. [2 texlights parsed from 'lights.rad']
  2450. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2451. 702 faces
  2452. 423241 square feet [60946812.00 square inches]
  2453. 3 Displacements
  2454. 38577 Square Feet [5555215.00 Square Inches]
  2455. 702 patches before subdivision
  2456. 19718 patches after subdivision
  2457. 3 direct lights
  2458. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1265978, max 547
  2459. transfer lists: 9.7 megs
  2460. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(454, 621, 543)
  2461. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(42, 55, 43)
  2462. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(6, 7, 5)
  2463. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1, 1, 1)
  2464. Build Patch/Sample Hash Table(s).....Done<0.0047 sec>
  2465. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2466. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2467. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2468. Ready to Finish
  2469. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2470. ------------ --------------- --------------- --------
  2471. models 1/1024 48/49152 ( 0.1%)
  2472. brushes 83/8192 996/98304 ( 1.0%)
  2473. brushsides 538/65536 4304/524288 ( 0.8%)
  2474. planes 292/65536 5840/1310720 ( 0.4%)
  2475. vertexes 1121/65536 13452/786432 ( 1.7%)
  2476. nodes 380/65536 12160/2097152 ( 0.6%)
  2477. texinfos 72/12288 5184/884736 ( 0.6%)
  2478. texdata 19/2048 608/65536 ( 0.9%)
  2479. dispinfos 3/0 528/0 ( 0.0%)
  2480. disp_verts 867/0 17340/0 ( 0.0%)
  2481. disp_tris 1536/0 3072/0 ( 0.0%)
  2482. disp_lmsamples 80739/0 80739/0 ( 0.0%)
  2483. faces 702/65536 39312/3670016 ( 1.1%)
  2484. hdr faces 0/65536 0/3670016 ( 0.0%)
  2485. origfaces 165/65536 9240/3670016 ( 0.3%)
  2486. leaves 382/65536 12224/2097152 ( 0.6%)
  2487. leaffaces 783/65536 1566/131072 ( 1.2%)
  2488. leafbrushes 308/65536 616/131072 ( 0.5%)
  2489. areas 2/256 16/2048 ( 0.8%)
  2490. surfedges 3836/512000 15344/2048000 ( 0.7%)
  2491. edges 2376/256000 9504/1024000 ( 0.9%)
  2492. LDR worldlights 3/8192 300/819200 ( 0.0%)
  2493. HDR worldlights 0/8192 0/819200 ( 0.0%)
  2494. leafwaterdata 1/32768 12/393216 ( 0.0%)
  2495. waterstrips 40/32768 400/327680 ( 0.1%)
  2496. waterverts 0/65536 0/786432 ( 0.0%)
  2497. waterindices 678/65536 1356/131072 ( 1.0%)
  2498. cubemapsamples 1/1024 16/16384 ( 0.1%)
  2499. overlays 3/512 1056/180224 ( 0.6%)
  2500. LDR lightdata [variable] 1077412/0 ( 0.0%)
  2501. HDR lightdata [variable] 0/0 ( 0.0%)
  2502. visdata [variable] 9077/16777216 ( 0.1%)
  2503. entdata [variable] 1608/393216 ( 0.4%)
  2504. LDR ambient table 382/65536 1528/262144 ( 0.6%)
  2505. HDR ambient table 382/65536 1528/262144 ( 0.6%)
  2506. LDR leaf ambient 1610/65536 45080/1835008 ( 2.5%)
  2507. HDR leaf ambient 382/65536 10696/1835008 ( 0.6%)
  2508. occluders 0/0 0/0 ( 0.0%)
  2509. occluder polygons 0/0 0/0 ( 0.0%)
  2510. occluder vert ind 0/0 0/0 ( 0.0%)
  2511. Prop Hull Verts 0/0 0/0 ( 0.0%)
  2512. Prop Hull Blob 0/0 0/0 ( 0.0%)
  2513. Prop Hull Lists 0/0 0/0 ( 0.0%)
  2514. Prop Hulls 0/0 0/0 ( 0.0%)
  2515. Prop Hull trilist 0/0 0/0 ( 0.0%)
  2516. detail props [variable] 1/12 ( 8.3%)
  2517. static props [variable] 1/3946 ( 0.0%)
  2518. pakfile [variable] 175586/0 ( 0.0%)
  2519. physics [variable] 30928/4194304 ( 0.7%)
  2520. physics terrain [variable] 1296/1048576 ( 0.1%)
  2521. Level flags = 0
  2522. Total triangle count: 1770
  2523. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2524. 2 seconds elapsed
  2525. [Reading texlights from 'lights.rad']
  2526. [2 texlights parsed from 'lights.rad']
  2527. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2528. 702 faces
  2529. 423241 square feet [60946812.00 square inches]
  2530. 3 Displacements
  2531. 38577 Square Feet [5555215.00 Square Inches]
  2532. 702 patches before subdivision
  2533. 19718 patches after subdivision
  2534. 3 direct lights
  2535. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1265978, max 547
  2536. transfer lists: 9.7 megs
  2537. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(255, 347, 305)
  2538. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(24, 30, 24)
  2539. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(3, 4, 3)
  2540. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(0, 0, 0)
  2541. Build Patch/Sample Hash Table(s).....Done<0.0048 sec>
  2542. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2543. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2544. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2545. Ready to Finish
  2546. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2547. ------------ --------------- --------------- --------
  2548. models 1/1024 48/49152 ( 0.1%)
  2549. brushes 83/8192 996/98304 ( 1.0%)
  2550. brushsides 538/65536 4304/524288 ( 0.8%)
  2551. planes 292/65536 5840/1310720 ( 0.4%)
  2552. vertexes 1121/65536 13452/786432 ( 1.7%)
  2553. nodes 380/65536 12160/2097152 ( 0.6%)
  2554. texinfos 72/12288 5184/884736 ( 0.6%)
  2555. texdata 19/2048 608/65536 ( 0.9%)
  2556. dispinfos 3/0 528/0 ( 0.0%)
  2557. disp_verts 867/0 17340/0 ( 0.0%)
  2558. disp_tris 1536/0 3072/0 ( 0.0%)
  2559. disp_lmsamples 80739/0 80739/0 ( 0.0%)
  2560. faces 702/65536 39312/3670016 ( 1.1%)
  2561. hdr faces 702/65536 39312/3670016 ( 1.1%)
  2562. origfaces 165/65536 9240/3670016 ( 0.3%)
  2563. leaves 382/65536 12224/2097152 ( 0.6%)
  2564. leaffaces 783/65536 1566/131072 ( 1.2%)
  2565. leafbrushes 308/65536 616/131072 ( 0.5%)
  2566. areas 2/256 16/2048 ( 0.8%)
  2567. surfedges 3836/512000 15344/2048000 ( 0.7%)
  2568. edges 2376/256000 9504/1024000 ( 0.9%)
  2569. LDR worldlights 3/8192 300/819200 ( 0.0%)
  2570. HDR worldlights 3/8192 300/819200 ( 0.0%)
  2571. leafwaterdata 1/32768 12/393216 ( 0.0%)
  2572. waterstrips 40/32768 400/327680 ( 0.1%)
  2573. waterverts 0/65536 0/786432 ( 0.0%)
  2574. waterindices 678/65536 1356/131072 ( 1.0%)
  2575. cubemapsamples 1/1024 16/16384 ( 0.1%)
  2576. overlays 3/512 1056/180224 ( 0.6%)
  2577. LDR lightdata [variable] 1077412/0 ( 0.0%)
  2578. HDR lightdata [variable] 1077412/0 ( 0.0%)
  2579. visdata [variable] 9077/16777216 ( 0.1%)
  2580. entdata [variable] 1608/393216 ( 0.4%)
  2581. LDR ambient table 382/65536 1528/262144 ( 0.6%)
  2582. HDR ambient table 382/65536 1528/262144 ( 0.6%)
  2583. LDR leaf ambient 1610/65536 45080/1835008 ( 2.5%)
  2584. HDR leaf ambient 1560/65536 43680/1835008 ( 2.4%)
  2585. occluders 0/0 0/0 ( 0.0%)
  2586. occluder polygons 0/0 0/0 ( 0.0%)
  2587. occluder vert ind 0/0 0/0 ( 0.0%)
  2588. Prop Hull Verts 0/0 0/0 ( 0.0%)
  2589. Prop Hull Blob 0/0 0/0 ( 0.0%)
  2590. Prop Hull Lists 0/0 0/0 ( 0.0%)
  2591. Prop Hulls 0/0 0/0 ( 0.0%)
  2592. Prop Hull trilist 0/0 0/0 ( 0.0%)
  2593. detail props [variable] 1/12 ( 8.3%)
  2594. static props [variable] 1/3946 ( 0.0%)
  2595. pakfile [variable] 175586/0 ( 0.0%)
  2596. physics [variable] 30928/4194304 ( 0.7%)
  2597. physics terrain [variable] 1296/1048576 ( 0.1%)
  2598. Level flags = 0
  2599. Total triangle count: 1770
  2600. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2601. 2 seconds elapsed
  2602. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  2603. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  2604. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  2605. fixing up env_cubemap materials on brush sides...
  2606. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  2607. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  2608. done (0)
  2609. Chop Details...done (0)
  2610. Find Visible Detail Sides...
  2611. Merged 46 detail faces...done (0)
  2612. Merging details...done (0)
  2613. FixTjuncs...
  2614. PruneNodes...
  2615. WriteBSP...
  2616. done (0)
  2617. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  2618. done (0)
  2619. Finding displacement neighbors...
  2620. Finding lightmap sample positions...
  2621. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  2622. Building Physics collision data...
  2623. done (0) (33362 bytes)
  2624. Cannot build Physics2 data
  2625. -----------
  2626. DataLinker total stream size 0.0 KiB
  2627. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  2628. Compacting texture/material tables...
  2629. Reduced 236 texinfos to 79
  2630. Reduced 29 texdatas to 23 (979 bytes to 748)
  2631. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2632. 1 second elapsed
  2633. 4 threads
  2634. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2635. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  2636. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  2637. 203 portalclusters
  2638. 572 numportals
  2639. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 46 visible clusters (0.00%)
  2640. Total clusters visible: 29105
  2641. Average clusters visible: 143
  2642. Building PAS...
  2643. Average clusters audible: 203
  2644. visdatasize:12326 compressed from 12992
  2645. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2646. 0 seconds elapsed
  2647. [Reading texlights from 'lights.rad']
  2648. [2 texlights parsed from 'lights.rad']
  2649. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2650. 734 faces
  2651. 1 degenerate faces
  2652. 512500 square feet [73800104.00 square inches]
  2653. 3 Displacements
  2654. 38577 Square Feet [5555215.00 Square Inches]
  2655. 733 patches before subdivision
  2656. 20045 patches after subdivision
  2657. 3 direct lights
  2658. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1279056, max 552
  2659. transfer lists: 9.8 megs
  2660. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(449, 613, 536)
  2661. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(45, 59, 47)
  2662. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(6, 7, 6)
  2663. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1, 1, 1)
  2664. Build Patch/Sample Hash Table(s).....Done<0.0052 sec>
  2665. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2666. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2667. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2668. Ready to Finish
  2669. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2670. ------------ --------------- --------------- --------
  2671. models 1/1024 48/49152 ( 0.1%)
  2672. brushes 88/8192 1056/98304 ( 1.1%)
  2673. brushsides 573/65536 4584/524288 ( 0.9%)
  2674. planes 310/65536 6200/1310720 ( 0.5%)
  2675. vertexes 1116/65536 13392/786432 ( 1.7%)
  2676. nodes 424/65536 13568/2097152 ( 0.6%)
  2677. texinfos 79/12288 5688/884736 ( 0.6%)
  2678. texdata 23/2048 736/65536 ( 1.1%)
  2679. dispinfos 3/0 528/0 ( 0.0%)
  2680. disp_verts 867/0 17340/0 ( 0.0%)
  2681. disp_tris 1536/0 3072/0 ( 0.0%)
  2682. disp_lmsamples 80739/0 80739/0 ( 0.0%)
  2683. faces 734/65536 41104/3670016 ( 1.1%)
  2684. hdr faces 0/65536 0/3670016 ( 0.0%)
  2685. origfaces 177/65536 9912/3670016 ( 0.3%)
  2686. leaves 426/65536 13632/2097152 ( 0.7%)
  2687. leaffaces 782/65536 1564/131072 ( 1.2%)
  2688. leafbrushes 312/65536 624/131072 ( 0.5%)
  2689. areas 2/256 16/2048 ( 0.8%)
  2690. surfedges 3978/512000 15912/2048000 ( 0.8%)
  2691. edges 2465/256000 9860/1024000 ( 1.0%)
  2692. LDR worldlights 3/8192 300/819200 ( 0.0%)
  2693. HDR worldlights 0/8192 0/819200 ( 0.0%)
  2694. leafwaterdata 1/32768 12/393216 ( 0.0%)
  2695. waterstrips 44/32768 440/327680 ( 0.1%)
  2696. waterverts 0/65536 0/786432 ( 0.0%)
  2697. waterindices 801/65536 1602/131072 ( 1.2%)
  2698. cubemapsamples 1/1024 16/16384 ( 0.1%)
  2699. overlays 6/512 2112/180224 ( 1.2%)
  2700. LDR lightdata [variable] 1094344/0 ( 0.0%)
  2701. HDR lightdata [variable] 0/0 ( 0.0%)
  2702. visdata [variable] 12326/16777216 ( 0.1%)
  2703. entdata [variable] 4511/393216 ( 1.1%)
  2704. LDR ambient table 426/65536 1704/262144 ( 0.7%)
  2705. HDR ambient table 426/65536 1704/262144 ( 0.7%)
  2706. LDR leaf ambient 1770/65536 49560/1835008 ( 2.7%)
  2707. HDR leaf ambient 426/65536 11928/1835008 ( 0.7%)
  2708. occluders 0/0 0/0 ( 0.0%)
  2709. occluder polygons 0/0 0/0 ( 0.0%)
  2710. occluder vert ind 0/0 0/0 ( 0.0%)
  2711. Prop Hull Verts 0/0 0/0 ( 0.0%)
  2712. Prop Hull Blob 0/0 0/0 ( 0.0%)
  2713. Prop Hull Lists 0/0 0/0 ( 0.0%)
  2714. Prop Hulls 0/0 0/0 ( 0.0%)
  2715. Prop Hull trilist 0/0 0/0 ( 0.0%)
  2716. detail props [variable] 1/12 ( 8.3%)
  2717. static props [variable] 1/4278 ( 0.0%)
  2718. pakfile [variable] 175970/0 ( 0.0%)
  2719. physics [variable] 33362/4194304 ( 0.8%)
  2720. physics terrain [variable] 1310/1048576 ( 0.1%)
  2721. Level flags = 0
  2722. Total triangle count: 1801
  2723. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2724. 3 seconds elapsed
  2725. [Reading texlights from 'lights.rad']
  2726. [2 texlights parsed from 'lights.rad']
  2727. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2728. 734 faces
  2729. 1 degenerate faces
  2730. 512500 square feet [73800104.00 square inches]
  2731. 3 Displacements
  2732. 38577 Square Feet [5555215.00 Square Inches]
  2733. 733 patches before subdivision
  2734. 20045 patches after subdivision
  2735. 3 direct lights
  2736. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1279056, max 552
  2737. transfer lists: 9.8 megs
  2738. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(253, 345, 302)
  2739. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(26, 33, 27)
  2740. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(3, 4, 3)
  2741. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(0, 1, 0)
  2742. Build Patch/Sample Hash Table(s).....Done<0.0048 sec>
  2743. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2744. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2745. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2746. Ready to Finish
  2747. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2748. ------------ --------------- --------------- --------
  2749. models 1/1024 48/49152 ( 0.1%)
  2750. brushes 88/8192 1056/98304 ( 1.1%)
  2751. brushsides 573/65536 4584/524288 ( 0.9%)
  2752. planes 310/65536 6200/1310720 ( 0.5%)
  2753. vertexes 1116/65536 13392/786432 ( 1.7%)
  2754. nodes 424/65536 13568/2097152 ( 0.6%)
  2755. texinfos 79/12288 5688/884736 ( 0.6%)
  2756. texdata 23/2048 736/65536 ( 1.1%)
  2757. dispinfos 3/0 528/0 ( 0.0%)
  2758. disp_verts 867/0 17340/0 ( 0.0%)
  2759. disp_tris 1536/0 3072/0 ( 0.0%)
  2760. disp_lmsamples 80739/0 80739/0 ( 0.0%)
  2761. faces 734/65536 41104/3670016 ( 1.1%)
  2762. hdr faces 734/65536 41104/3670016 ( 1.1%)
  2763. origfaces 177/65536 9912/3670016 ( 0.3%)
  2764. leaves 426/65536 13632/2097152 ( 0.7%)
  2765. leaffaces 782/65536 1564/131072 ( 1.2%)
  2766. leafbrushes 312/65536 624/131072 ( 0.5%)
  2767. areas 2/256 16/2048 ( 0.8%)
  2768. surfedges 3978/512000 15912/2048000 ( 0.8%)
  2769. edges 2465/256000 9860/1024000 ( 1.0%)
  2770. LDR worldlights 3/8192 300/819200 ( 0.0%)
  2771. HDR worldlights 3/8192 300/819200 ( 0.0%)
  2772. leafwaterdata 1/32768 12/393216 ( 0.0%)
  2773. waterstrips 44/32768 440/327680 ( 0.1%)
  2774. waterverts 0/65536 0/786432 ( 0.0%)
  2775. waterindices 801/65536 1602/131072 ( 1.2%)
  2776. cubemapsamples 1/1024 16/16384 ( 0.1%)
  2777. overlays 6/512 2112/180224 ( 1.2%)
  2778. LDR lightdata [variable] 1094344/0 ( 0.0%)
  2779. HDR lightdata [variable] 1094344/0 ( 0.0%)
  2780. visdata [variable] 12326/16777216 ( 0.1%)
  2781. entdata [variable] 4511/393216 ( 1.1%)
  2782. LDR ambient table 426/65536 1704/262144 ( 0.7%)
  2783. HDR ambient table 426/65536 1704/262144 ( 0.7%)
  2784. LDR leaf ambient 1770/65536 49560/1835008 ( 2.7%)
  2785. HDR leaf ambient 1730/65536 48440/1835008 ( 2.6%)
  2786. occluders 0/0 0/0 ( 0.0%)
  2787. occluder polygons 0/0 0/0 ( 0.0%)
  2788. occluder vert ind 0/0 0/0 ( 0.0%)
  2789. Prop Hull Verts 0/0 0/0 ( 0.0%)
  2790. Prop Hull Blob 0/0 0/0 ( 0.0%)
  2791. Prop Hull Lists 0/0 0/0 ( 0.0%)
  2792. Prop Hulls 0/0 0/0 ( 0.0%)
  2793. Prop Hull trilist 0/0 0/0 ( 0.0%)
  2794. detail props [variable] 1/12 ( 8.3%)
  2795. static props [variable] 1/4278 ( 0.0%)
  2796. pakfile [variable] 175970/0 ( 0.0%)
  2797. physics [variable] 33362/4194304 ( 0.8%)
  2798. physics terrain [variable] 1310/1048576 ( 0.1%)
  2799. Level flags = 0
  2800. Total triangle count: 1801
  2801. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2802. 3 seconds elapsed
  2803. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  2804. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  2805. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  2806. fixing up env_cubemap materials on brush sides...
  2807. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  2808. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  2809. done (0)
  2810. Chop Details...done (0)
  2811. Find Visible Detail Sides...
  2812. Merged 82 detail faces...done (0)
  2813. Merging details...done (0)
  2814. FixTjuncs...
  2815. PruneNodes...
  2816. WriteBSP...
  2817. done (0)
  2818. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  2819. done (0)
  2820. Finding displacement neighbors...
  2821. Finding lightmap sample positions...
  2822. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  2823. Building Physics collision data...
  2824. done (0) (52679 bytes)
  2825. Cannot build Physics2 data
  2826. -----------
  2827. DataLinker total stream size 0.0 KiB
  2828. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  2829. Compacting texture/material tables...
  2830. Reduced 371 texinfos to 109
  2831. Reduced 30 texdatas to 24 (1009 bytes to 778)
  2832. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2833. 1 second elapsed
  2834. 4 threads
  2835. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2836. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  2837. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  2838. 273 portalclusters
  2839. 786 numportals
  2840. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 82 visible clusters (0.00%)
  2841. Total clusters visible: 56303
  2842. Average clusters visible: 206
  2843. Building PAS...
  2844. Average clusters audible: 273
  2845. visdatasize:21518 compressed from 21840
  2846. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2847. 1 second elapsed
  2848. [Reading texlights from 'lights.rad']
  2849. [2 texlights parsed from 'lights.rad']
  2850. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2851. 963 faces
  2852. 1 degenerate faces
  2853. 635800 square feet [91555288.00 square inches]
  2854. 4 Displacements
  2855. 54326 Square Feet [7823005.00 Square Inches]
  2856. 962 patches before subdivision
  2857. 25418 patches after subdivision
  2858. 4 direct lights
  2859. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1729523, max 579
  2860. transfer lists: 13.2 megs
  2861. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1265, 1442, 1102)
  2862. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(140, 146, 102)
  2863. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(19, 19, 12)
  2864. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(3, 2, 1)
  2865. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(0, 0, 0)
  2866. Build Patch/Sample Hash Table(s).....Done<0.0062 sec>
  2867. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2868. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2869. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2870. Ready to Finish
  2871. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2872. ------------ --------------- --------------- --------
  2873. models 1/1024 48/49152 ( 0.1%)
  2874. brushes 142/8192 1704/98304 ( 1.7%)
  2875. brushsides 941/65536 7528/524288 ( 1.4%)
  2876. planes 328/65536 6560/1310720 ( 0.5%)
  2877. vertexes 1581/65536 18972/786432 ( 2.4%)
  2878. nodes 561/65536 17952/2097152 ( 0.9%)
  2879. texinfos 109/12288 7848/884736 ( 0.9%)
  2880. texdata 24/2048 768/65536 ( 1.2%)
  2881. dispinfos 4/0 704/0 ( 0.0%)
  2882. disp_verts 948/0 18960/0 ( 0.0%)
  2883. disp_tris 1664/0 3328/0 ( 0.0%)
  2884. disp_lmsamples 60799/0 60799/0 ( 0.0%)
  2885. faces 963/65536 53928/3670016 ( 1.5%)
  2886. hdr faces 0/65536 0/3670016 ( 0.0%)
  2887. origfaces 292/65536 16352/3670016 ( 0.4%)
  2888. leaves 563/65536 18016/2097152 ( 0.9%)
  2889. leaffaces 1045/65536 2090/131072 ( 1.6%)
  2890. leafbrushes 426/65536 852/131072 ( 0.7%)
  2891. areas 2/256 16/2048 ( 0.8%)
  2892. surfedges 5461/512000 21844/2048000 ( 1.1%)
  2893. edges 3463/256000 13852/1024000 ( 1.4%)
  2894. LDR worldlights 4/8192 400/819200 ( 0.0%)
  2895. HDR worldlights 0/8192 0/819200 ( 0.0%)
  2896. leafwaterdata 1/32768 12/393216 ( 0.0%)
  2897. waterstrips 60/32768 600/327680 ( 0.2%)
  2898. waterverts 0/65536 0/786432 ( 0.0%)
  2899. waterindices 1056/65536 2112/131072 ( 1.6%)
  2900. cubemapsamples 1/1024 16/16384 ( 0.1%)
  2901. overlays 9/512 3168/180224 ( 1.8%)
  2902. LDR lightdata [variable] 1218228/0 ( 0.0%)
  2903. HDR lightdata [variable] 0/0 ( 0.0%)
  2904. visdata [variable] 21518/16777216 ( 0.1%)
  2905. entdata [variable] 5305/393216 ( 1.3%)
  2906. LDR ambient table 563/65536 2252/262144 ( 0.9%)
  2907. HDR ambient table 563/65536 2252/262144 ( 0.9%)
  2908. LDR leaf ambient 2717/65536 76076/1835008 ( 4.1%)
  2909. HDR leaf ambient 563/65536 15764/1835008 ( 0.9%)
  2910. occluders 0/0 0/0 ( 0.0%)
  2911. occluder polygons 0/0 0/0 ( 0.0%)
  2912. occluder vert ind 0/0 0/0 ( 0.0%)
  2913. Prop Hull Verts 0/0 0/0 ( 0.0%)
  2914. Prop Hull Blob 0/0 0/0 ( 0.0%)
  2915. Prop Hull Lists 0/0 0/0 ( 0.0%)
  2916. Prop Hulls 0/0 0/0 ( 0.0%)
  2917. Prop Hull trilist 0/0 0/0 ( 0.0%)
  2918. detail props [variable] 1/12 ( 8.3%)
  2919. static props [variable] 1/6926 ( 0.0%)
  2920. pakfile [variable] 175970/0 ( 0.0%)
  2921. physics [variable] 52679/4194304 ( 1.3%)
  2922. physics terrain [variable] 1363/1048576 ( 0.1%)
  2923. Level flags = 0
  2924. Total triangle count: 2366
  2925. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2926. 3 seconds elapsed
  2927. [Reading texlights from 'lights.rad']
  2928. [2 texlights parsed from 'lights.rad']
  2929. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  2930. 963 faces
  2931. 1 degenerate faces
  2932. 635800 square feet [91555288.00 square inches]
  2933. 4 Displacements
  2934. 54326 Square Feet [7823005.00 Square Inches]
  2935. 962 patches before subdivision
  2936. 25418 patches after subdivision
  2937. 4 direct lights
  2938. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1729523, max 579
  2939. transfer lists: 13.2 megs
  2940. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(481, 587, 466)
  2941. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(48, 54, 40)
  2942. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(7, 7, 5)
  2943. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1, 1, 1)
  2944. Build Patch/Sample Hash Table(s).....Done<0.0059 sec>
  2945. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  2946. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  2947. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  2948. Ready to Finish
  2949. Object names Objects/Maxobjs Memory / Maxmem Fullness
  2950. ------------ --------------- --------------- --------
  2951. models 1/1024 48/49152 ( 0.1%)
  2952. brushes 142/8192 1704/98304 ( 1.7%)
  2953. brushsides 941/65536 7528/524288 ( 1.4%)
  2954. planes 328/65536 6560/1310720 ( 0.5%)
  2955. vertexes 1581/65536 18972/786432 ( 2.4%)
  2956. nodes 561/65536 17952/2097152 ( 0.9%)
  2957. texinfos 109/12288 7848/884736 ( 0.9%)
  2958. texdata 24/2048 768/65536 ( 1.2%)
  2959. dispinfos 4/0 704/0 ( 0.0%)
  2960. disp_verts 948/0 18960/0 ( 0.0%)
  2961. disp_tris 1664/0 3328/0 ( 0.0%)
  2962. disp_lmsamples 60799/0 60799/0 ( 0.0%)
  2963. faces 963/65536 53928/3670016 ( 1.5%)
  2964. hdr faces 963/65536 53928/3670016 ( 1.5%)
  2965. origfaces 292/65536 16352/3670016 ( 0.4%)
  2966. leaves 563/65536 18016/2097152 ( 0.9%)
  2967. leaffaces 1045/65536 2090/131072 ( 1.6%)
  2968. leafbrushes 426/65536 852/131072 ( 0.7%)
  2969. areas 2/256 16/2048 ( 0.8%)
  2970. surfedges 5461/512000 21844/2048000 ( 1.1%)
  2971. edges 3463/256000 13852/1024000 ( 1.4%)
  2972. LDR worldlights 4/8192 400/819200 ( 0.0%)
  2973. HDR worldlights 4/8192 400/819200 ( 0.0%)
  2974. leafwaterdata 1/32768 12/393216 ( 0.0%)
  2975. waterstrips 60/32768 600/327680 ( 0.2%)
  2976. waterverts 0/65536 0/786432 ( 0.0%)
  2977. waterindices 1056/65536 2112/131072 ( 1.6%)
  2978. cubemapsamples 1/1024 16/16384 ( 0.1%)
  2979. overlays 9/512 3168/180224 ( 1.8%)
  2980. LDR lightdata [variable] 1218228/0 ( 0.0%)
  2981. HDR lightdata [variable] 1218228/0 ( 0.0%)
  2982. visdata [variable] 21518/16777216 ( 0.1%)
  2983. entdata [variable] 5305/393216 ( 1.3%)
  2984. LDR ambient table 563/65536 2252/262144 ( 0.9%)
  2985. HDR ambient table 563/65536 2252/262144 ( 0.9%)
  2986. LDR leaf ambient 2717/65536 76076/1835008 ( 4.1%)
  2987. HDR leaf ambient 2645/65536 74060/1835008 ( 4.0%)
  2988. occluders 0/0 0/0 ( 0.0%)
  2989. occluder polygons 0/0 0/0 ( 0.0%)
  2990. occluder vert ind 0/0 0/0 ( 0.0%)
  2991. Prop Hull Verts 0/0 0/0 ( 0.0%)
  2992. Prop Hull Blob 0/0 0/0 ( 0.0%)
  2993. Prop Hull Lists 0/0 0/0 ( 0.0%)
  2994. Prop Hulls 0/0 0/0 ( 0.0%)
  2995. Prop Hull trilist 0/0 0/0 ( 0.0%)
  2996. detail props [variable] 1/12 ( 8.3%)
  2997. static props [variable] 1/6926 ( 0.0%)
  2998. pakfile [variable] 175970/0 ( 0.0%)
  2999. physics [variable] 52679/4194304 ( 1.3%)
  3000. physics terrain [variable] 1363/1048576 ( 0.1%)
  3001. Level flags = 0
  3002. Total triangle count: 2366
  3003. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3004. 3 seconds elapsed
  3005. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  3006. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  3007. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  3008. fixing up env_cubemap materials on brush sides...
  3009. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  3010. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  3011. done (0)
  3012. Chop Details...done (0)
  3013. Find Visible Detail Sides...
  3014. Merged 82 detail faces...done (0)
  3015. Merging details...done (0)
  3016. FixTjuncs...
  3017. PruneNodes...
  3018. WriteBSP...
  3019. done (0)
  3020. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  3021. done (0)
  3022. Finding displacement neighbors...
  3023. Finding lightmap sample positions...
  3024. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  3025. Building Physics collision data...
  3026. done (0) (54263 bytes)
  3027. Cannot build Physics2 data
  3028. -----------
  3029. DataLinker total stream size 0.0 KiB
  3030. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  3031. Compacting texture/material tables...
  3032. Reduced 385 texinfos to 116
  3033. Reduced 37 texdatas to 31 (1422 bytes to 1191)
  3034. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3035. 1 second elapsed
  3036. 4 threads
  3037. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3038. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  3039. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  3040. 303 portalclusters
  3041. 885 numportals
  3042. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 98 visible clusters (0.00%)
  3043. Total clusters visible: 68843
  3044. Average clusters visible: 227
  3045. Building PAS...
  3046. Average clusters audible: 303
  3047. visdatasize:25726 compressed from 24240
  3048. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3049. 1 second elapsed
  3050. [Reading texlights from 'lights.rad']
  3051. [2 texlights parsed from 'lights.rad']
  3052. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3053. 1107 faces
  3054. 1 degenerate faces
  3055. 721463 square feet [103890744.00 square inches]
  3056. 4 Displacements
  3057. 61866 Square Feet [8908720.00 Square Inches]
  3058. 1106 patches before subdivision
  3059. 29210 patches after subdivision
  3060. 6 direct lights
  3061. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1915522, max 594
  3062. transfer lists: 14.6 megs
  3063. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2249, 2436, 1816)
  3064. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(281, 279, 187)
  3065. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(39, 37, 23)
  3066. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(6, 5, 3)
  3067. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
  3068. Build Patch/Sample Hash Table(s).....Done<0.0068 sec>
  3069. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  3070. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  3071. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  3072. Ready to Finish
  3073. Object names Objects/Maxobjs Memory / Maxmem Fullness
  3074. ------------ --------------- --------------- --------
  3075. models 1/1024 48/49152 ( 0.1%)
  3076. brushes 145/8192 1740/98304 ( 1.8%)
  3077. brushsides 959/65536 7672/524288 ( 1.5%)
  3078. planes 338/65536 6760/1310720 ( 0.5%)
  3079. vertexes 1792/65536 21504/786432 ( 2.7%)
  3080. nodes 629/65536 20128/2097152 ( 1.0%)
  3081. texinfos 116/12288 8352/884736 ( 0.9%)
  3082. texdata 31/2048 992/65536 ( 1.5%)
  3083. dispinfos 4/0 704/0 ( 0.0%)
  3084. disp_verts 948/0 18960/0 ( 0.0%)
  3085. disp_tris 1664/0 3328/0 ( 0.0%)
  3086. disp_lmsamples 60777/0 60777/0 ( 0.0%)
  3087. faces 1107/65536 61992/3670016 ( 1.7%)
  3088. hdr faces 0/65536 0/3670016 ( 0.0%)
  3089. origfaces 293/65536 16408/3670016 ( 0.4%)
  3090. leaves 631/65536 20192/2097152 ( 1.0%)
  3091. leaffaces 1180/65536 2360/131072 ( 1.8%)
  3092. leafbrushes 480/65536 960/131072 ( 0.7%)
  3093. areas 2/256 16/2048 ( 0.8%)
  3094. surfedges 6121/512000 24484/2048000 ( 1.2%)
  3095. edges 3830/256000 15320/1024000 ( 1.5%)
  3096. LDR worldlights 6/8192 600/819200 ( 0.1%)
  3097. HDR worldlights 0/8192 0/819200 ( 0.0%)
  3098. leafwaterdata 1/32768 12/393216 ( 0.0%)
  3099. waterstrips 72/32768 720/327680 ( 0.2%)
  3100. waterverts 0/65536 0/786432 ( 0.0%)
  3101. waterindices 1236/65536 2472/131072 ( 1.9%)
  3102. cubemapsamples 5/1024 80/16384 ( 0.5%)
  3103. overlays 9/512 3168/180224 ( 1.8%)
  3104. LDR lightdata [variable] 1375948/0 ( 0.0%)
  3105. HDR lightdata [variable] 0/0 ( 0.0%)
  3106. visdata [variable] 25726/16777216 ( 0.2%)
  3107. entdata [variable] 6461/393216 ( 1.6%)
  3108. LDR ambient table 631/65536 2524/262144 ( 1.0%)
  3109. HDR ambient table 631/65536 2524/262144 ( 1.0%)
  3110. LDR leaf ambient 3182/65536 89096/1835008 ( 4.9%)
  3111. HDR leaf ambient 631/65536 17668/1835008 ( 1.0%)
  3112. occluders 0/0 0/0 ( 0.0%)
  3113. occluder polygons 0/0 0/0 ( 0.0%)
  3114. occluder vert ind 0/0 0/0 ( 0.0%)
  3115. Prop Hull Verts 0/0 0/0 ( 0.0%)
  3116. Prop Hull Blob 0/0 0/0 ( 0.0%)
  3117. Prop Hull Lists 0/0 0/0 ( 0.0%)
  3118. Prop Hulls 0/0 0/0 ( 0.0%)
  3119. Prop Hull trilist 0/0 0/0 ( 0.0%)
  3120. detail props [variable] 1/12 ( 8.3%)
  3121. static props [variable] 1/12024 ( 0.0%)
  3122. pakfile [variable] 525166/0 ( 0.0%)
  3123. physics [variable] 54263/4194304 ( 1.3%)
  3124. physics terrain [variable] 1517/1048576 ( 0.1%)
  3125. Level flags = 0
  3126. Total triangle count: 2734
  3127. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3128. 5 seconds elapsed
  3129. [Reading texlights from 'lights.rad']
  3130. [2 texlights parsed from 'lights.rad']
  3131. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3132. 1107 faces
  3133. 1 degenerate faces
  3134. 721463 square feet [103890744.00 square inches]
  3135. 4 Displacements
  3136. 61866 Square Feet [8908720.00 Square Inches]
  3137. 1106 patches before subdivision
  3138. 29210 patches after subdivision
  3139. 6 direct lights
  3140. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1915522, max 594
  3141. transfer lists: 14.6 megs
  3142. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(736, 855, 663)
  3143. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(85, 90, 63)
  3144. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(12, 12, 8)
  3145. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2, 2, 1)
  3146. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(0, 0, 0)
  3147. Build Patch/Sample Hash Table(s).....Done<0.0070 sec>
  3148. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  3149. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  3150. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  3151. Ready to Finish
  3152. Object names Objects/Maxobjs Memory / Maxmem Fullness
  3153. ------------ --------------- --------------- --------
  3154. models 1/1024 48/49152 ( 0.1%)
  3155. brushes 145/8192 1740/98304 ( 1.8%)
  3156. brushsides 959/65536 7672/524288 ( 1.5%)
  3157. planes 338/65536 6760/1310720 ( 0.5%)
  3158. vertexes 1792/65536 21504/786432 ( 2.7%)
  3159. nodes 629/65536 20128/2097152 ( 1.0%)
  3160. texinfos 116/12288 8352/884736 ( 0.9%)
  3161. texdata 31/2048 992/65536 ( 1.5%)
  3162. dispinfos 4/0 704/0 ( 0.0%)
  3163. disp_verts 948/0 18960/0 ( 0.0%)
  3164. disp_tris 1664/0 3328/0 ( 0.0%)
  3165. disp_lmsamples 60777/0 60777/0 ( 0.0%)
  3166. faces 1107/65536 61992/3670016 ( 1.7%)
  3167. hdr faces 1107/65536 61992/3670016 ( 1.7%)
  3168. origfaces 293/65536 16408/3670016 ( 0.4%)
  3169. leaves 631/65536 20192/2097152 ( 1.0%)
  3170. leaffaces 1180/65536 2360/131072 ( 1.8%)
  3171. leafbrushes 480/65536 960/131072 ( 0.7%)
  3172. areas 2/256 16/2048 ( 0.8%)
  3173. surfedges 6121/512000 24484/2048000 ( 1.2%)
  3174. edges 3830/256000 15320/1024000 ( 1.5%)
  3175. LDR worldlights 6/8192 600/819200 ( 0.1%)
  3176. HDR worldlights 6/8192 600/819200 ( 0.1%)
  3177. leafwaterdata 1/32768 12/393216 ( 0.0%)
  3178. waterstrips 72/32768 720/327680 ( 0.2%)
  3179. waterverts 0/65536 0/786432 ( 0.0%)
  3180. waterindices 1236/65536 2472/131072 ( 1.9%)
  3181. cubemapsamples 5/1024 80/16384 ( 0.5%)
  3182. overlays 9/512 3168/180224 ( 1.8%)
  3183. LDR lightdata [variable] 1375948/0 ( 0.0%)
  3184. HDR lightdata [variable] 1375948/0 ( 0.0%)
  3185. visdata [variable] 25726/16777216 ( 0.2%)
  3186. entdata [variable] 6461/393216 ( 1.6%)
  3187. LDR ambient table 631/65536 2524/262144 ( 1.0%)
  3188. HDR ambient table 631/65536 2524/262144 ( 1.0%)
  3189. LDR leaf ambient 3182/65536 89096/1835008 ( 4.9%)
  3190. HDR leaf ambient 3022/65536 84616/1835008 ( 4.6%)
  3191. occluders 0/0 0/0 ( 0.0%)
  3192. occluder polygons 0/0 0/0 ( 0.0%)
  3193. occluder vert ind 0/0 0/0 ( 0.0%)
  3194. Prop Hull Verts 0/0 0/0 ( 0.0%)
  3195. Prop Hull Blob 0/0 0/0 ( 0.0%)
  3196. Prop Hull Lists 0/0 0/0 ( 0.0%)
  3197. Prop Hulls 0/0 0/0 ( 0.0%)
  3198. Prop Hull trilist 0/0 0/0 ( 0.0%)
  3199. detail props [variable] 1/12 ( 8.3%)
  3200. static props [variable] 1/12024 ( 0.0%)
  3201. pakfile [variable] 525166/0 ( 0.0%)
  3202. physics [variable] 54263/4194304 ( 1.3%)
  3203. physics terrain [variable] 1517/1048576 ( 0.1%)
  3204. Level flags = 0
  3205. Total triangle count: 2734
  3206. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3207. 4 seconds elapsed
  3208. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  3209. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  3210. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  3211. fixing up env_cubemap materials on brush sides...
  3212. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  3213. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  3214. done (0)
  3215. Chop Details...done (0)
  3216. Find Visible Detail Sides...
  3217. Merged 82 detail faces...done (0)
  3218. Merging details...done (0)
  3219. FixTjuncs...
  3220. PruneNodes...
  3221. WriteBSP...
  3222. done (0)
  3223. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  3224. done (0)
  3225. Finding displacement neighbors...
  3226. Finding lightmap sample positions...
  3227. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  3228. Building Physics collision data...
  3229. done (0) (55327 bytes)
  3230. Cannot build Physics2 data
  3231. -----------
  3232. DataLinker total stream size 0.0 KiB
  3233. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  3234. Compacting texture/material tables...
  3235. Reduced 387 texinfos to 116
  3236. Reduced 37 texdatas to 31 (1422 bytes to 1191)
  3237. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3238. 2 seconds elapsed
  3239. 4 threads
  3240. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3241. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  3242. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  3243. 300 portalclusters
  3244. 875 numportals
  3245. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 116 visible clusters (0.00%)
  3246. Total clusters visible: 66448
  3247. Average clusters visible: 221
  3248. Building PAS...
  3249. Average clusters audible: 300
  3250. visdatasize:25451 compressed from 24000
  3251. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3252. 1 second elapsed
  3253. [Reading texlights from 'lights.rad']
  3254. [2 texlights parsed from 'lights.rad']
  3255. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3256. 1119 faces
  3257. 1 degenerate faces
  3258. 733482 square feet [105621448.00 square inches]
  3259. 4 Displacements
  3260. 61866 Square Feet [8908720.00 Square Inches]
  3261. 1118 patches before subdivision
  3262. 30218 patches after subdivision
  3263. 7 direct lights
  3264. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2106862, max 611
  3265. transfer lists: 16.1 megs
  3266. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(3881, 3991, 3272)
  3267. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(758, 705, 559)
  3268. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(172, 147, 112)
  3269. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(43, 34, 25)
  3270. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(11, 8, 6)
  3271. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(3, 2, 1)
  3272. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 1, 0)
  3273. Build Patch/Sample Hash Table(s).....Done<0.0074 sec>
  3274. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  3275. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  3276. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  3277. Ready to Finish
  3278. Object names Objects/Maxobjs Memory / Maxmem Fullness
  3279. ------------ --------------- --------------- --------
  3280. models 1/1024 48/49152 ( 0.1%)
  3281. brushes 147/8192 1764/98304 ( 1.8%)
  3282. brushsides 971/65536 7768/524288 ( 1.5%)
  3283. planes 348/65536 6960/1310720 ( 0.5%)
  3284. vertexes 1799/65536 21588/786432 ( 2.7%)
  3285. nodes 623/65536 19936/2097152 ( 1.0%)
  3286. texinfos 116/12288 8352/884736 ( 0.9%)
  3287. texdata 31/2048 992/65536 ( 1.5%)
  3288. dispinfos 4/0 704/0 ( 0.0%)
  3289. disp_verts 948/0 18960/0 ( 0.0%)
  3290. disp_tris 1664/0 3328/0 ( 0.0%)
  3291. disp_lmsamples 60777/0 60777/0 ( 0.0%)
  3292. faces 1119/65536 62664/3670016 ( 1.7%)
  3293. hdr faces 0/65536 0/3670016 ( 0.0%)
  3294. origfaces 295/65536 16520/3670016 ( 0.5%)
  3295. leaves 625/65536 20000/2097152 ( 1.0%)
  3296. leaffaces 1188/65536 2376/131072 ( 1.8%)
  3297. leafbrushes 480/65536 960/131072 ( 0.7%)
  3298. areas 2/256 16/2048 ( 0.8%)
  3299. surfedges 6200/512000 24800/2048000 ( 1.2%)
  3300. edges 3874/256000 15496/1024000 ( 1.5%)
  3301. LDR worldlights 7/8192 700/819200 ( 0.1%)
  3302. HDR worldlights 0/8192 0/819200 ( 0.0%)
  3303. leafwaterdata 1/32768 12/393216 ( 0.0%)
  3304. waterstrips 74/32768 740/327680 ( 0.2%)
  3305. waterverts 0/65536 0/786432 ( 0.0%)
  3306. waterindices 1245/65536 2490/131072 ( 1.9%)
  3307. cubemapsamples 5/1024 80/16384 ( 0.5%)
  3308. overlays 9/512 3168/180224 ( 1.8%)
  3309. LDR lightdata [variable] 1437772/0 ( 0.0%)
  3310. HDR lightdata [variable] 0/0 ( 0.0%)
  3311. visdata [variable] 25451/16777216 ( 0.2%)
  3312. entdata [variable] 6764/393216 ( 1.7%)
  3313. LDR ambient table 625/65536 2500/262144 ( 1.0%)
  3314. HDR ambient table 625/65536 2500/262144 ( 1.0%)
  3315. LDR leaf ambient 3170/65536 88760/1835008 ( 4.8%)
  3316. HDR leaf ambient 625/65536 17500/1835008 ( 1.0%)
  3317. occluders 0/0 0/0 ( 0.0%)
  3318. occluder polygons 0/0 0/0 ( 0.0%)
  3319. occluder vert ind 0/0 0/0 ( 0.0%)
  3320. Prop Hull Verts 0/0 0/0 ( 0.0%)
  3321. Prop Hull Blob 0/0 0/0 ( 0.0%)
  3322. Prop Hull Lists 0/0 0/0 ( 0.0%)
  3323. Prop Hulls 0/0 0/0 ( 0.0%)
  3324. Prop Hull trilist 0/0 0/0 ( 0.0%)
  3325. detail props [variable] 1/12 ( 8.3%)
  3326. static props [variable] 1/12782 ( 0.0%)
  3327. pakfile [variable] 525166/0 ( 0.0%)
  3328. physics [variable] 55327/4194304 ( 1.3%)
  3329. physics terrain [variable] 1517/1048576 ( 0.1%)
  3330. Level flags = 0
  3331. Total triangle count: 2781
  3332. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3333. 5 seconds elapsed
  3334. [Reading texlights from 'lights.rad']
  3335. [2 texlights parsed from 'lights.rad']
  3336. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3337. 1119 faces
  3338. 1 degenerate faces
  3339. 733482 square feet [105621448.00 square inches]
  3340. 4 Displacements
  3341. 61866 Square Feet [8908720.00 Square Inches]
  3342. 1118 patches before subdivision
  3343. 30218 patches after subdivision
  3344. 7 direct lights
  3345. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2106862, max 611
  3346. transfer lists: 16.1 megs
  3347. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1557, 1638, 1395)
  3348. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(325, 304, 249)
  3349. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(78, 67, 53)
  3350. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(21, 16, 12)
  3351. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(6, 4, 3)
  3352. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2, 1, 1)
  3353. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(0, 0, 0)
  3354. Build Patch/Sample Hash Table(s).....Done<0.0073 sec>
  3355. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  3356. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  3357. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  3358. Ready to Finish
  3359. Object names Objects/Maxobjs Memory / Maxmem Fullness
  3360. ------------ --------------- --------------- --------
  3361. models 1/1024 48/49152 ( 0.1%)
  3362. brushes 147/8192 1764/98304 ( 1.8%)
  3363. brushsides 971/65536 7768/524288 ( 1.5%)
  3364. planes 348/65536 6960/1310720 ( 0.5%)
  3365. vertexes 1799/65536 21588/786432 ( 2.7%)
  3366. nodes 623/65536 19936/2097152 ( 1.0%)
  3367. texinfos 116/12288 8352/884736 ( 0.9%)
  3368. texdata 31/2048 992/65536 ( 1.5%)
  3369. dispinfos 4/0 704/0 ( 0.0%)
  3370. disp_verts 948/0 18960/0 ( 0.0%)
  3371. disp_tris 1664/0 3328/0 ( 0.0%)
  3372. disp_lmsamples 60777/0 60777/0 ( 0.0%)
  3373. faces 1119/65536 62664/3670016 ( 1.7%)
  3374. hdr faces 1119/65536 62664/3670016 ( 1.7%)
  3375. origfaces 295/65536 16520/3670016 ( 0.5%)
  3376. leaves 625/65536 20000/2097152 ( 1.0%)
  3377. leaffaces 1188/65536 2376/131072 ( 1.8%)
  3378. leafbrushes 480/65536 960/131072 ( 0.7%)
  3379. areas 2/256 16/2048 ( 0.8%)
  3380. surfedges 6200/512000 24800/2048000 ( 1.2%)
  3381. edges 3874/256000 15496/1024000 ( 1.5%)
  3382. LDR worldlights 7/8192 700/819200 ( 0.1%)
  3383. HDR worldlights 7/8192 700/819200 ( 0.1%)
  3384. leafwaterdata 1/32768 12/393216 ( 0.0%)
  3385. waterstrips 74/32768 740/327680 ( 0.2%)
  3386. waterverts 0/65536 0/786432 ( 0.0%)
  3387. waterindices 1245/65536 2490/131072 ( 1.9%)
  3388. cubemapsamples 5/1024 80/16384 ( 0.5%)
  3389. overlays 9/512 3168/180224 ( 1.8%)
  3390. LDR lightdata [variable] 1437772/0 ( 0.0%)
  3391. HDR lightdata [variable] 1437772/0 ( 0.0%)
  3392. visdata [variable] 25451/16777216 ( 0.2%)
  3393. entdata [variable] 6764/393216 ( 1.7%)
  3394. LDR ambient table 625/65536 2500/262144 ( 1.0%)
  3395. HDR ambient table 625/65536 2500/262144 ( 1.0%)
  3396. LDR leaf ambient 3170/65536 88760/1835008 ( 4.8%)
  3397. HDR leaf ambient 3066/65536 85848/1835008 ( 4.7%)
  3398. occluders 0/0 0/0 ( 0.0%)
  3399. occluder polygons 0/0 0/0 ( 0.0%)
  3400. occluder vert ind 0/0 0/0 ( 0.0%)
  3401. Prop Hull Verts 0/0 0/0 ( 0.0%)
  3402. Prop Hull Blob 0/0 0/0 ( 0.0%)
  3403. Prop Hull Lists 0/0 0/0 ( 0.0%)
  3404. Prop Hulls 0/0 0/0 ( 0.0%)
  3405. Prop Hull trilist 0/0 0/0 ( 0.0%)
  3406. detail props [variable] 1/12 ( 8.3%)
  3407. static props [variable] 1/12782 ( 0.0%)
  3408. pakfile [variable] 525166/0 ( 0.0%)
  3409. physics [variable] 55327/4194304 ( 1.3%)
  3410. physics terrain [variable] 1517/1048576 ( 0.1%)
  3411. Level flags = 0
  3412. Total triangle count: 2781
  3413. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3414. 5 seconds elapsed
  3415. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  3416. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  3417. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  3418. fixing up env_cubemap materials on brush sides...
  3419. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  3420. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  3421. done (0)
  3422. Chop Details...done (0)
  3423. Find Visible Detail Sides...
  3424. Merged 82 detail faces...done (0)
  3425. Merging details...done (0)
  3426. FixTjuncs...
  3427. PruneNodes...
  3428. WriteBSP...
  3429. done (0)
  3430. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  3431. done (0)
  3432. Finding displacement neighbors...
  3433. Finding lightmap sample positions...
  3434. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  3435. Building Physics collision data...
  3436. done (0) (57047 bytes)
  3437. Cannot build Physics2 data
  3438. -----------
  3439. DataLinker total stream size 0.0 KiB
  3440. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  3441. Compacting texture/material tables...
  3442. Reduced 407 texinfos to 123
  3443. Reduced 39 texdatas to 32 (1479 bytes to 1226)
  3444. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3445. 2 seconds elapsed
  3446. 4 threads
  3447. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3448. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  3449. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  3450. 318 portalclusters
  3451. 916 numportals
  3452. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 116 visible clusters (0.00%)
  3453. Total clusters visible: 72570
  3454. Average clusters visible: 228
  3455. Building PAS...
  3456. Average clusters audible: 318
  3457. visdatasize:28219 compressed from 25440
  3458. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3459. 1 second elapsed
  3460. [Reading texlights from 'lights.rad']
  3461. [2 texlights parsed from 'lights.rad']
  3462. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3463. 1151 faces
  3464. 1 degenerate faces
  3465. 734478 square feet [105764872.00 square inches]
  3466. 5 Displacements
  3467. 64876 Square Feet [9342160.00 Square Inches]
  3468. 1150 patches before subdivision
  3469. 30792 patches after subdivision
  3470. 7 direct lights
  3471. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2149654, max 610
  3472. transfer lists: 16.4 megs
  3473. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(3920, 4047, 3325)
  3474. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(761, 708, 562)
  3475. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(172, 148, 113)
  3476. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(43, 34, 25)
  3477. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(11, 8, 6)
  3478. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(3, 2, 1)
  3479. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 1, 0)
  3480. Build Patch/Sample Hash Table(s).....Done<0.0073 sec>
  3481. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  3482. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  3483. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  3484. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  3485. Ready to Finish
  3486. Object names Objects/Maxobjs Memory / Maxmem Fullness
  3487. ------------ --------------- --------------- --------
  3488. models 1/1024 48/49152 ( 0.1%)
  3489. brushes 153/8192 1836/98304 ( 1.9%)
  3490. brushsides 1009/65536 8072/524288 ( 1.5%)
  3491. planes 368/65536 7360/1310720 ( 0.6%)
  3492. vertexes 1871/65536 22452/786432 ( 2.9%)
  3493. nodes 656/65536 20992/2097152 ( 1.0%)
  3494. texinfos 123/12288 8856/884736 ( 1.0%)
  3495. texdata 32/2048 1024/65536 ( 1.6%)
  3496. dispinfos 5/0 880/0 ( 0.0%)
  3497. disp_verts 1237/0 24740/0 ( 0.0%)
  3498. disp_tris 2176/0 4352/0 ( 0.0%)
  3499. disp_lmsamples 69096/0 69096/0 ( 0.0%)
  3500. faces 1151/65536 64456/3670016 ( 1.8%)
  3501. hdr faces 0/65536 0/3670016 ( 0.0%)
  3502. origfaces 306/65536 17136/3670016 ( 0.5%)
  3503. leaves 658/65536 21056/2097152 ( 1.0%)
  3504. leaffaces 1226/65536 2452/131072 ( 1.9%)
  3505. leafbrushes 497/65536 994/131072 ( 0.8%)
  3506. areas 2/256 16/2048 ( 0.8%)
  3507. surfedges 6395/512000 25580/2048000 ( 1.2%)
  3508. edges 3990/256000 15960/1024000 ( 1.6%)
  3509. LDR worldlights 7/8192 700/819200 ( 0.1%)
  3510. HDR worldlights 0/8192 0/819200 ( 0.0%)
  3511. leafwaterdata 1/32768 12/393216 ( 0.0%)
  3512. waterstrips 78/32768 780/327680 ( 0.2%)
  3513. waterverts 0/65536 0/786432 ( 0.0%)
  3514. waterindices 1302/65536 2604/131072 ( 2.0%)
  3515. cubemapsamples 5/1024 80/16384 ( 0.5%)
  3516. overlays 9/512 3168/180224 ( 1.8%)
  3517. LDR lightdata [variable] 1457984/0 ( 0.0%)
  3518. HDR lightdata [variable] 0/0 ( 0.0%)
  3519. visdata [variable] 28219/16777216 ( 0.2%)
  3520. entdata [variable] 7461/393216 ( 1.9%)
  3521. LDR ambient table 658/65536 2632/262144 ( 1.0%)
  3522. HDR ambient table 658/65536 2632/262144 ( 1.0%)
  3523. LDR leaf ambient 3276/65536 91728/1835008 ( 5.0%)
  3524. HDR leaf ambient 658/65536 18424/1835008 ( 1.0%)
  3525. occluders 0/0 0/0 ( 0.0%)
  3526. occluder polygons 0/0 0/0 ( 0.0%)
  3527. occluder vert ind 0/0 0/0 ( 0.0%)
  3528. Prop Hull Verts 0/0 0/0 ( 0.0%)
  3529. Prop Hull Blob 0/0 0/0 ( 0.0%)
  3530. Prop Hull Lists 0/0 0/0 ( 0.0%)
  3531. Prop Hulls 0/0 0/0 ( 0.0%)
  3532. Prop Hull trilist 0/0 0/0 ( 0.0%)
  3533. detail props [variable] 1/24320 ( 0.0%)
  3534. dtl prp lght [variable] 1/4 (25.0%)
  3535. HDR dtl prp lght [variable] 1/4 (25.0%)
  3536. static props [variable] 1/16654 ( 0.0%)
  3537. pakfile [variable] 525166/0 ( 0.0%)
  3538. physics [variable] 57047/4194304 ( 1.4%)
  3539. physics terrain [variable] 1603/1048576 ( 0.2%)
  3540. Level flags = 0
  3541. Total triangle count: 2868
  3542. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3543. 5 seconds elapsed
  3544. [Reading texlights from 'lights.rad']
  3545. [2 texlights parsed from 'lights.rad']
  3546. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3547. 1151 faces
  3548. 1 degenerate faces
  3549. 734478 square feet [105764872.00 square inches]
  3550. 5 Displacements
  3551. 64876 Square Feet [9342160.00 Square Inches]
  3552. 1150 patches before subdivision
  3553. 30792 patches after subdivision
  3554. 7 direct lights
  3555. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2149654, max 610
  3556. transfer lists: 16.4 megs
  3557. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1576, 1665, 1421)
  3558. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(326, 305, 251)
  3559. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(78, 67, 53)
  3560. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(21, 16, 12)
  3561. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(6, 4, 3)
  3562. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2, 1, 1)
  3563. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(0, 0, 0)
  3564. Build Patch/Sample Hash Table(s).....Done<0.0076 sec>
  3565. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  3566. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  3567. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  3568. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  3569. Ready to Finish
  3570. Object names Objects/Maxobjs Memory / Maxmem Fullness
  3571. ------------ --------------- --------------- --------
  3572. models 1/1024 48/49152 ( 0.1%)
  3573. brushes 153/8192 1836/98304 ( 1.9%)
  3574. brushsides 1009/65536 8072/524288 ( 1.5%)
  3575. planes 368/65536 7360/1310720 ( 0.6%)
  3576. vertexes 1871/65536 22452/786432 ( 2.9%)
  3577. nodes 656/65536 20992/2097152 ( 1.0%)
  3578. texinfos 123/12288 8856/884736 ( 1.0%)
  3579. texdata 32/2048 1024/65536 ( 1.6%)
  3580. dispinfos 5/0 880/0 ( 0.0%)
  3581. disp_verts 1237/0 24740/0 ( 0.0%)
  3582. disp_tris 2176/0 4352/0 ( 0.0%)
  3583. disp_lmsamples 69096/0 69096/0 ( 0.0%)
  3584. faces 1151/65536 64456/3670016 ( 1.8%)
  3585. hdr faces 1151/65536 64456/3670016 ( 1.8%)
  3586. origfaces 306/65536 17136/3670016 ( 0.5%)
  3587. leaves 658/65536 21056/2097152 ( 1.0%)
  3588. leaffaces 1226/65536 2452/131072 ( 1.9%)
  3589. leafbrushes 497/65536 994/131072 ( 0.8%)
  3590. areas 2/256 16/2048 ( 0.8%)
  3591. surfedges 6395/512000 25580/2048000 ( 1.2%)
  3592. edges 3990/256000 15960/1024000 ( 1.6%)
  3593. LDR worldlights 7/8192 700/819200 ( 0.1%)
  3594. HDR worldlights 7/8192 700/819200 ( 0.1%)
  3595. leafwaterdata 1/32768 12/393216 ( 0.0%)
  3596. waterstrips 78/32768 780/327680 ( 0.2%)
  3597. waterverts 0/65536 0/786432 ( 0.0%)
  3598. waterindices 1302/65536 2604/131072 ( 2.0%)
  3599. cubemapsamples 5/1024 80/16384 ( 0.5%)
  3600. overlays 9/512 3168/180224 ( 1.8%)
  3601. LDR lightdata [variable] 1457984/0 ( 0.0%)
  3602. HDR lightdata [variable] 1457984/0 ( 0.0%)
  3603. visdata [variable] 28219/16777216 ( 0.2%)
  3604. entdata [variable] 7461/393216 ( 1.9%)
  3605. LDR ambient table 658/65536 2632/262144 ( 1.0%)
  3606. HDR ambient table 658/65536 2632/262144 ( 1.0%)
  3607. LDR leaf ambient 3276/65536 91728/1835008 ( 5.0%)
  3608. HDR leaf ambient 3169/65536 88732/1835008 ( 4.8%)
  3609. occluders 0/0 0/0 ( 0.0%)
  3610. occluder polygons 0/0 0/0 ( 0.0%)
  3611. occluder vert ind 0/0 0/0 ( 0.0%)
  3612. Prop Hull Verts 0/0 0/0 ( 0.0%)
  3613. Prop Hull Blob 0/0 0/0 ( 0.0%)
  3614. Prop Hull Lists 0/0 0/0 ( 0.0%)
  3615. Prop Hulls 0/0 0/0 ( 0.0%)
  3616. Prop Hull trilist 0/0 0/0 ( 0.0%)
  3617. detail props [variable] 1/24320 ( 0.0%)
  3618. dtl prp lght [variable] 1/4 (25.0%)
  3619. HDR dtl prp lght [variable] 1/4 (25.0%)
  3620. static props [variable] 1/16654 ( 0.0%)
  3621. pakfile [variable] 525166/0 ( 0.0%)
  3622. physics [variable] 57047/4194304 ( 1.4%)
  3623. physics terrain [variable] 1603/1048576 ( 0.2%)
  3624. Level flags = 0
  3625. Total triangle count: 2868
  3626. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3627. 5 seconds elapsed
  3628. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  3629. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  3630. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  3631. fixing up env_cubemap materials on brush sides...
  3632. 0...1...2...3...4...5...6...7...8...9...10**** leaked ****
  3633. Entity prop_static (-314.70 643.73 -302.32) leaked!
  3634. Processing areas...done (0)
  3635. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  3636. done (0)
  3637. Chop Details...done (0)
  3638. Find Visible Detail Sides...
  3639. Merged 82 detail faces...done (0)
  3640. Merging details...done (0)
  3641. FixTjuncs...
  3642. PruneNodes...
  3643. WriteBSP...
  3644. done (0)
  3645. Finding displacement neighbors...
  3646. Finding lightmap sample positions...
  3647. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  3648. Building Physics collision data...
  3649. done (0) (63531 bytes)
  3650. Cannot build Physics2 data
  3651. -----------
  3652. DataLinker total stream size 0.0 KiB
  3653. Static prop models/props_downtown/railing04_256.mdl outside the map (2697.00, 436.00, 571.00)
  3654. Static prop models/props_downtown/railing04_256.mdl outside the map (2697.00, 180.00, 571.00)
  3655. Static prop models/props_downtown/railing04_128.mdl outside the map (2697.00, -12.00, 571.00)
  3656. Static prop models/props_downtown/railing03_62.mdl outside the map (2697.00, -107.00, 571.00)
  3657. Static prop models/props_vehicles/van.mdl outside the map (-314.70, 643.73, -302.32)
  3658. Static prop models/props_vehicles/van_glass.mdl outside the map (-314.70, 643.73, -302.32)
  3659. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  3660. Compacting texture/material tables...
  3661. Reduced 457 texinfos to 137
  3662. Reduced 44 texdatas to 35 (1586 bytes to 1284)
  3663. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3664. 5 seconds elapsed
  3665. 4 threads
  3666. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3667. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  3668. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  3669. LoadPortals: couldn't read d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  3670. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  3671. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  3672. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  3673. fixing up env_cubemap materials on brush sides...
  3674. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  3675. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  3676. done (0)
  3677. Chop Details...done (0)
  3678. Find Visible Detail Sides...
  3679. Merged 82 detail faces...done (0)
  3680. Merging details...done (0)
  3681. FixTjuncs...
  3682. PruneNodes...
  3683. WriteBSP...
  3684. done (0)
  3685. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  3686. done (0)
  3687. Finding displacement neighbors...
  3688. Finding lightmap sample positions...
  3689. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  3690. Building Physics collision data...
  3691. done (0) (62589 bytes)
  3692. Cannot build Physics2 data
  3693. -----------
  3694. DataLinker total stream size 0.0 KiB
  3695. Static prop models/props_downtown/railing04_256.mdl outside the map (2697.00, 436.00, 571.00)
  3696. Static prop models/props_downtown/railing04_256.mdl outside the map (2697.00, 180.00, 571.00)
  3697. Static prop models/props_downtown/railing04_128.mdl outside the map (2697.00, -12.00, 571.00)
  3698. Static prop models/props_downtown/railing03_62.mdl outside the map (2697.00, -107.00, 571.00)
  3699. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  3700. Compacting texture/material tables...
  3701. Reduced 445 texinfos to 136
  3702. Reduced 44 texdatas to 35 (1586 bytes to 1284)
  3703. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3704. 5 seconds elapsed
  3705. 4 threads
  3706. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3707. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  3708. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  3709. 358 portalclusters
  3710. 1091 numportals
  3711. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 163 visible clusters (0.00%)
  3712. Total clusters visible: 92913
  3713. Average clusters visible: 259
  3714. Building PAS...
  3715. Average clusters audible: 357
  3716. visdatasize:35464 compressed from 34368
  3717. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3718. 4 seconds elapsed
  3719. [Reading texlights from 'lights.rad']
  3720. [2 texlights parsed from 'lights.rad']
  3721. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3722. 1175 faces
  3723. 1 degenerate faces
  3724. 814940 square feet [117351472.00 square inches]
  3725. 6 Displacements
  3726. 67886 Square Feet [9775600.00 Square Inches]
  3727. 1174 patches before subdivision
  3728. 31480 patches after subdivision
  3729. 6 direct lights
  3730. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2194200, max 610
  3731. transfer lists: 16.7 megs
  3732. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2295, 2500, 1873)
  3733. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(287, 286, 192)
  3734. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(40, 37, 23)
  3735. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(6, 5, 3)
  3736. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
  3737. Build Patch/Sample Hash Table(s).....Done<0.0073 sec>
  3738. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  3739. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  3740. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  3741. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  3742. Ready to Finish
  3743. Object names Objects/Maxobjs Memory / Maxmem Fullness
  3744. ------------ --------------- --------------- --------
  3745. models 2/1024 96/49152 ( 0.2%)
  3746. brushes 167/8192 2004/98304 ( 2.0%)
  3747. brushsides 1128/65536 9024/524288 ( 1.7%)
  3748. planes 538/65536 10760/1310720 ( 0.8%)
  3749. vertexes 1936/65536 23232/786432 ( 3.0%)
  3750. nodes 725/65536 23200/2097152 ( 1.1%)
  3751. texinfos 136/12288 9792/884736 ( 1.1%)
  3752. texdata 35/2048 1120/65536 ( 1.7%)
  3753. dispinfos 6/0 1056/0 ( 0.0%)
  3754. disp_verts 1526/0 30520/0 ( 0.0%)
  3755. disp_tris 2688/0 5376/0 ( 0.0%)
  3756. disp_lmsamples 77418/0 77418/0 ( 0.0%)
  3757. faces 1175/65536 65800/3670016 ( 1.8%)
  3758. hdr faces 0/65536 0/3670016 ( 0.0%)
  3759. origfaces 321/65536 17976/3670016 ( 0.5%)
  3760. leaves 728/65536 23296/2097152 ( 1.1%)
  3761. leaffaces 1278/65536 2556/131072 ( 2.0%)
  3762. leafbrushes 569/65536 1138/131072 ( 0.9%)
  3763. areas 2/256 16/2048 ( 0.8%)
  3764. surfedges 6560/512000 26240/2048000 ( 1.3%)
  3765. edges 4099/256000 16396/1024000 ( 1.6%)
  3766. LDR worldlights 6/8192 600/819200 ( 0.1%)
  3767. HDR worldlights 0/8192 0/819200 ( 0.0%)
  3768. leafwaterdata 1/32768 12/393216 ( 0.0%)
  3769. waterstrips 75/32768 750/327680 ( 0.2%)
  3770. waterverts 0/65536 0/786432 ( 0.0%)
  3771. waterindices 1260/65536 2520/131072 ( 1.9%)
  3772. cubemapsamples 5/1024 80/16384 ( 0.5%)
  3773. overlays 9/512 3168/180224 ( 1.8%)
  3774. LDR lightdata [variable] 1476024/0 ( 0.0%)
  3775. HDR lightdata [variable] 0/0 ( 0.0%)
  3776. visdata [variable] 35464/16777216 ( 0.2%)
  3777. entdata [variable] 8039/393216 ( 2.0%)
  3778. LDR ambient table 728/65536 2912/262144 ( 1.1%)
  3779. HDR ambient table 728/65536 2912/262144 ( 1.1%)
  3780. LDR leaf ambient 3620/65536 101360/1835008 ( 5.5%)
  3781. HDR leaf ambient 728/65536 20384/1835008 ( 1.1%)
  3782. occluders 0/0 0/0 ( 0.0%)
  3783. occluder polygons 0/0 0/0 ( 0.0%)
  3784. occluder vert ind 0/0 0/0 ( 0.0%)
  3785. Prop Hull Verts 0/0 0/0 ( 0.0%)
  3786. Prop Hull Blob 0/0 0/0 ( 0.0%)
  3787. Prop Hull Lists 0/0 0/0 ( 0.0%)
  3788. Prop Hulls 0/0 0/0 ( 0.0%)
  3789. Prop Hull trilist 0/0 0/0 ( 0.0%)
  3790. detail props [variable] 1/48760 ( 0.0%)
  3791. dtl prp lght [variable] 1/4 (25.0%)
  3792. HDR dtl prp lght [variable] 1/4 (25.0%)
  3793. static props [variable] 1/23044 ( 0.0%)
  3794. pakfile [variable] 525166/0 ( 0.0%)
  3795. physics [variable] 62589/4194304 ( 1.5%)
  3796. physics terrain [variable] 1731/1048576 ( 0.2%)
  3797. Level flags = 0
  3798. Total triangle count: 2925
  3799. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3800. 35 seconds elapsed
  3801. [Reading texlights from 'lights.rad']
  3802. [2 texlights parsed from 'lights.rad']
  3803. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3804. 1175 faces
  3805. 1 degenerate faces
  3806. 814940 square feet [117351472.00 square inches]
  3807. 6 Displacements
  3808. 67886 Square Feet [9775600.00 Square Inches]
  3809. 1174 patches before subdivision
  3810. 31480 patches after subdivision
  3811. 6 direct lights
  3812. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2194200, max 610
  3813. transfer lists: 16.7 megs
  3814. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(749, 874, 682)
  3815. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(87, 92, 64)
  3816. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(12, 12, 8)
  3817. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2, 2, 1)
  3818. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(0, 0, 0)
  3819. Build Patch/Sample Hash Table(s).....Done<0.0074 sec>
  3820. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  3821. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  3822. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  3823. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  3824. Ready to Finish
  3825. Object names Objects/Maxobjs Memory / Maxmem Fullness
  3826. ------------ --------------- --------------- --------
  3827. models 2/1024 96/49152 ( 0.2%)
  3828. brushes 167/8192 2004/98304 ( 2.0%)
  3829. brushsides 1128/65536 9024/524288 ( 1.7%)
  3830. planes 538/65536 10760/1310720 ( 0.8%)
  3831. vertexes 1936/65536 23232/786432 ( 3.0%)
  3832. nodes 725/65536 23200/2097152 ( 1.1%)
  3833. texinfos 136/12288 9792/884736 ( 1.1%)
  3834. texdata 35/2048 1120/65536 ( 1.7%)
  3835. dispinfos 6/0 1056/0 ( 0.0%)
  3836. disp_verts 1526/0 30520/0 ( 0.0%)
  3837. disp_tris 2688/0 5376/0 ( 0.0%)
  3838. disp_lmsamples 77418/0 77418/0 ( 0.0%)
  3839. faces 1175/65536 65800/3670016 ( 1.8%)
  3840. hdr faces 1175/65536 65800/3670016 ( 1.8%)
  3841. origfaces 321/65536 17976/3670016 ( 0.5%)
  3842. leaves 728/65536 23296/2097152 ( 1.1%)
  3843. leaffaces 1278/65536 2556/131072 ( 2.0%)
  3844. leafbrushes 569/65536 1138/131072 ( 0.9%)
  3845. areas 2/256 16/2048 ( 0.8%)
  3846. surfedges 6560/512000 26240/2048000 ( 1.3%)
  3847. edges 4099/256000 16396/1024000 ( 1.6%)
  3848. LDR worldlights 6/8192 600/819200 ( 0.1%)
  3849. HDR worldlights 6/8192 600/819200 ( 0.1%)
  3850. leafwaterdata 1/32768 12/393216 ( 0.0%)
  3851. waterstrips 75/32768 750/327680 ( 0.2%)
  3852. waterverts 0/65536 0/786432 ( 0.0%)
  3853. waterindices 1260/65536 2520/131072 ( 1.9%)
  3854. cubemapsamples 5/1024 80/16384 ( 0.5%)
  3855. overlays 9/512 3168/180224 ( 1.8%)
  3856. LDR lightdata [variable] 1476024/0 ( 0.0%)
  3857. HDR lightdata [variable] 1476024/0 ( 0.0%)
  3858. visdata [variable] 35464/16777216 ( 0.2%)
  3859. entdata [variable] 8039/393216 ( 2.0%)
  3860. LDR ambient table 728/65536 2912/262144 ( 1.1%)
  3861. HDR ambient table 728/65536 2912/262144 ( 1.1%)
  3862. LDR leaf ambient 3620/65536 101360/1835008 ( 5.5%)
  3863. HDR leaf ambient 3441/65536 96348/1835008 ( 5.3%)
  3864. occluders 0/0 0/0 ( 0.0%)
  3865. occluder polygons 0/0 0/0 ( 0.0%)
  3866. occluder vert ind 0/0 0/0 ( 0.0%)
  3867. Prop Hull Verts 0/0 0/0 ( 0.0%)
  3868. Prop Hull Blob 0/0 0/0 ( 0.0%)
  3869. Prop Hull Lists 0/0 0/0 ( 0.0%)
  3870. Prop Hulls 0/0 0/0 ( 0.0%)
  3871. Prop Hull trilist 0/0 0/0 ( 0.0%)
  3872. detail props [variable] 1/48760 ( 0.0%)
  3873. dtl prp lght [variable] 1/4 (25.0%)
  3874. HDR dtl prp lght [variable] 1/4 (25.0%)
  3875. static props [variable] 1/23044 ( 0.0%)
  3876. pakfile [variable] 525166/0 ( 0.0%)
  3877. physics [variable] 62589/4194304 ( 1.5%)
  3878. physics terrain [variable] 1731/1048576 ( 0.2%)
  3879. Level flags = 0
  3880. Total triangle count: 2925
  3881. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3882. 33 seconds elapsed
  3883. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  3884. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  3885. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  3886. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  3887. fixing up env_cubemap materials on brush sides...
  3888. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  3889. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  3890. done (0)
  3891. Chop Details...done (0)
  3892. Find Visible Detail Sides...
  3893. Merged 82 detail faces...done (0)
  3894. Merging details...done (0)
  3895. FixTjuncs...
  3896. PruneNodes...
  3897. WriteBSP...
  3898. done (0)
  3899. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  3900. done (0)
  3901. Finding displacement neighbors...
  3902. Finding lightmap sample positions...
  3903. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  3904. Building Physics collision data...
  3905. done (0) (70101 bytes)
  3906. Cannot build Physics2 data
  3907. -----------
  3908. DataLinker total stream size 0.0 KiB
  3909. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  3910. Compacting texture/material tables...
  3911. Reduced 520 texinfos to 169
  3912. Reduced 54 texdatas to 42 (2155 bytes to 1722)
  3913. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3914. 5 seconds elapsed
  3915. 4 threads
  3916. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3917. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  3918. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  3919. 396 portalclusters
  3920. 1203 numportals
  3921. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 207 visible clusters (0.00%)
  3922. Total clusters visible: 106707
  3923. Average clusters visible: 269
  3924. Building PAS...
  3925. Average clusters audible: 395
  3926. visdatasize:43096 compressed from 44352
  3927. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3928. 4 seconds elapsed
  3929. [Reading texlights from 'lights.rad']
  3930. [2 texlights parsed from 'lights.rad']
  3931. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  3932. 1255 faces
  3933. 1 degenerate faces
  3934. 843973 square feet [121532192.00 square inches]
  3935. 6 Displacements
  3936. 67886 Square Feet [9775600.00 Square Inches]
  3937. 1254 patches before subdivision
  3938. 34392 patches after subdivision
  3939. 6 direct lights
  3940. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2325629, max 610
  3941. transfer lists: 17.7 megs
  3942. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2313, 2518, 1881)
  3943. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(284, 281, 187)
  3944. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(40, 37, 22)
  3945. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(6, 5, 3)
  3946. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
  3947. Build Patch/Sample Hash Table(s).....Done<0.0080 sec>
  3948. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  3949. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  3950. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  3951. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  3952. Ready to Finish
  3953. Object names Objects/Maxobjs Memory / Maxmem Fullness
  3954. ------------ --------------- --------------- --------
  3955. models 4/1024 192/49152 ( 0.4%)
  3956. brushes 186/8192 2232/98304 ( 2.3%)
  3957. brushsides 1248/65536 9984/524288 ( 1.9%)
  3958. planes 606/65536 12120/1310720 ( 0.9%)
  3959. vertexes 2083/65536 24996/786432 ( 3.2%)
  3960. nodes 807/65536 25824/2097152 ( 1.2%)
  3961. texinfos 169/12288 12168/884736 ( 1.4%)
  3962. texdata 42/2048 1344/65536 ( 2.1%)
  3963. dispinfos 6/0 1056/0 ( 0.0%)
  3964. disp_verts 1526/0 30520/0 ( 0.0%)
  3965. disp_tris 2688/0 5376/0 ( 0.0%)
  3966. disp_lmsamples 77418/0 77418/0 ( 0.0%)
  3967. faces 1255/65536 70280/3670016 ( 1.9%)
  3968. hdr faces 0/65536 0/3670016 ( 0.0%)
  3969. origfaces 362/65536 20272/3670016 ( 0.6%)
  3970. leaves 812/65536 25984/2097152 ( 1.2%)
  3971. leaffaces 1389/65536 2778/131072 ( 2.1%)
  3972. leafbrushes 607/65536 1214/131072 ( 0.9%)
  3973. areas 2/256 16/2048 ( 0.8%)
  3974. surfedges 7042/512000 28168/2048000 ( 1.4%)
  3975. edges 4404/256000 17616/1024000 ( 1.7%)
  3976. LDR worldlights 6/8192 600/819200 ( 0.1%)
  3977. HDR worldlights 0/8192 0/819200 ( 0.0%)
  3978. leafwaterdata 1/32768 12/393216 ( 0.0%)
  3979. waterstrips 80/32768 800/327680 ( 0.2%)
  3980. waterverts 0/65536 0/786432 ( 0.0%)
  3981. waterindices 1323/65536 2646/131072 ( 2.0%)
  3982. cubemapsamples 5/1024 80/16384 ( 0.5%)
  3983. overlays 9/512 3168/180224 ( 1.8%)
  3984. LDR lightdata [variable] 1666236/0 ( 0.0%)
  3985. HDR lightdata [variable] 0/0 ( 0.0%)
  3986. visdata [variable] 43096/16777216 ( 0.3%)
  3987. entdata [variable] 14445/393216 ( 3.7%)
  3988. LDR ambient table 812/65536 3248/262144 ( 1.2%)
  3989. HDR ambient table 812/65536 3248/262144 ( 1.2%)
  3990. LDR leaf ambient 3860/65536 108080/1835008 ( 5.9%)
  3991. HDR leaf ambient 812/65536 22736/1835008 ( 1.2%)
  3992. occluders 0/0 0/0 ( 0.0%)
  3993. occluder polygons 0/0 0/0 ( 0.0%)
  3994. occluder vert ind 0/0 0/0 ( 0.0%)
  3995. Prop Hull Verts 0/0 0/0 ( 0.0%)
  3996. Prop Hull Blob 0/0 0/0 ( 0.0%)
  3997. Prop Hull Lists 0/0 0/0 ( 0.0%)
  3998. Prop Hulls 0/0 0/0 ( 0.0%)
  3999. Prop Hull trilist 0/0 0/0 ( 0.0%)
  4000. detail props [variable] 1/48760 ( 0.0%)
  4001. dtl prp lght [variable] 1/4 (25.0%)
  4002. HDR dtl prp lght [variable] 1/4 (25.0%)
  4003. static props [variable] 1/26390 ( 0.0%)
  4004. pakfile [variable] 527910/0 ( 0.0%)
  4005. physics [variable] 70101/4194304 ( 1.7%)
  4006. physics terrain [variable] 1731/1048576 ( 0.2%)
  4007. Level flags = 0
  4008. Total triangle count: 3083
  4009. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4010. 35 seconds elapsed
  4011. [Reading texlights from 'lights.rad']
  4012. [2 texlights parsed from 'lights.rad']
  4013. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4014. 1255 faces
  4015. 1 degenerate faces
  4016. 843973 square feet [121532192.00 square inches]
  4017. 6 Displacements
  4018. 67886 Square Feet [9775600.00 Square Inches]
  4019. 1254 patches before subdivision
  4020. 34392 patches after subdivision
  4021. 6 direct lights
  4022. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2325629, max 610
  4023. transfer lists: 17.7 megs
  4024. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(755, 882, 685)
  4025. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(85, 88, 61)
  4026. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(11, 11, 7)
  4027. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2, 1, 1)
  4028. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(0, 0, 0)
  4029. Build Patch/Sample Hash Table(s).....Done<0.0080 sec>
  4030. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  4031. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  4032. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  4033. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  4034. Ready to Finish
  4035. Object names Objects/Maxobjs Memory / Maxmem Fullness
  4036. ------------ --------------- --------------- --------
  4037. models 4/1024 192/49152 ( 0.4%)
  4038. brushes 186/8192 2232/98304 ( 2.3%)
  4039. brushsides 1248/65536 9984/524288 ( 1.9%)
  4040. planes 606/65536 12120/1310720 ( 0.9%)
  4041. vertexes 2083/65536 24996/786432 ( 3.2%)
  4042. nodes 807/65536 25824/2097152 ( 1.2%)
  4043. texinfos 169/12288 12168/884736 ( 1.4%)
  4044. texdata 42/2048 1344/65536 ( 2.1%)
  4045. dispinfos 6/0 1056/0 ( 0.0%)
  4046. disp_verts 1526/0 30520/0 ( 0.0%)
  4047. disp_tris 2688/0 5376/0 ( 0.0%)
  4048. disp_lmsamples 77418/0 77418/0 ( 0.0%)
  4049. faces 1255/65536 70280/3670016 ( 1.9%)
  4050. hdr faces 1255/65536 70280/3670016 ( 1.9%)
  4051. origfaces 362/65536 20272/3670016 ( 0.6%)
  4052. leaves 812/65536 25984/2097152 ( 1.2%)
  4053. leaffaces 1389/65536 2778/131072 ( 2.1%)
  4054. leafbrushes 607/65536 1214/131072 ( 0.9%)
  4055. areas 2/256 16/2048 ( 0.8%)
  4056. surfedges 7042/512000 28168/2048000 ( 1.4%)
  4057. edges 4404/256000 17616/1024000 ( 1.7%)
  4058. LDR worldlights 6/8192 600/819200 ( 0.1%)
  4059. HDR worldlights 6/8192 600/819200 ( 0.1%)
  4060. leafwaterdata 1/32768 12/393216 ( 0.0%)
  4061. waterstrips 80/32768 800/327680 ( 0.2%)
  4062. waterverts 0/65536 0/786432 ( 0.0%)
  4063. waterindices 1323/65536 2646/131072 ( 2.0%)
  4064. cubemapsamples 5/1024 80/16384 ( 0.5%)
  4065. overlays 9/512 3168/180224 ( 1.8%)
  4066. LDR lightdata [variable] 1666236/0 ( 0.0%)
  4067. HDR lightdata [variable] 1666236/0 ( 0.0%)
  4068. visdata [variable] 43096/16777216 ( 0.3%)
  4069. entdata [variable] 14445/393216 ( 3.7%)
  4070. LDR ambient table 812/65536 3248/262144 ( 1.2%)
  4071. HDR ambient table 812/65536 3248/262144 ( 1.2%)
  4072. LDR leaf ambient 3860/65536 108080/1835008 ( 5.9%)
  4073. HDR leaf ambient 3703/65536 103684/1835008 ( 5.7%)
  4074. occluders 0/0 0/0 ( 0.0%)
  4075. occluder polygons 0/0 0/0 ( 0.0%)
  4076. occluder vert ind 0/0 0/0 ( 0.0%)
  4077. Prop Hull Verts 0/0 0/0 ( 0.0%)
  4078. Prop Hull Blob 0/0 0/0 ( 0.0%)
  4079. Prop Hull Lists 0/0 0/0 ( 0.0%)
  4080. Prop Hulls 0/0 0/0 ( 0.0%)
  4081. Prop Hull trilist 0/0 0/0 ( 0.0%)
  4082. detail props [variable] 1/48760 ( 0.0%)
  4083. dtl prp lght [variable] 1/4 (25.0%)
  4084. HDR dtl prp lght [variable] 1/4 (25.0%)
  4085. static props [variable] 1/26390 ( 0.0%)
  4086. pakfile [variable] 527910/0 ( 0.0%)
  4087. physics [variable] 70101/4194304 ( 1.7%)
  4088. physics terrain [variable] 1731/1048576 ( 0.2%)
  4089. Level flags = 0
  4090. Total triangle count: 3083
  4091. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4092. 33 seconds elapsed
  4093. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  4094. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  4095. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  4096. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  4097. fixing up env_cubemap materials on brush sides...
  4098. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  4099. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  4100. done (0)
  4101. Chop Details...done (0)
  4102. Find Visible Detail Sides...
  4103. Merged 82 detail faces...done (0)
  4104. Merging details...done (0)
  4105. FixTjuncs...
  4106. PruneNodes...
  4107. WriteBSP...
  4108. done (0)
  4109. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  4110. done (0)
  4111. Finding displacement neighbors...
  4112. Finding lightmap sample positions...
  4113. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  4114. Building Physics collision data...
  4115. done (0) (71688 bytes)
  4116. Cannot build Physics2 data
  4117. -----------
  4118. DataLinker total stream size 0.0 KiB
  4119. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  4120. Compacting texture/material tables...
  4121. Reduced 537 texinfos to 176
  4122. Reduced 55 texdatas to 43 (2174 bytes to 1741)
  4123. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4124. 5 seconds elapsed
  4125. 4 threads
  4126. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4127. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  4128. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  4129. 414 portalclusters
  4130. 1243 numportals
  4131. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 271 visible clusters (0.00%)
  4132. Total clusters visible: 111881
  4133. Average clusters visible: 270
  4134. Building PAS...
  4135. Average clusters audible: 413
  4136. visdatasize:46541 compressed from 46368
  4137. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4138. 5 seconds elapsed
  4139. [Reading texlights from 'lights.rad']
  4140. [2 texlights parsed from 'lights.rad']
  4141. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4142. 1391 faces
  4143. 1 degenerate faces
  4144. 982532 square feet [141484672.00 square inches]
  4145. 6 Displacements
  4146. 67886 Square Feet [9775600.00 Square Inches]
  4147. 1390 patches before subdivision
  4148. 38216 patches after subdivision
  4149. 6 direct lights
  4150. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2383436, max 634
  4151. transfer lists: 18.2 megs
  4152. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2319, 2522, 1885)
  4153. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(285, 281, 187)
  4154. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(40, 37, 22)
  4155. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(6, 5, 3)
  4156. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
  4157. Build Patch/Sample Hash Table(s).....Done<0.0088 sec>
  4158. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  4159. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  4160. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  4161. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  4162. Ready to Finish
  4163. Object names Objects/Maxobjs Memory / Maxmem Fullness
  4164. ------------ --------------- --------------- --------
  4165. models 5/1024 240/49152 ( 0.5%)
  4166. brushes 190/8192 2280/98304 ( 2.3%)
  4167. brushsides 1271/65536 10168/524288 ( 1.9%)
  4168. planes 622/65536 12440/1310720 ( 0.9%)
  4169. vertexes 2285/65536 27420/786432 ( 3.5%)
  4170. nodes 873/65536 27936/2097152 ( 1.3%)
  4171. texinfos 176/12288 12672/884736 ( 1.4%)
  4172. texdata 43/2048 1376/65536 ( 2.1%)
  4173. dispinfos 6/0 1056/0 ( 0.0%)
  4174. disp_verts 1526/0 30520/0 ( 0.0%)
  4175. disp_tris 2688/0 5376/0 ( 0.0%)
  4176. disp_lmsamples 77418/0 77418/0 ( 0.0%)
  4177. faces 1391/65536 77896/3670016 ( 2.1%)
  4178. hdr faces 0/65536 0/3670016 ( 0.0%)
  4179. origfaces 372/65536 20832/3670016 ( 0.6%)
  4180. leaves 879/65536 28128/2097152 ( 1.3%)
  4181. leaffaces 1508/65536 3016/131072 ( 2.3%)
  4182. leafbrushes 648/65536 1296/131072 ( 1.0%)
  4183. areas 2/256 16/2048 ( 0.8%)
  4184. surfedges 7656/512000 30624/2048000 ( 1.5%)
  4185. edges 4726/256000 18904/1024000 ( 1.8%)
  4186. LDR worldlights 6/8192 600/819200 ( 0.1%)
  4187. HDR worldlights 0/8192 0/819200 ( 0.0%)
  4188. leafwaterdata 1/32768 12/393216 ( 0.0%)
  4189. waterstrips 87/32768 870/327680 ( 0.3%)
  4190. waterverts 0/65536 0/786432 ( 0.0%)
  4191. waterindices 1428/65536 2856/131072 ( 2.2%)
  4192. cubemapsamples 5/1024 80/16384 ( 0.5%)
  4193. overlays 9/512 3168/180224 ( 1.8%)
  4194. LDR lightdata [variable] 1818112/0 ( 0.0%)
  4195. HDR lightdata [variable] 0/0 ( 0.0%)
  4196. visdata [variable] 46541/16777216 ( 0.3%)
  4197. entdata [variable] 15167/393216 ( 3.9%)
  4198. LDR ambient table 879/65536 3516/262144 ( 1.3%)
  4199. HDR ambient table 879/65536 3516/262144 ( 1.3%)
  4200. LDR leaf ambient 4112/65536 115136/1835008 ( 6.3%)
  4201. HDR leaf ambient 879/65536 24612/1835008 ( 1.3%)
  4202. occluders 0/0 0/0 ( 0.0%)
  4203. occluder polygons 0/0 0/0 ( 0.0%)
  4204. occluder vert ind 0/0 0/0 ( 0.0%)
  4205. Prop Hull Verts 0/0 0/0 ( 0.0%)
  4206. Prop Hull Blob 0/0 0/0 ( 0.0%)
  4207. Prop Hull Lists 0/0 0/0 ( 0.0%)
  4208. Prop Hulls 0/0 0/0 ( 0.0%)
  4209. Prop Hull trilist 0/0 0/0 ( 0.0%)
  4210. detail props [variable] 1/47876 ( 0.0%)
  4211. dtl prp lght [variable] 1/4 (25.0%)
  4212. HDR dtl prp lght [variable] 1/4 (25.0%)
  4213. static props [variable] 1/27762 ( 0.0%)
  4214. pakfile [variable] 527910/0 ( 0.0%)
  4215. physics [variable] 71688/4194304 ( 1.7%)
  4216. physics terrain [variable] 1731/1048576 ( 0.2%)
  4217. Level flags = 0
  4218. Total triangle count: 3385
  4219. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4220. 36 seconds elapsed
  4221. [Reading texlights from 'lights.rad']
  4222. [2 texlights parsed from 'lights.rad']
  4223. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4224. 1391 faces
  4225. 1 degenerate faces
  4226. 982532 square feet [141484672.00 square inches]
  4227. 6 Displacements
  4228. 67886 Square Feet [9775600.00 Square Inches]
  4229. 1390 patches before subdivision
  4230. 38216 patches after subdivision
  4231. 6 direct lights
  4232. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2383436, max 634
  4233. transfer lists: 18.2 megs
  4234. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(758, 884, 687)
  4235. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(85, 89, 61)
  4236. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(12, 11, 7)
  4237. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2, 1, 1)
  4238. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(0, 0, 0)
  4239. Build Patch/Sample Hash Table(s).....Done<0.0090 sec>
  4240. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  4241. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  4242. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  4243. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  4244. Ready to Finish
  4245. Object names Objects/Maxobjs Memory / Maxmem Fullness
  4246. ------------ --------------- --------------- --------
  4247. models 5/1024 240/49152 ( 0.5%)
  4248. brushes 190/8192 2280/98304 ( 2.3%)
  4249. brushsides 1271/65536 10168/524288 ( 1.9%)
  4250. planes 622/65536 12440/1310720 ( 0.9%)
  4251. vertexes 2285/65536 27420/786432 ( 3.5%)
  4252. nodes 873/65536 27936/2097152 ( 1.3%)
  4253. texinfos 176/12288 12672/884736 ( 1.4%)
  4254. texdata 43/2048 1376/65536 ( 2.1%)
  4255. dispinfos 6/0 1056/0 ( 0.0%)
  4256. disp_verts 1526/0 30520/0 ( 0.0%)
  4257. disp_tris 2688/0 5376/0 ( 0.0%)
  4258. disp_lmsamples 77418/0 77418/0 ( 0.0%)
  4259. faces 1391/65536 77896/3670016 ( 2.1%)
  4260. hdr faces 1391/65536 77896/3670016 ( 2.1%)
  4261. origfaces 372/65536 20832/3670016 ( 0.6%)
  4262. leaves 879/65536 28128/2097152 ( 1.3%)
  4263. leaffaces 1508/65536 3016/131072 ( 2.3%)
  4264. leafbrushes 648/65536 1296/131072 ( 1.0%)
  4265. areas 2/256 16/2048 ( 0.8%)
  4266. surfedges 7656/512000 30624/2048000 ( 1.5%)
  4267. edges 4726/256000 18904/1024000 ( 1.8%)
  4268. LDR worldlights 6/8192 600/819200 ( 0.1%)
  4269. HDR worldlights 6/8192 600/819200 ( 0.1%)
  4270. leafwaterdata 1/32768 12/393216 ( 0.0%)
  4271. waterstrips 87/32768 870/327680 ( 0.3%)
  4272. waterverts 0/65536 0/786432 ( 0.0%)
  4273. waterindices 1428/65536 2856/131072 ( 2.2%)
  4274. cubemapsamples 5/1024 80/16384 ( 0.5%)
  4275. overlays 9/512 3168/180224 ( 1.8%)
  4276. LDR lightdata [variable] 1818112/0 ( 0.0%)
  4277. HDR lightdata [variable] 1818112/0 ( 0.0%)
  4278. visdata [variable] 46541/16777216 ( 0.3%)
  4279. entdata [variable] 15167/393216 ( 3.9%)
  4280. LDR ambient table 879/65536 3516/262144 ( 1.3%)
  4281. HDR ambient table 879/65536 3516/262144 ( 1.3%)
  4282. LDR leaf ambient 4112/65536 115136/1835008 ( 6.3%)
  4283. HDR leaf ambient 3952/65536 110656/1835008 ( 6.0%)
  4284. occluders 0/0 0/0 ( 0.0%)
  4285. occluder polygons 0/0 0/0 ( 0.0%)
  4286. occluder vert ind 0/0 0/0 ( 0.0%)
  4287. Prop Hull Verts 0/0 0/0 ( 0.0%)
  4288. Prop Hull Blob 0/0 0/0 ( 0.0%)
  4289. Prop Hull Lists 0/0 0/0 ( 0.0%)
  4290. Prop Hulls 0/0 0/0 ( 0.0%)
  4291. Prop Hull trilist 0/0 0/0 ( 0.0%)
  4292. detail props [variable] 1/47876 ( 0.0%)
  4293. dtl prp lght [variable] 1/4 (25.0%)
  4294. HDR dtl prp lght [variable] 1/4 (25.0%)
  4295. static props [variable] 1/27762 ( 0.0%)
  4296. pakfile [variable] 527910/0 ( 0.0%)
  4297. physics [variable] 71688/4194304 ( 1.7%)
  4298. physics terrain [variable] 1731/1048576 ( 0.2%)
  4299. Level flags = 0
  4300. Total triangle count: 3385
  4301. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4302. 36 seconds elapsed
  4303. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  4304. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  4305. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  4306. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  4307. fixing up env_cubemap materials on brush sides...
  4308. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  4309. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  4310. done (0)
  4311. Chop Details...done (0)
  4312. Find Visible Detail Sides...
  4313. Merged 82 detail faces...done (0)
  4314. Merging details...done (0)
  4315. FixTjuncs...
  4316. PruneNodes...
  4317. WriteBSP...
  4318. done (0)
  4319. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  4320. done (0)
  4321. Finding displacement neighbors...
  4322. Finding lightmap sample positions...
  4323. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  4324. Building Physics collision data...
  4325. done (0) (71688 bytes)
  4326. Cannot build Physics2 data
  4327. -----------
  4328. DataLinker total stream size 0.0 KiB
  4329. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  4330. Compacting texture/material tables...
  4331. Reduced 537 texinfos to 179
  4332. Reduced 56 texdatas to 44 (2198 bytes to 1765)
  4333. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4334. 5 seconds elapsed
  4335. 4 threads
  4336. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4337. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  4338. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  4339. 414 portalclusters
  4340. 1243 numportals
  4341. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 271 visible clusters (0.00%)
  4342. Total clusters visible: 111881
  4343. Average clusters visible: 270
  4344. Building PAS...
  4345. Average clusters audible: 413
  4346. visdatasize:46541 compressed from 46368
  4347. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4348. 5 seconds elapsed
  4349. [Reading texlights from 'lights.rad']
  4350. [2 texlights parsed from 'lights.rad']
  4351. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4352. 1504 faces
  4353. 1 degenerate faces
  4354. 1018242 square feet [146626960.00 square inches]
  4355. 6 Displacements
  4356. 67886 Square Feet [9775600.00 Square Inches]
  4357. 1503 patches before subdivision
  4358. 42923 patches after subdivision
  4359. 6 direct lights
  4360. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3494829, max 634
  4361. transfer lists: 26.7 megs
  4362. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2386, 2618, 1976)
  4363. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(295, 294, 195)
  4364. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(42, 39, 24)
  4365. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(6, 5, 3)
  4366. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
  4367. Build Patch/Sample Hash Table(s).....Done<0.0104 sec>
  4368. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  4369. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  4370. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  4371. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  4372. Ready to Finish
  4373. Object names Objects/Maxobjs Memory / Maxmem Fullness
  4374. ------------ --------------- --------------- --------
  4375. models 5/1024 240/49152 ( 0.5%)
  4376. brushes 190/8192 2280/98304 ( 2.3%)
  4377. brushsides 1271/65536 10168/524288 ( 1.9%)
  4378. planes 622/65536 12440/1310720 ( 0.9%)
  4379. vertexes 2331/65536 27972/786432 ( 3.6%)
  4380. nodes 873/65536 27936/2097152 ( 1.3%)
  4381. texinfos 179/12288 12888/884736 ( 1.5%)
  4382. texdata 44/2048 1408/65536 ( 2.1%)
  4383. dispinfos 6/0 1056/0 ( 0.0%)
  4384. disp_verts 1526/0 30520/0 ( 0.0%)
  4385. disp_tris 2688/0 5376/0 ( 0.0%)
  4386. disp_lmsamples 77418/0 77418/0 ( 0.0%)
  4387. faces 1504/65536 84224/3670016 ( 2.3%)
  4388. hdr faces 0/65536 0/3670016 ( 0.0%)
  4389. origfaces 382/65536 21392/3670016 ( 0.6%)
  4390. leaves 879/65536 28128/2097152 ( 1.3%)
  4391. leaffaces 1648/65536 3296/131072 ( 2.5%)
  4392. leafbrushes 648/65536 1296/131072 ( 1.0%)
  4393. areas 2/256 16/2048 ( 0.8%)
  4394. surfedges 8182/512000 32728/2048000 ( 1.6%)
  4395. edges 5009/256000 20036/1024000 ( 2.0%)
  4396. LDR worldlights 6/8192 600/819200 ( 0.1%)
  4397. HDR worldlights 0/8192 0/819200 ( 0.0%)
  4398. leafwaterdata 1/32768 12/393216 ( 0.0%)
  4399. waterstrips 93/32768 930/327680 ( 0.3%)
  4400. waterverts 0/65536 0/786432 ( 0.0%)
  4401. waterindices 1503/65536 3006/131072 ( 2.3%)
  4402. cubemapsamples 5/1024 80/16384 ( 0.5%)
  4403. overlays 9/512 3168/180224 ( 1.8%)
  4404. LDR lightdata [variable] 1917512/0 ( 0.0%)
  4405. HDR lightdata [variable] 0/0 ( 0.0%)
  4406. visdata [variable] 46541/16777216 ( 0.3%)
  4407. entdata [variable] 15167/393216 ( 3.9%)
  4408. LDR ambient table 879/65536 3516/262144 ( 1.3%)
  4409. HDR ambient table 879/65536 3516/262144 ( 1.3%)
  4410. LDR leaf ambient 3958/65536 110824/1835008 ( 6.0%)
  4411. HDR leaf ambient 879/65536 24612/1835008 ( 1.3%)
  4412. occluders 0/0 0/0 ( 0.0%)
  4413. occluder polygons 0/0 0/0 ( 0.0%)
  4414. occluder vert ind 0/0 0/0 ( 0.0%)
  4415. Prop Hull Verts 0/0 0/0 ( 0.0%)
  4416. Prop Hull Blob 0/0 0/0 ( 0.0%)
  4417. Prop Hull Lists 0/0 0/0 ( 0.0%)
  4418. Prop Hulls 0/0 0/0 ( 0.0%)
  4419. Prop Hull trilist 0/0 0/0 ( 0.0%)
  4420. detail props [variable] 1/47876 ( 0.0%)
  4421. dtl prp lght [variable] 1/4 (25.0%)
  4422. HDR dtl prp lght [variable] 1/4 (25.0%)
  4423. static props [variable] 1/27762 ( 0.0%)
  4424. pakfile [variable] 527910/0 ( 0.0%)
  4425. physics [variable] 71688/4194304 ( 1.7%)
  4426. physics terrain [variable] 1731/1048576 ( 0.2%)
  4427. Level flags = 0
  4428. Total triangle count: 3645
  4429. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4430. 45 seconds elapsed
  4431. [Reading texlights from 'lights.rad']
  4432. [2 texlights parsed from 'lights.rad']
  4433. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4434. 1504 faces
  4435. 1 degenerate faces
  4436. 1018242 square feet [146626960.00 square inches]
  4437. 6 Displacements
  4438. 67886 Square Feet [9775600.00 Square Inches]
  4439. 1503 patches before subdivision
  4440. 42923 patches after subdivision
  4441. 6 direct lights
  4442. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3494829, max 634
  4443. transfer lists: 26.7 megs
  4444. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(790, 929, 732)
  4445. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(89, 94, 65)
  4446. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(12, 12, 8)
  4447. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2, 2, 1)
  4448. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(0, 0, 0)
  4449. Build Patch/Sample Hash Table(s).....Done<0.0100 sec>
  4450. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  4451. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  4452. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  4453. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  4454. Ready to Finish
  4455. Object names Objects/Maxobjs Memory / Maxmem Fullness
  4456. ------------ --------------- --------------- --------
  4457. models 5/1024 240/49152 ( 0.5%)
  4458. brushes 190/8192 2280/98304 ( 2.3%)
  4459. brushsides 1271/65536 10168/524288 ( 1.9%)
  4460. planes 622/65536 12440/1310720 ( 0.9%)
  4461. vertexes 2331/65536 27972/786432 ( 3.6%)
  4462. nodes 873/65536 27936/2097152 ( 1.3%)
  4463. texinfos 179/12288 12888/884736 ( 1.5%)
  4464. texdata 44/2048 1408/65536 ( 2.1%)
  4465. dispinfos 6/0 1056/0 ( 0.0%)
  4466. disp_verts 1526/0 30520/0 ( 0.0%)
  4467. disp_tris 2688/0 5376/0 ( 0.0%)
  4468. disp_lmsamples 77418/0 77418/0 ( 0.0%)
  4469. faces 1504/65536 84224/3670016 ( 2.3%)
  4470. hdr faces 1504/65536 84224/3670016 ( 2.3%)
  4471. origfaces 382/65536 21392/3670016 ( 0.6%)
  4472. leaves 879/65536 28128/2097152 ( 1.3%)
  4473. leaffaces 1648/65536 3296/131072 ( 2.5%)
  4474. leafbrushes 648/65536 1296/131072 ( 1.0%)
  4475. areas 2/256 16/2048 ( 0.8%)
  4476. surfedges 8182/512000 32728/2048000 ( 1.6%)
  4477. edges 5009/256000 20036/1024000 ( 2.0%)
  4478. LDR worldlights 6/8192 600/819200 ( 0.1%)
  4479. HDR worldlights 6/8192 600/819200 ( 0.1%)
  4480. leafwaterdata 1/32768 12/393216 ( 0.0%)
  4481. waterstrips 93/32768 930/327680 ( 0.3%)
  4482. waterverts 0/65536 0/786432 ( 0.0%)
  4483. waterindices 1503/65536 3006/131072 ( 2.3%)
  4484. cubemapsamples 5/1024 80/16384 ( 0.5%)
  4485. overlays 9/512 3168/180224 ( 1.8%)
  4486. LDR lightdata [variable] 1917512/0 ( 0.0%)
  4487. HDR lightdata [variable] 1917512/0 ( 0.0%)
  4488. visdata [variable] 46541/16777216 ( 0.3%)
  4489. entdata [variable] 15167/393216 ( 3.9%)
  4490. LDR ambient table 879/65536 3516/262144 ( 1.3%)
  4491. HDR ambient table 879/65536 3516/262144 ( 1.3%)
  4492. LDR leaf ambient 3958/65536 110824/1835008 ( 6.0%)
  4493. HDR leaf ambient 3820/65536 106960/1835008 ( 5.8%)
  4494. occluders 0/0 0/0 ( 0.0%)
  4495. occluder polygons 0/0 0/0 ( 0.0%)
  4496. occluder vert ind 0/0 0/0 ( 0.0%)
  4497. Prop Hull Verts 0/0 0/0 ( 0.0%)
  4498. Prop Hull Blob 0/0 0/0 ( 0.0%)
  4499. Prop Hull Lists 0/0 0/0 ( 0.0%)
  4500. Prop Hulls 0/0 0/0 ( 0.0%)
  4501. Prop Hull trilist 0/0 0/0 ( 0.0%)
  4502. detail props [variable] 1/47876 ( 0.0%)
  4503. dtl prp lght [variable] 1/4 (25.0%)
  4504. HDR dtl prp lght [variable] 1/4 (25.0%)
  4505. static props [variable] 1/27762 ( 0.0%)
  4506. pakfile [variable] 527910/0 ( 0.0%)
  4507. physics [variable] 71688/4194304 ( 1.7%)
  4508. physics terrain [variable] 1731/1048576 ( 0.2%)
  4509. Level flags = 0
  4510. Total triangle count: 3645
  4511. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4512. 40 seconds elapsed
  4513. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  4514. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  4515. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  4516. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  4517. fixing up env_cubemap materials on brush sides...
  4518. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  4519. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  4520. done (0)
  4521. Chop Details...done (0)
  4522. Find Visible Detail Sides...
  4523. Merged 46 detail faces...done (0)
  4524. Merging details...done (0)
  4525. FixTjuncs...
  4526. PruneNodes...
  4527. WriteBSP...
  4528. done (0)
  4529. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  4530. done (0)
  4531. Finding displacement neighbors...
  4532. Finding lightmap sample positions...
  4533. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  4534. Building Physics collision data...
  4535. done (0) (82728 bytes)
  4536. Cannot build Physics2 data
  4537. -----------
  4538. DataLinker total stream size 0.0 KiB
  4539. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  4540. Compacting texture/material tables...
  4541. Reduced 599 texinfos to 209
  4542. Reduced 61 texdatas to 49 (2381 bytes to 1941)
  4543. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4544. 5 seconds elapsed
  4545. 4 threads
  4546. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4547. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  4548. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  4549. 578 portalclusters
  4550. 1732 numportals
  4551. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 791 visible clusters (0.00%)
  4552. Total clusters visible: 205317
  4553. Average clusters visible: 355
  4554. Building PAS...
  4555. Average clusters audible: 577
  4556. visdatasize:89037 compressed from 92480
  4557. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4558. 23 seconds elapsed
  4559. [Reading texlights from 'lights.rad']
  4560. [2 texlights parsed from 'lights.rad']
  4561. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4562. 1793 faces
  4563. 2 degenerate faces
  4564. 1495007 square feet [215281008.00 square inches]
  4565. 10 Displacements
  4566. 143450 Square Feet [20656930.00 Square Inches]
  4567. 1791 patches before subdivision
  4568. 50681 patches after subdivision
  4569. 6 direct lights
  4570. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3870211, max 700
  4571. transfer lists: 29.5 megs
  4572. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(3046, 3490, 2609)
  4573. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(357, 369, 242)
  4574. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(59, 57, 31)
  4575. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(7, 7, 3)
  4576. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2, 1, 1)
  4577. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
  4578. Build Patch/Sample Hash Table(s).....Done<0.0126 sec>
  4579. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  4580. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  4581. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  4582. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  4583. Ready to Finish
  4584. Object names Objects/Maxobjs Memory / Maxmem Fullness
  4585. ------------ --------------- --------------- --------
  4586. models 5/1024 240/49152 ( 0.5%)
  4587. brushes 219/8192 2628/98304 ( 2.7%)
  4588. brushsides 1472/65536 11776/524288 ( 2.2%)
  4589. planes 732/65536 14640/1310720 ( 1.1%)
  4590. vertexes 2778/65536 33336/786432 ( 4.2%)
  4591. nodes 1190/65536 38080/2097152 ( 1.8%)
  4592. texinfos 209/12288 15048/884736 ( 1.7%)
  4593. texdata 49/2048 1568/65536 ( 2.4%)
  4594. dispinfos 10/0 1760/0 ( 0.0%)
  4595. disp_verts 2682/0 53640/0 ( 0.0%)
  4596. disp_tris 4736/0 9472/0 ( 0.0%)
  4597. disp_lmsamples 147514/0 147514/0 ( 0.0%)
  4598. faces 1793/65536 100408/3670016 ( 2.7%)
  4599. hdr faces 0/65536 0/3670016 ( 0.0%)
  4600. origfaces 424/65536 23744/3670016 ( 0.6%)
  4601. leaves 1196/65536 38272/2097152 ( 1.8%)
  4602. leaffaces 1988/65536 3976/131072 ( 3.0%)
  4603. leafbrushes 805/65536 1610/131072 ( 1.2%)
  4604. areas 3/256 24/2048 ( 1.2%)
  4605. surfedges 9724/512000 38896/2048000 ( 1.9%)
  4606. edges 5853/256000 23412/1024000 ( 2.3%)
  4607. LDR worldlights 6/8192 600/819200 ( 0.1%)
  4608. HDR worldlights 0/8192 0/819200 ( 0.0%)
  4609. leafwaterdata 1/32768 12/393216 ( 0.0%)
  4610. waterstrips 107/32768 1070/327680 ( 0.3%)
  4611. waterverts 0/65536 0/786432 ( 0.0%)
  4612. waterindices 1746/65536 3492/131072 ( 2.7%)
  4613. cubemapsamples 5/1024 80/16384 ( 0.5%)
  4614. overlays 12/512 4224/180224 ( 2.3%)
  4615. LDR lightdata [variable] 2313512/0 ( 0.0%)
  4616. HDR lightdata [variable] 0/0 ( 0.0%)
  4617. visdata [variable] 89037/16777216 ( 0.5%)
  4618. entdata [variable] 19197/393216 ( 4.9%)
  4619. LDR ambient table 1196/65536 4784/262144 ( 1.8%)
  4620. HDR ambient table 1196/65536 4784/262144 ( 1.8%)
  4621. LDR leaf ambient 5722/65536 160216/1835008 ( 8.7%)
  4622. HDR leaf ambient 1196/65536 33488/1835008 ( 1.8%)
  4623. occluders 0/0 0/0 ( 0.0%)
  4624. occluder polygons 0/0 0/0 ( 0.0%)
  4625. occluder vert ind 0/0 0/0 ( 0.0%)
  4626. Prop Hull Verts 0/0 0/0 ( 0.0%)
  4627. Prop Hull Blob 0/0 0/0 ( 0.0%)
  4628. Prop Hull Lists 0/0 0/0 ( 0.0%)
  4629. Prop Hulls 0/0 0/0 ( 0.0%)
  4630. Prop Hull trilist 0/0 0/0 ( 0.0%)
  4631. detail props [variable] 1/348124 ( 0.0%)
  4632. dtl prp lght [variable] 1/4 (25.0%)
  4633. HDR dtl prp lght [variable] 1/4 (25.0%)
  4634. static props [variable] 1/31098 ( 0.0%)
  4635. pakfile [variable] 528276/0 ( 0.0%)
  4636. physics [variable] 82728/4194304 ( 2.0%)
  4637. physics terrain [variable] 3643/1048576 ( 0.3%)
  4638. Level flags = 0
  4639. Total triangle count: 4437
  4640. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4641. 54 seconds elapsed
  4642. [Reading texlights from 'lights.rad']
  4643. [2 texlights parsed from 'lights.rad']
  4644. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4645. 1793 faces
  4646. 2 degenerate faces
  4647. 1495007 square feet [215281008.00 square inches]
  4648. 10 Displacements
  4649. 143450 Square Feet [20656930.00 Square Inches]
  4650. 1791 patches before subdivision
  4651. 50681 patches after subdivision
  4652. 6 direct lights
  4653. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3870211, max 700
  4654. transfer lists: 29.5 megs
  4655. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1177, 1448, 1105)
  4656. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(125, 138, 92)
  4657. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(22, 23, 12)
  4658. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(3, 2, 1)
  4659. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
  4660. Build Patch/Sample Hash Table(s).....Done<0.0127 sec>
  4661. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  4662. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  4663. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  4664. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  4665. Ready to Finish
  4666. Object names Objects/Maxobjs Memory / Maxmem Fullness
  4667. ------------ --------------- --------------- --------
  4668. models 5/1024 240/49152 ( 0.5%)
  4669. brushes 219/8192 2628/98304 ( 2.7%)
  4670. brushsides 1472/65536 11776/524288 ( 2.2%)
  4671. planes 732/65536 14640/1310720 ( 1.1%)
  4672. vertexes 2778/65536 33336/786432 ( 4.2%)
  4673. nodes 1190/65536 38080/2097152 ( 1.8%)
  4674. texinfos 209/12288 15048/884736 ( 1.7%)
  4675. texdata 49/2048 1568/65536 ( 2.4%)
  4676. dispinfos 10/0 1760/0 ( 0.0%)
  4677. disp_verts 2682/0 53640/0 ( 0.0%)
  4678. disp_tris 4736/0 9472/0 ( 0.0%)
  4679. disp_lmsamples 147514/0 147514/0 ( 0.0%)
  4680. faces 1793/65536 100408/3670016 ( 2.7%)
  4681. hdr faces 1793/65536 100408/3670016 ( 2.7%)
  4682. origfaces 424/65536 23744/3670016 ( 0.6%)
  4683. leaves 1196/65536 38272/2097152 ( 1.8%)
  4684. leaffaces 1988/65536 3976/131072 ( 3.0%)
  4685. leafbrushes 805/65536 1610/131072 ( 1.2%)
  4686. areas 3/256 24/2048 ( 1.2%)
  4687. surfedges 9724/512000 38896/2048000 ( 1.9%)
  4688. edges 5853/256000 23412/1024000 ( 2.3%)
  4689. LDR worldlights 6/8192 600/819200 ( 0.1%)
  4690. HDR worldlights 6/8192 600/819200 ( 0.1%)
  4691. leafwaterdata 1/32768 12/393216 ( 0.0%)
  4692. waterstrips 107/32768 1070/327680 ( 0.3%)
  4693. waterverts 0/65536 0/786432 ( 0.0%)
  4694. waterindices 1746/65536 3492/131072 ( 2.7%)
  4695. cubemapsamples 5/1024 80/16384 ( 0.5%)
  4696. overlays 12/512 4224/180224 ( 2.3%)
  4697. LDR lightdata [variable] 2313512/0 ( 0.0%)
  4698. HDR lightdata [variable] 2313512/0 ( 0.0%)
  4699. visdata [variable] 89037/16777216 ( 0.5%)
  4700. entdata [variable] 19197/393216 ( 4.9%)
  4701. LDR ambient table 1196/65536 4784/262144 ( 1.8%)
  4702. HDR ambient table 1196/65536 4784/262144 ( 1.8%)
  4703. LDR leaf ambient 5722/65536 160216/1835008 ( 8.7%)
  4704. HDR leaf ambient 5583/65536 156324/1835008 ( 8.5%)
  4705. occluders 0/0 0/0 ( 0.0%)
  4706. occluder polygons 0/0 0/0 ( 0.0%)
  4707. occluder vert ind 0/0 0/0 ( 0.0%)
  4708. Prop Hull Verts 0/0 0/0 ( 0.0%)
  4709. Prop Hull Blob 0/0 0/0 ( 0.0%)
  4710. Prop Hull Lists 0/0 0/0 ( 0.0%)
  4711. Prop Hulls 0/0 0/0 ( 0.0%)
  4712. Prop Hull trilist 0/0 0/0 ( 0.0%)
  4713. detail props [variable] 1/348124 ( 0.0%)
  4714. dtl prp lght [variable] 1/4 (25.0%)
  4715. HDR dtl prp lght [variable] 1/4 (25.0%)
  4716. static props [variable] 1/31098 ( 0.0%)
  4717. pakfile [variable] 528276/0 ( 0.0%)
  4718. physics [variable] 82728/4194304 ( 2.0%)
  4719. physics terrain [variable] 3643/1048576 ( 0.3%)
  4720. Level flags = 0
  4721. Total triangle count: 4437
  4722. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4723. 52 seconds elapsed
  4724. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  4725. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  4726. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  4727. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  4728. fixing up env_cubemap materials on brush sides...
  4729. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  4730. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  4731. done (0)
  4732. Chop Details...done (0)
  4733. Find Visible Detail Sides...
  4734. Merged 66 detail faces...done (0)
  4735. Merging details...done (0)
  4736. FixTjuncs...
  4737. PruneNodes...
  4738. WriteBSP...
  4739. done (0)
  4740. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  4741. done (0)
  4742. Finding displacement neighbors...
  4743. Finding lightmap sample positions...
  4744. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  4745. Building Physics collision data...
  4746. done (0) (86728 bytes)
  4747. Cannot build Physics2 data
  4748. -----------
  4749. DataLinker total stream size 0.0 KiB
  4750. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  4751. Compacting texture/material tables...
  4752. Reduced 630 texinfos to 219
  4753. Reduced 64 texdatas to 51 (2446 bytes to 1986)
  4754. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4755. 6 seconds elapsed
  4756. 4 threads
  4757. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4758. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  4759. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  4760. 565 portalclusters
  4761. 1715 numportals
  4762. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 639 visible clusters (0.00%)
  4763. Total clusters visible: 203394
  4764. Average clusters visible: 359
  4765. Building PAS...
  4766. Average clusters audible: 564
  4767. visdatasize:85256 compressed from 81360
  4768. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4769. 22 seconds elapsed
  4770. [Reading texlights from 'lights.rad']
  4771. [2 texlights parsed from 'lights.rad']
  4772. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4773. 1764 faces
  4774. 2 degenerate faces
  4775. 1498919 square feet [215844352.00 square inches]
  4776. 10 Displacements
  4777. 148495 Square Feet [21383362.00 Square Inches]
  4778. 1762 patches before subdivision
  4779. 51650 patches after subdivision
  4780. 6 direct lights
  4781. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3991925, max 681
  4782. transfer lists: 30.5 megs
  4783. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(3043, 3487, 2606)
  4784. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(356, 368, 241)
  4785. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(58, 56, 31)
  4786. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(7, 7, 3)
  4787. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2, 1, 1)
  4788. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
  4789. Build Patch/Sample Hash Table(s).....Done<0.0128 sec>
  4790. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  4791. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  4792. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  4793. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  4794. Ready to Finish
  4795. Object names Objects/Maxobjs Memory / Maxmem Fullness
  4796. ------------ --------------- --------------- --------
  4797. models 5/1024 240/49152 ( 0.5%)
  4798. brushes 232/8192 2784/98304 ( 2.8%)
  4799. brushsides 1554/65536 12432/524288 ( 2.4%)
  4800. planes 760/65536 15200/1310720 ( 1.2%)
  4801. vertexes 2760/65536 33120/786432 ( 4.2%)
  4802. nodes 1155/65536 36960/2097152 ( 1.8%)
  4803. texinfos 219/12288 15768/884736 ( 1.8%)
  4804. texdata 51/2048 1632/65536 ( 2.5%)
  4805. dispinfos 10/0 1760/0 ( 0.0%)
  4806. disp_verts 2682/0 53640/0 ( 0.0%)
  4807. disp_tris 4736/0 9472/0 ( 0.0%)
  4808. disp_lmsamples 160760/0 160760/0 ( 0.0%)
  4809. faces 1764/65536 98784/3670016 ( 2.7%)
  4810. hdr faces 0/65536 0/3670016 ( 0.0%)
  4811. origfaces 447/65536 25032/3670016 ( 0.7%)
  4812. leaves 1161/65536 37152/2097152 ( 1.8%)
  4813. leaffaces 1953/65536 3906/131072 ( 3.0%)
  4814. leafbrushes 812/65536 1624/131072 ( 1.2%)
  4815. areas 3/256 24/2048 ( 1.2%)
  4816. surfedges 9633/512000 38532/2048000 ( 1.9%)
  4817. edges 5879/256000 23516/1024000 ( 2.3%)
  4818. LDR worldlights 6/8192 600/819200 ( 0.1%)
  4819. HDR worldlights 0/8192 0/819200 ( 0.0%)
  4820. leafwaterdata 1/32768 12/393216 ( 0.0%)
  4821. waterstrips 108/32768 1080/327680 ( 0.3%)
  4822. waterverts 0/65536 0/786432 ( 0.0%)
  4823. waterindices 1731/65536 3462/131072 ( 2.6%)
  4824. cubemapsamples 5/1024 80/16384 ( 0.5%)
  4825. overlays 14/512 4928/180224 ( 2.7%)
  4826. LDR lightdata [variable] 2374176/0 ( 0.0%)
  4827. HDR lightdata [variable] 0/0 ( 0.0%)
  4828. visdata [variable] 85256/16777216 ( 0.5%)
  4829. entdata [variable] 19426/393216 ( 4.9%)
  4830. LDR ambient table 1161/65536 4644/262144 ( 1.8%)
  4831. HDR ambient table 1161/65536 4644/262144 ( 1.8%)
  4832. LDR leaf ambient 5468/65536 153104/1835008 ( 8.3%)
  4833. HDR leaf ambient 1161/65536 32508/1835008 ( 1.8%)
  4834. occluders 1/0 40/0 ( 0.0%)
  4835. occluder polygons 6/0 72/0 ( 0.0%)
  4836. occluder vert ind 24/0 96/0 ( 0.0%)
  4837. Prop Hull Verts 0/0 0/0 ( 0.0%)
  4838. Prop Hull Blob 0/0 0/0 ( 0.0%)
  4839. Prop Hull Lists 0/0 0/0 ( 0.0%)
  4840. Prop Hulls 0/0 0/0 ( 0.0%)
  4841. Prop Hull trilist 0/0 0/0 ( 0.0%)
  4842. detail props [variable] 1/390296 ( 0.0%)
  4843. dtl prp lght [variable] 1/4 (25.0%)
  4844. HDR dtl prp lght [variable] 1/4 (25.0%)
  4845. static props [variable] 1/31338 ( 0.0%)
  4846. pakfile [variable] 528276/0 ( 0.0%)
  4847. physics [variable] 86728/4194304 ( 2.1%)
  4848. physics terrain [variable] 3643/1048576 ( 0.3%)
  4849. Level flags = 0
  4850. Total triangle count: 4312
  4851. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4852. 55 seconds elapsed
  4853. [Reading texlights from 'lights.rad']
  4854. [2 texlights parsed from 'lights.rad']
  4855. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4856. 1764 faces
  4857. 2 degenerate faces
  4858. 1498919 square feet [215844352.00 square inches]
  4859. 10 Displacements
  4860. 148495 Square Feet [21383362.00 Square Inches]
  4861. 1762 patches before subdivision
  4862. 51650 patches after subdivision
  4863. 6 direct lights
  4864. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3991925, max 681
  4865. transfer lists: 30.5 megs
  4866. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1178, 1448, 1105)
  4867. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(125, 137, 91)
  4868. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(22, 23, 12)
  4869. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(3, 2, 1)
  4870. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
  4871. Build Patch/Sample Hash Table(s).....Done<0.0137 sec>
  4872. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  4873. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  4874. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  4875. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  4876. Ready to Finish
  4877. Object names Objects/Maxobjs Memory / Maxmem Fullness
  4878. ------------ --------------- --------------- --------
  4879. models 5/1024 240/49152 ( 0.5%)
  4880. brushes 232/8192 2784/98304 ( 2.8%)
  4881. brushsides 1554/65536 12432/524288 ( 2.4%)
  4882. planes 760/65536 15200/1310720 ( 1.2%)
  4883. vertexes 2760/65536 33120/786432 ( 4.2%)
  4884. nodes 1155/65536 36960/2097152 ( 1.8%)
  4885. texinfos 219/12288 15768/884736 ( 1.8%)
  4886. texdata 51/2048 1632/65536 ( 2.5%)
  4887. dispinfos 10/0 1760/0 ( 0.0%)
  4888. disp_verts 2682/0 53640/0 ( 0.0%)
  4889. disp_tris 4736/0 9472/0 ( 0.0%)
  4890. disp_lmsamples 160760/0 160760/0 ( 0.0%)
  4891. faces 1764/65536 98784/3670016 ( 2.7%)
  4892. hdr faces 1764/65536 98784/3670016 ( 2.7%)
  4893. origfaces 447/65536 25032/3670016 ( 0.7%)
  4894. leaves 1161/65536 37152/2097152 ( 1.8%)
  4895. leaffaces 1953/65536 3906/131072 ( 3.0%)
  4896. leafbrushes 812/65536 1624/131072 ( 1.2%)
  4897. areas 3/256 24/2048 ( 1.2%)
  4898. surfedges 9633/512000 38532/2048000 ( 1.9%)
  4899. edges 5879/256000 23516/1024000 ( 2.3%)
  4900. LDR worldlights 6/8192 600/819200 ( 0.1%)
  4901. HDR worldlights 6/8192 600/819200 ( 0.1%)
  4902. leafwaterdata 1/32768 12/393216 ( 0.0%)
  4903. waterstrips 108/32768 1080/327680 ( 0.3%)
  4904. waterverts 0/65536 0/786432 ( 0.0%)
  4905. waterindices 1731/65536 3462/131072 ( 2.6%)
  4906. cubemapsamples 5/1024 80/16384 ( 0.5%)
  4907. overlays 14/512 4928/180224 ( 2.7%)
  4908. LDR lightdata [variable] 2374176/0 ( 0.0%)
  4909. HDR lightdata [variable] 2374176/0 ( 0.0%)
  4910. visdata [variable] 85256/16777216 ( 0.5%)
  4911. entdata [variable] 19426/393216 ( 4.9%)
  4912. LDR ambient table 1161/65536 4644/262144 ( 1.8%)
  4913. HDR ambient table 1161/65536 4644/262144 ( 1.8%)
  4914. LDR leaf ambient 5468/65536 153104/1835008 ( 8.3%)
  4915. HDR leaf ambient 5389/65536 150892/1835008 ( 8.2%)
  4916. occluders 1/0 40/0 ( 0.0%)
  4917. occluder polygons 6/0 72/0 ( 0.0%)
  4918. occluder vert ind 24/0 96/0 ( 0.0%)
  4919. Prop Hull Verts 0/0 0/0 ( 0.0%)
  4920. Prop Hull Blob 0/0 0/0 ( 0.0%)
  4921. Prop Hull Lists 0/0 0/0 ( 0.0%)
  4922. Prop Hulls 0/0 0/0 ( 0.0%)
  4923. Prop Hull trilist 0/0 0/0 ( 0.0%)
  4924. detail props [variable] 1/390296 ( 0.0%)
  4925. dtl prp lght [variable] 1/4 (25.0%)
  4926. HDR dtl prp lght [variable] 1/4 (25.0%)
  4927. static props [variable] 1/31338 ( 0.0%)
  4928. pakfile [variable] 528276/0 ( 0.0%)
  4929. physics [variable] 86728/4194304 ( 2.1%)
  4930. physics terrain [variable] 3643/1048576 ( 0.3%)
  4931. Level flags = 0
  4932. Total triangle count: 4312
  4933. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4934. 51 seconds elapsed
  4935. Using shader api: shaderapiempty.dll
  4936. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  4937. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  4938. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  4939. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  4940. fixing up env_cubemap materials on brush sides...
  4941. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  4942. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  4943. done (0)
  4944. Chop Details...done (0)
  4945. Find Visible Detail Sides...
  4946. Merged 66 detail faces...done (0)
  4947. Merging details...done (0)
  4948. FixTjuncs...
  4949. PruneNodes...
  4950. WriteBSP...
  4951. done (0)
  4952. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  4953. done (0)
  4954. Finding displacement neighbors...
  4955. Finding lightmap sample positions...
  4956. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  4957. Building Physics collision data...
  4958. done (0) (92045 bytes)
  4959. Cannot build Physics2 data
  4960. -----------
  4961. DataLinker total stream size 0.0 KiB
  4962. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  4963. Compacting texture/material tables...
  4964. Reduced 668 texinfos to 236
  4965. Reduced 69 texdatas to 55 (2577 bytes to 2099)
  4966. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4967. 5 seconds elapsed
  4968. 4 threads
  4969. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  4970. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  4971. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  4972. 571 portalclusters
  4973. 1704 numportals
  4974. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5..
  4975. Using shader api: shaderapiempty.dll
  4976. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  4977. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  4978. Brush 35864: FloatPlane: bad normal
  4979. Side 1
  4980. Texture: TOOLS/TOOLSNODRAW
  4981. Using shader api: shaderapiempty.dll
  4982. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  4983. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  4984. Brush 35864: FloatPlane: bad normal
  4985. Side 1
  4986. Texture: TOOLS/TOOLSNODRAW
  4987. Using shader api: shaderapiempty.dll
  4988. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  4989. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  4990. Brush 36497: FloatPlane: bad normal
  4991. Side 1
  4992. Texture: TOOLS/TOOLSNODRAW
  4993. Using shader api: shaderapiempty.dll
  4994. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  4995. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  4996. Brush 36497: FloatPlane: bad normal
  4997. Side 1
  4998. Texture: TOOLS/TOOLSNODRAW
  4999. Using shader api: shaderapiempty.dll
  5000. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  5001. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  5002. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  5003. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  5004. fixing up env_cubemap materials on brush sides...
  5005. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...Wrote d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.lin
  5006. Areaportal leak ! File: d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.lin
  5007. Brush 36447: areaportal brush doesn't touch two areas
  5008. Brush 36432: areaportal brush doesn't touch two areas
  5009. Brush 36432: areaportal brush doesn't touch two areas
  5010. Brush 36483: areaportal brush doesn't touch two areas
  5011. Brush 36483: areaportal brush doesn't touch two areas
  5012. Brush 36483: areaportal brush doesn't touch two areas
  5013. Brush 36447: areaportal brush doesn't touch two areas
  5014. Brush 36477: areaportal brush doesn't touch two areas
  5015. Brush 36477: areaportal brush doesn't touch two areas
  5016. Brush 36477: areaportal brush doesn't touch two areas
  5017. Brush 36483: areaportal brush doesn't touch two areas
  5018. done (0)
  5019. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  5020. done (0)
  5021. Chop Details...done (0)
  5022. Find Visible Detail Sides...
  5023. Merged 66 detail faces...done (0)
  5024. Merging details...done (0)
  5025. FixTjuncs...
  5026. PruneNodes...
  5027. WriteBSP...
  5028. done (0)
  5029. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  5030. done (0)
  5031. Finding displacement neighbors...
  5032. Finding lightmap sample positions...
  5033. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  5034. Building Physics collision data...
  5035. done (0) (91461 bytes)
  5036. Cannot build Physics2 data
  5037. -----------
  5038. DataLinker total stream size 0.0 KiB
  5039. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  5040. Compacting texture/material tables...
  5041. Reduced 678 texinfos to 235
  5042. Reduced 69 texdatas to 55 (2577 bytes to 2099)
  5043. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5044. 5 seconds elapsed
  5045. 4 threads
  5046. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5047. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  5048. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  5049. 595 portalclusters
  5050. 1780 numportals
  5051. 0...1...2...3...4...5...6...7...8...9...100...1...2...3
  5052. Using shader api: shaderapiempty.dll
  5053. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  5054. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  5055. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  5056. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  5057. fixing up env_cubemap materials on brush sides...
  5058. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  5059. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  5060. done (0)
  5061. Occluder "" straddles multiple areas. This is invalid!
  5062. Occluder "" straddles multiple areas. This is invalid!
  5063. Occluder "" straddles multiple areas. This is invalid!
  5064. Occluder "" straddles multiple areas. This is invalid!
  5065. Occluder "" straddles multiple areas. This is invalid!
  5066. Occluder "" straddles multiple areas. This is invalid!
  5067. Occluder "" straddles multiple areas. This is invalid!
  5068. Occluder "" straddles multiple areas. This is invalid!
  5069. Occluder "" straddles multiple areas. This is invalid!
  5070. Chop Details...done (0)
  5071. Find Visible Detail Sides...
  5072. Merged 66 detail faces...done (0)
  5073. Merging details...done (0)
  5074. FixTjuncs...
  5075. PruneNodes...
  5076. WriteBSP...
  5077. done (0)
  5078. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  5079. done (0)
  5080. Finding displacement neighbors...
  5081. Finding lightmap sample positions...
  5082. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  5083. Building Physics collision data...
  5084. done (0) (92197 bytes)
  5085. Cannot build Physics2 data
  5086. -----------
  5087. DataLinker total stream size 0.0 KiB
  5088. Using shader api: shaderapiempty.dll
  5089. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  5090. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  5091. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  5092. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  5093. fixing up env_cubemap materials on brush sides...
  5094. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  5095. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  5096. done (0)
  5097. Occluder "" straddles multiple areas. This is invalid!
  5098. Occluder "" straddles multiple areas. This is invalid!
  5099. Occluder "" straddles multiple areas. This is invalid!
  5100. Occluder "" straddles multiple areas. This is invalid!
  5101. Occluder "" straddles multiple areas. This is invalid!
  5102. Occluder "" straddles multiple areas. This is invalid!
  5103. Occluder "" straddles multiple areas. This is invalid!
  5104. Occluder "" straddles multiple areas. This is invalid!
  5105. Occluder "" straddles multiple areas. This is invalid!
  5106. Chop Details...done (0)
  5107. Find Visible Detail Sides...
  5108. Merged 66 detail faces...done (0)
  5109. Merging details...done (0)
  5110. FixTjuncs...
  5111. PruneNodes...
  5112. WriteBSP...
  5113. done (0)
  5114. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  5115. done (0)
  5116. Finding displacement neighbors...
  5117. Finding lightmap sample positions...
  5118. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  5119. Building Physics collision data...
  5120. done (0) (92197 bytes)
  5121. Cannot build Physics2 data
  5122. -----------
  5123. DataLinker total stream size 0.0 KiB
  5124. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  5125. Compacting texture/material tables...
  5126. Reduced 693 texinfos to 236
  5127. Reduced 69 texdatas to 55 (2577 bytes to 2099)
  5128. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5129. 5 seconds elapsed
  5130. 4 threads
  5131. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5132. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  5133. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  5134. 593 portalclusters
  5135. 1761 numportals
  5136. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 762 visible clusters (0.00%)
  5137. Total clusters visible: 218097
  5138. Average clusters visible: 367
  5139. Building PAS...
  5140. Average clusters audible: 592
  5141. visdatasize:94239 compressed from 94880
  5142. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5143. 20 seconds elapsed
  5144. [Reading texlights from 'lights.rad']
  5145. [2 texlights parsed from 'lights.rad']
  5146. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5147. 1860 faces
  5148. 2 degenerate faces
  5149. 1526298 square feet [219786992.00 square inches]
  5150. 10 Displacements
  5151. 148495 Square Feet [21383362.00 Square Inches]
  5152. 1858 patches before subdivision
  5153. 55098 patches after subdivision
  5154. 8 direct lights
  5155. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4425849, max 712
  5156. transfer lists: 33.8 megs
  5157. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(4061, 4449, 3455)
  5158. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(450, 444, 301)
  5159. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(67, 63, 35)
  5160. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(8, 7, 4)
  5161. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2, 1, 1)
  5162. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
  5163. Build Patch/Sample Hash Table(s).....Done<0.0141 sec>
  5164. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  5165. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  5166. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  5167. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  5168. Ready to Finish
  5169. Object names Objects/Maxobjs Memory / Maxmem Fullness
  5170. ------------ --------------- --------------- --------
  5171. models 5/1024 240/49152 ( 0.5%)
  5172. brushes 252/8192 3024/98304 ( 3.1%)
  5173. brushsides 1676/65536 13408/524288 ( 2.6%)
  5174. planes 784/65536 15680/1310720 ( 1.2%)
  5175. vertexes 2917/65536 35004/786432 ( 4.5%)
  5176. nodes 1197/65536 38304/2097152 ( 1.8%)
  5177. texinfos 236/12288 16992/884736 ( 1.9%)
  5178. texdata 55/2048 1760/65536 ( 2.7%)
  5179. dispinfos 10/0 1760/0 ( 0.0%)
  5180. disp_verts 2682/0 53640/0 ( 0.0%)
  5181. disp_tris 4736/0 9472/0 ( 0.0%)
  5182. disp_lmsamples 160760/0 160760/0 ( 0.0%)
  5183. faces 1860/65536 104160/3670016 ( 2.8%)
  5184. hdr faces 0/65536 0/3670016 ( 0.0%)
  5185. origfaces 479/65536 26824/3670016 ( 0.7%)
  5186. leaves 1203/65536 38496/2097152 ( 1.8%)
  5187. leaffaces 2051/65536 4102/131072 ( 3.1%)
  5188. leafbrushes 848/65536 1696/131072 ( 1.3%)
  5189. areas 5/256 40/2048 ( 2.0%)
  5190. surfedges 10188/512000 40752/2048000 ( 2.0%)
  5191. edges 6270/256000 25080/1024000 ( 2.4%)
  5192. LDR worldlights 8/8192 800/819200 ( 0.1%)
  5193. HDR worldlights 0/8192 0/819200 ( 0.0%)
  5194. leafwaterdata 1/32768 12/393216 ( 0.0%)
  5195. waterstrips 113/32768 1130/327680 ( 0.3%)
  5196. waterverts 0/65536 0/786432 ( 0.0%)
  5197. waterindices 1791/65536 3582/131072 ( 2.7%)
  5198. cubemapsamples 5/1024 80/16384 ( 0.5%)
  5199. overlays 15/512 5280/180224 ( 2.9%)
  5200. LDR lightdata [variable] 2510672/0 ( 0.0%)
  5201. HDR lightdata [variable] 0/0 ( 0.0%)
  5202. visdata [variable] 94239/16777216 ( 0.6%)
  5203. entdata [variable] 21321/393216 ( 5.4%)
  5204. LDR ambient table 1203/65536 4812/262144 ( 1.8%)
  5205. HDR ambient table 1203/65536 4812/262144 ( 1.8%)
  5206. LDR leaf ambient 5795/65536 162260/1835008 ( 8.8%)
  5207. HDR leaf ambient 1203/65536 33684/1835008 ( 1.8%)
  5208. occluders 1/0 40/0 ( 0.0%)
  5209. occluder polygons 6/0 72/0 ( 0.0%)
  5210. occluder vert ind 24/0 96/0 ( 0.0%)
  5211. Prop Hull Verts 0/0 0/0 ( 0.0%)
  5212. Prop Hull Blob 0/0 0/0 ( 0.0%)
  5213. Prop Hull Lists 0/0 0/0 ( 0.0%)
  5214. Prop Hulls 0/0 0/0 ( 0.0%)
  5215. Prop Hull trilist 0/0 0/0 ( 0.0%)
  5216. detail props [variable] 1/390296 ( 0.0%)
  5217. dtl prp lght [variable] 1/4 (25.0%)
  5218. HDR dtl prp lght [variable] 1/4 (25.0%)
  5219. static props [variable] 1/31952 ( 0.0%)
  5220. pakfile [variable] 528621/0 ( 0.0%)
  5221. physics [variable] 92197/4194304 ( 2.2%)
  5222. physics terrain [variable] 3643/1048576 ( 0.3%)
  5223. Level flags = 0
  5224. Total triangle count: 4545
  5225. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5226. 58 seconds elapsed
  5227. [Reading texlights from 'lights.rad']
  5228. [2 texlights parsed from 'lights.rad']
  5229. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5230. 1860 faces
  5231. 2 degenerate faces
  5232. 1526298 square feet [219786992.00 square inches]
  5233. 10 Displacements
  5234. 148495 Square Feet [21383362.00 Square Inches]
  5235. 1858 patches before subdivision
  5236. 55098 patches after subdivision
  5237. 8 direct lights
  5238. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4425849, max 712
  5239. transfer lists: 33.8 megs
  5240. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1685, 1930, 1533)
  5241. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(171, 175, 121)
  5242. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(26, 26, 14)
  5243. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(3, 3, 1)
  5244. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
  5245. Build Patch/Sample Hash Table(s).....Done<0.0142 sec>
  5246. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  5247. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  5248. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  5249. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  5250. Ready to Finish
  5251. Object names Objects/Maxobjs Memory / Maxmem Fullness
  5252. ------------ --------------- --------------- --------
  5253. models 5/1024 240/49152 ( 0.5%)
  5254. brushes 252/8192 3024/98304 ( 3.1%)
  5255. brushsides 1676/65536 13408/524288 ( 2.6%)
  5256. planes 784/65536 15680/1310720 ( 1.2%)
  5257. vertexes 2917/65536 35004/786432 ( 4.5%)
  5258. nodes 1197/65536 38304/2097152 ( 1.8%)
  5259. texinfos 236/12288 16992/884736 ( 1.9%)
  5260. texdata 55/2048 1760/65536 ( 2.7%)
  5261. dispinfos 10/0 1760/0 ( 0.0%)
  5262. disp_verts 2682/0 53640/0 ( 0.0%)
  5263. disp_tris 4736/0 9472/0 ( 0.0%)
  5264. disp_lmsamples 160760/0 160760/0 ( 0.0%)
  5265. faces 1860/65536 104160/3670016 ( 2.8%)
  5266. hdr faces 1860/65536 104160/3670016 ( 2.8%)
  5267. origfaces 479/65536 26824/3670016 ( 0.7%)
  5268. leaves 1203/65536 38496/2097152 ( 1.8%)
  5269. leaffaces 2051/65536 4102/131072 ( 3.1%)
  5270. leafbrushes 848/65536 1696/131072 ( 1.3%)
  5271. areas 5/256 40/2048 ( 2.0%)
  5272. surfedges 10188/512000 40752/2048000 ( 2.0%)
  5273. edges 6270/256000 25080/1024000 ( 2.4%)
  5274. LDR worldlights 8/8192 800/819200 ( 0.1%)
  5275. HDR worldlights 8/8192 800/819200 ( 0.1%)
  5276. leafwaterdata 1/32768 12/393216 ( 0.0%)
  5277. waterstrips 113/32768 1130/327680 ( 0.3%)
  5278. waterverts 0/65536 0/786432 ( 0.0%)
  5279. waterindices 1791/65536 3582/131072 ( 2.7%)
  5280. cubemapsamples 5/1024 80/16384 ( 0.5%)
  5281. overlays 15/512 5280/180224 ( 2.9%)
  5282. LDR lightdata [variable] 2510672/0 ( 0.0%)
  5283. HDR lightdata [variable] 2510672/0 ( 0.0%)
  5284. visdata [variable] 94239/16777216 ( 0.6%)
  5285. entdata [variable] 21321/393216 ( 5.4%)
  5286. LDR ambient table 1203/65536 4812/262144 ( 1.8%)
  5287. HDR ambient table 1203/65536 4812/262144 ( 1.8%)
  5288. LDR leaf ambient 5795/65536 162260/1835008 ( 8.8%)
  5289. HDR leaf ambient 5716/65536 160048/1835008 ( 8.7%)
  5290. occluders 1/0 40/0 ( 0.0%)
  5291. occluder polygons 6/0 72/0 ( 0.0%)
  5292. occluder vert ind 24/0 96/0 ( 0.0%)
  5293. Prop Hull Verts 0/0 0/0 ( 0.0%)
  5294. Prop Hull Blob 0/0 0/0 ( 0.0%)
  5295. Prop Hull Lists 0/0 0/0 ( 0.0%)
  5296. Prop Hulls 0/0 0/0 ( 0.0%)
  5297. Prop Hull trilist 0/0 0/0 ( 0.0%)
  5298. detail props [variable] 1/390296 ( 0.0%)
  5299. dtl prp lght [variable] 1/4 (25.0%)
  5300. HDR dtl prp lght [variable] 1/4 (25.0%)
  5301. static props [variable] 1/31952 ( 0.0%)
  5302. pakfile [variable] 528621/0 ( 0.0%)
  5303. physics [variable] 92197/4194304 ( 2.2%)
  5304. physics terrain [variable] 3643/1048576 ( 0.3%)
  5305. Level flags = 0
  5306. Total triangle count: 4545
  5307. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5308. 57 seconds elapsed
  5309. Using shader api: shaderapiempty.dll
  5310. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  5311. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  5312. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  5313. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  5314. fixing up env_cubemap materials on brush sides...
  5315. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...Wrote d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.lin
  5316. Areaportal leak ! File: d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.lin
  5317. Brush 36483: areaportal brush doesn't touch two areas
  5318. Brush 36483: areaportal brush doesn't touch two areas
  5319. Brush 36483: areaportal brush doesn't touch two areas
  5320. Brush 36477: areaportal brush doesn't touch two areas
  5321. Brush 36477: areaportal brush doesn't touch two areas
  5322. Brush 36477: areaportal brush doesn't touch two areas
  5323. Brush 36477: areaportal brush doesn't touch two areas
  5324. Brush 36477: areaportal brush doesn't touch two areas
  5325. Brush 36483: areaportal brush doesn't touch two areas
  5326. Brush 36477: areaportal brush doesn't touch two areas
  5327. Brush 36483: areaportal brush doesn't touch two areas
  5328. done (0)
  5329. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  5330. done (0)
  5331. Chop Details...done (0)
  5332. Find Visible Detail Sides...
  5333. Merged 66 detail faces...done (0)
  5334. Merging details...done (0)
  5335. FixTjuncs...
  5336. PruneNodes...
  5337. WriteBSP...
  5338. done (0)
  5339. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  5340. done (0)
  5341. Finding displacement neighbors...
  5342. Finding lightmap sample positions...
  5343. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  5344. Building Physics collision data...
  5345. done (0) (97029 bytes)
  5346. Cannot build Physics2 data
  5347. -----------
  5348. DataLinker total stream size 0.0 KiB
  5349. Using shader api: shaderapiempty.dll
  5350. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  5351. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  5352. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  5353. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  5354. fixing up env_cubemap materials on brush sides...
  5355. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...Wrote d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.lin
  5356. Areaportal leak ! File: d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.lin
  5357. Brush 36483: areaportal brush doesn't touch two areas
  5358. Brush 36483: areaportal brush doesn't touch two areas
  5359. Brush 36483: areaportal brush doesn't touch two areas
  5360. Brush 36483: areaportal brush doesn't touch two areas
  5361. Brush 36477: areaportal brush doesn't touch two areas
  5362. Brush 36477: areaportal brush doesn't touch two areas
  5363. Brush 36477: areaportal brush doesn't touch two areas
  5364. Brush 36477: areaportal brush doesn't touch two areas
  5365. Brush 36477: areaportal brush doesn't touch two areas
  5366. Brush 36483: areaportal brush doesn't touch two areas
  5367. Brush 36477: areaportal brush doesn't touch two areas
  5368. Brush 36483: areaportal brush doesn't touch two areas
  5369. done (0)
  5370. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  5371. done (0)
  5372. Chop Details...done (0)
  5373. Find Visible Detail Sides...
  5374. Merged 66 detail faces...done (0)
  5375. Merging details...done (0)
  5376. FixTjuncs...
  5377. PruneNodes...
  5378. WriteBSP...
  5379. done (0)
  5380. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  5381. done (0)
  5382. Finding displacement neighbors...
  5383. Finding lightmap sample positions...
  5384. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  5385. Building Physics collision data...
  5386. done (0) (99333 bytes)
  5387. Cannot build Physics2 data
  5388. -----------
  5389. DataLinker total stream size 0.0 KiB
  5390. Using shader api: shaderapiempty.dll
  5391. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  5392. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  5393. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  5394. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  5395. fixing up env_cubemap materials on brush sides...
  5396. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...Wrote d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.lin
  5397. Areaportal leak ! File: d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.lin
  5398. Brush 36483: areaportal brush doesn't touch two areas
  5399. Brush 36483: areaportal brush doesn't touch two areas
  5400. Brush 36483: areaportal brush doesn't touch two areas
  5401. Brush 36483: areaportal brush doesn't touch two areas
  5402. Brush 36477: areaportal brush doesn't touch two areas
  5403. Brush 36477: areaportal brush doesn't touch two areas
  5404. Brush 36477: areaportal brush doesn't touch two areas
  5405. Brush 36477: areaportal brush doesn't touch two areas
  5406. Brush 36477: areaportal brush doesn't touch two areas
  5407. Brush 36483: areaportal brush doesn't touch two areas
  5408. Brush 36477: areaportal brush doesn't touch two areas
  5409. Brush 36483: areaportal brush doesn't touch two areas
  5410. done (0)
  5411. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  5412. done (0)
  5413. Chop Details...done (0)
  5414. Find Visible Detail Sides...
  5415. Merged 66 detail faces...done (0)
  5416. Merging details...done (0)
  5417. FixTjuncs...
  5418. PruneNodes...
  5419. WriteBSP...
  5420. done (0)
  5421. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  5422. done (0)
  5423. Finding displacement neighbors...
  5424. Finding lightmap sample positions...
  5425. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  5426. Building Physics collision data...
  5427. done (0) (99333 bytes)
  5428. Cannot build Physics2 data
  5429. -----------
  5430. DataLinker total stream size 0.0 KiB
  5431. Using shader api: shaderapiempty.dll
  5432. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  5433. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  5434. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  5435. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  5436. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_03wet_dirt_wvt_patch
  5437. fixing up env_cubemap materials on brush sides...
  5438. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...WARNING: areaportal entity 387 (brush 36447) touches > 2 areas
  5439. WARNING: areaportal entity 387 (brush 36447) touches > 2 areas
  5440. done (0)
  5441. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  5442. done (0)
  5443. Occluder "" straddles multiple areas. This is invalid!
  5444. Occluder "" straddles multiple areas. This is invalid!
  5445. Occluder "" straddles multiple areas. This is invalid!
  5446. Occluder "" straddles multiple areas. This is invalid!
  5447. Occluder "" straddles multiple areas. This is invalid!
  5448. Occluder "" straddles multiple areas. This is invalid!
  5449. Chop Details...done (0)
  5450. Find Visible Detail Sides...
  5451. Merged 66 detail faces...done (0)
  5452. Merging details...done (0)
  5453. FixTjuncs...
  5454. PruneNodes...
  5455. WriteBSP...
  5456. done (0)
  5457. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  5458. done (0)
  5459. Finding displacement neighbors...
  5460. Finding lightmap sample positions...
  5461. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  5462. Building Physics collision data...
  5463. done (0) (99629 bytes)
  5464. Cannot build Physics2 data
  5465. -----------
  5466. DataLinker total stream size 0.0 KiB
  5467. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  5468. Compacting texture/material tables...
  5469. Reduced 779 texinfos to 260
  5470. Reduced 73 texdatas to 57 (2821 bytes to 2238)
  5471. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5472. 6 seconds elapsed
  5473. 4 threads
  5474. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5475. max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
  5476. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  5477. 625 portalclusters
  5478. 1852 numportals
  5479. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 897 visible clusters (0.00%)
  5480. Total clusters visible: 236584
  5481. Average clusters visible: 378
  5482. Building PAS...
  5483. Average clusters audible: 624
  5484. visdatasize:103962 compressed from 100000
  5485. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5486. 30 seconds elapsed
  5487. [Reading texlights from 'lights.rad']
  5488. [2 texlights parsed from 'lights.rad']
  5489. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5490. 1930 faces
  5491. 2 degenerate faces
  5492. 1527091 square feet [219901168.00 square inches]
  5493. 10 Displacements
  5494. 148495 Square Feet [21383362.00 Square Inches]
  5495. 1928 patches before subdivision
  5496. 55880 patches after subdivision
  5497. 8 direct lights
  5498. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4456919, max 706
  5499. transfer lists: 34.0 megs
  5500. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(4105, 4492, 3494)
  5501. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(453, 446, 302)
  5502. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(67, 63, 35)
  5503. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(8, 7, 4)
  5504. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2, 1, 1)
  5505. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
  5506. Build Patch/Sample Hash Table(s).....Done<0.0142 sec>
  5507. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  5508. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  5509. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  5510. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  5511. Ready to Finish
  5512. Object names Objects/Maxobjs Memory / Maxmem Fullness
  5513. ------------ --------------- --------------- --------
  5514. models 5/1024 240/49152 ( 0.5%)
  5515. brushes 273/8192 3276/98304 ( 3.3%)
  5516. brushsides 1820/65536 14560/524288 ( 2.8%)
  5517. planes 866/65536 17320/1310720 ( 1.3%)
  5518. vertexes 3046/65536 36552/786432 ( 4.6%)
  5519. nodes 1254/65536 40128/2097152 ( 1.9%)
  5520. texinfos 260/12288 18720/884736 ( 2.1%)
  5521. texdata 57/2048 1824/65536 ( 2.8%)
  5522. dispinfos 10/0 1760/0 ( 0.0%)
  5523. disp_verts 2682/0 53640/0 ( 0.0%)
  5524. disp_tris 4736/0 9472/0 ( 0.0%)
  5525. disp_lmsamples 160760/0 160760/0 ( 0.0%)
  5526. faces 1930/65536 108080/3670016 ( 2.9%)
  5527. hdr faces 0/65536 0/3670016 ( 0.0%)
  5528. origfaces 509/65536 28504/3670016 ( 0.8%)
  5529. leaves 1260/65536 40320/2097152 ( 1.9%)
  5530. leaffaces 2137/65536 4274/131072 ( 3.3%)
  5531. leafbrushes 896/65536 1792/131072 ( 1.4%)
  5532. areas 6/256 48/2048 ( 2.3%)
  5533. surfedges 10632/512000 42528/2048000 ( 2.1%)
  5534. edges 6575/256000 26300/1024000 ( 2.6%)
  5535. LDR worldlights 8/8192 800/819200 ( 0.1%)
  5536. HDR worldlights 0/8192 0/819200 ( 0.0%)
  5537. leafwaterdata 1/32768 12/393216 ( 0.0%)
  5538. waterstrips 125/32768 1250/327680 ( 0.4%)
  5539. waterverts 0/65536 0/786432 ( 0.0%)
  5540. waterindices 1980/65536 3960/131072 ( 3.0%)
  5541. cubemapsamples 5/1024 80/16384 ( 0.5%)
  5542. overlays 15/512 5280/180224 ( 2.9%)
  5543. LDR lightdata [variable] 2504608/0 ( 0.0%)
  5544. HDR lightdata [variable] 0/0 ( 0.0%)
  5545. visdata [variable] 103962/16777216 ( 0.6%)
  5546. entdata [variable] 21786/393216 ( 5.5%)
  5547. LDR ambient table 1260/65536 5040/262144 ( 1.9%)
  5548. HDR ambient table 1260/65536 5040/262144 ( 1.9%)
  5549. LDR leaf ambient 6048/65536 169344/1835008 ( 9.2%)
  5550. HDR leaf ambient 1260/65536 35280/1835008 ( 1.9%)
  5551. occluders 1/0 40/0 ( 0.0%)
  5552. occluder polygons 6/0 72/0 ( 0.0%)
  5553. occluder vert ind 24/0 96/0 ( 0.0%)
  5554. Prop Hull Verts 0/0 0/0 ( 0.0%)
  5555. Prop Hull Blob 0/0 0/0 ( 0.0%)
  5556. Prop Hull Lists 0/0 0/0 ( 0.0%)
  5557. Prop Hulls 0/0 0/0 ( 0.0%)
  5558. Prop Hull trilist 0/0 0/0 ( 0.0%)
  5559. detail props [variable] 1/390296 ( 0.0%)
  5560. dtl prp lght [variable] 1/4 (25.0%)
  5561. HDR dtl prp lght [variable] 1/4 (25.0%)
  5562. static props [variable] 1/33028 ( 0.0%)
  5563. pakfile [variable] 529739/0 ( 0.0%)
  5564. physics [variable] 99629/4194304 ( 2.4%)
  5565. physics terrain [variable] 3643/1048576 ( 0.3%)
  5566. Level flags = 0
  5567. Total triangle count: 4727
  5568. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5569. 1 minute, 4 seconds elapsed
  5570. [Reading texlights from 'lights.rad']
  5571. [2 texlights parsed from 'lights.rad']
  5572. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5573. 1930 faces
  5574. 2 degenerate faces
  5575. 1527091 square feet [219901168.00 square inches]
  5576. 10 Displacements
  5577. 148495 Square Feet [21383362.00 Square Inches]
  5578. 1928 patches before subdivision
  5579. 55880 patches after subdivision
  5580. 8 direct lights
  5581. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4456919, max 706
  5582. transfer lists: 34.0 megs
  5583. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1707, 1952, 1553)
  5584. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(172, 175, 122)
  5585. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(27, 26, 14)
  5586. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(3, 3, 1)
  5587. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
  5588. Build Patch/Sample Hash Table(s).....Done<0.0151 sec>
  5589. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  5590. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  5591. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  5592. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  5593. Ready to Finish
  5594. Object names Objects/Maxobjs Memory / Maxmem Fullness
  5595. ------------ --------------- --------------- --------
  5596. models 5/1024 240/49152 ( 0.5%)
  5597. brushes 273/8192 3276/98304 ( 3.3%)
  5598. brushsides 1820/65536 14560/524288 ( 2.8%)
  5599. planes 866/65536 17320/1310720 ( 1.3%)
  5600. vertexes 3046/65536 36552/786432 ( 4.6%)
  5601. nodes 1254/65536 40128/2097152 ( 1.9%)
  5602. texinfos 260/12288 18720/884736 ( 2.1%)
  5603. texdata 57/2048 1824/65536 ( 2.8%)
  5604. dispinfos 10/0 1760/0 ( 0.0%)
  5605. disp_verts 2682/0 53640/0 ( 0.0%)
  5606. disp_tris 4736/0 9472/0 ( 0.0%)
  5607. disp_lmsamples 160760/0 160760/0 ( 0.0%)
  5608. faces 1930/65536 108080/3670016 ( 2.9%)
  5609. hdr faces 1930/65536 108080/3670016 ( 2.9%)
  5610. origfaces 509/65536 28504/3670016 ( 0.8%)
  5611. leaves 1260/65536 40320/2097152 ( 1.9%)
  5612. leaffaces 2137/65536 4274/131072 ( 3.3%)
  5613. leafbrushes 896/65536 1792/131072 ( 1.4%)
  5614. areas 6/256 48/2048 ( 2.3%)
  5615. surfedges 10632/512000 42528/2048000 ( 2.1%)
  5616. edges 6575/256000 26300/1024000 ( 2.6%)
  5617. LDR worldlights 8/8192 800/819200 ( 0.1%)
  5618. HDR worldlights 8/8192 800/819200 ( 0.1%)
  5619. leafwaterdata 1/32768 12/393216 ( 0.0%)
  5620. waterstrips 125/32768 1250/327680 ( 0.4%)
  5621. waterverts 0/65536 0/786432 ( 0.0%)
  5622. waterindices 1980/65536 3960/131072 ( 3.0%)
  5623. cubemapsamples 5/1024 80/16384 ( 0.5%)
  5624. overlays 15/512 5280/180224 ( 2.9%)
  5625. LDR lightdata [variable] 2504608/0 ( 0.0%)
  5626. HDR lightdata [variable] 2504608/0 ( 0.0%)
  5627. visdata [variable] 103962/16777216 ( 0.6%)
  5628. entdata [variable] 21786/393216 ( 5.5%)
  5629. LDR ambient table 1260/65536 5040/262144 ( 1.9%)
  5630. HDR ambient table 1260/65536 5040/262144 ( 1.9%)
  5631. LDR leaf ambient 6048/65536 169344/1835008 ( 9.2%)
  5632. HDR leaf ambient 5991/65536 167748/1835008 ( 9.1%)
  5633. occluders 1/0 40/0 ( 0.0%)
  5634. occluder polygons 6/0 72/0 ( 0.0%)
  5635. occluder vert ind 24/0 96/0 ( 0.0%)
  5636. Prop Hull Verts 0/0 0/0 ( 0.0%)
  5637. Prop Hull Blob 0/0 0/0 ( 0.0%)
  5638. Prop Hull Lists 0/0 0/0 ( 0.0%)
  5639. Prop Hulls 0/0 0/0 ( 0.0%)
  5640. Prop Hull trilist 0/0 0/0 ( 0.0%)
  5641. detail props [variable] 1/390296 ( 0.0%)
  5642. dtl prp lght [variable] 1/4 (25.0%)
  5643. HDR dtl prp lght [variable] 1/4 (25.0%)
  5644. static props [variable] 1/33028 ( 0.0%)
  5645. pakfile [variable] 529739/0 ( 0.0%)
  5646. physics [variable] 99629/4194304 ( 2.4%)
  5647. physics terrain [variable] 3643/1048576 ( 0.3%)
  5648. Level flags = 0
  5649. Total triangle count: 4727
  5650. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5651. 1 minute, 1 second elapsed
  5652. Using shader api: shaderapiempty.dll
  5653. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  5654. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  5655. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  5656. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  5657. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_03wet_dirt_wvt_patch
  5658. fixing up env_cubemap materials on brush sides...
  5659. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...WARNING: areaportal entity 385 (brush 36447) touches > 2 areas
  5660. WARNING: areaportal entity 385 (brush 36447) touches > 2 areas
  5661. done (0)
  5662. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  5663. done (0)
  5664. Occluder "" straddles multiple areas. This is invalid!
  5665. Occluder "" straddles multiple areas. This is invalid!
  5666. Chop Details...done (0)
  5667. Find Visible Detail Sides...
  5668. Merged 66 detail faces...done (0)
  5669. Merging details...done (0)
  5670. FixTjuncs...
  5671. PruneNodes...
  5672. WriteBSP...
  5673. done (0)
  5674. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  5675. done (0)
  5676. Finding displacement neighbors...
  5677. Finding lightmap sample positions...
  5678. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  5679. Building Physics collision data...
  5680. done (0) (137568 bytes)
  5681. Cannot build Physics2 data
  5682. -----------
  5683. DataLinker total stream size 0.0 KiB
  5684. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  5685. Compacting texture/material tables...
  5686. Reduced 1056 texinfos to 375
  5687. Reduced 93 texdatas to 73 (3497 bytes to 2829)
  5688. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5689. 5 seconds elapsed
  5690. 4 threads
  5691. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5692. max farz in all env_fog_controller entities: 2025.000000 (used for radial vis)
  5693. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  5694. 787 portalclusters
  5695. 2273 numportals
  5696. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 381 visible clusters (0.00%)
  5697. Total clusters visible: 127814
  5698. Average clusters visible: 162
  5699. Building PAS...
  5700. Average clusters audible: 596
  5701. visdatasize:115098 compressed from 163696
  5702. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5703. 11 seconds elapsed
  5704. [Reading texlights from 'lights.rad']
  5705. [2 texlights parsed from 'lights.rad']
  5706. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5707. 2412 faces
  5708. 2 degenerate faces
  5709. 1581045 square feet [227670512.00 square inches]
  5710. 12 Displacements
  5711. 188112 Square Feet [27088264.00 Square Inches]
  5712. 2410 patches before subdivision
  5713. 64964 patches after subdivision
  5714. 8 direct lights
  5715. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4611075, max 645
  5716. transfer lists: 35.2 megs
  5717. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(4575, 5252, 4200)
  5718. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(469, 471, 325)
  5719. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(68, 64, 36)
  5720. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(8, 7, 4)
  5721. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2, 1, 1)
  5722. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
  5723. Build Patch/Sample Hash Table(s).....Done<0.0161 sec>
  5724. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  5725. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  5726. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  5727. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  5728. Ready to Finish
  5729. Object names Objects/Maxobjs Memory / Maxmem Fullness
  5730. ------------ --------------- --------------- --------
  5731. models 8/1024 384/49152 ( 0.8%)
  5732. brushes 376/8192 4512/98304 ( 4.6%)
  5733. brushsides 2468/65536 19744/524288 ( 3.8%)
  5734. planes 1122/65536 22440/1310720 ( 1.7%)
  5735. vertexes 4011/65536 48132/786432 ( 6.1%)
  5736. nodes 1597/65536 51104/2097152 ( 2.4%)
  5737. texinfos 375/12288 27000/884736 ( 3.1%)
  5738. texdata 73/2048 2336/65536 ( 3.6%)
  5739. dispinfos 12/0 2112/0 ( 0.0%)
  5740. disp_verts 3260/0 65200/0 ( 0.0%)
  5741. disp_tris 5760/0 11520/0 ( 0.0%)
  5742. disp_lmsamples 203901/0 203901/0 ( 0.0%)
  5743. faces 2412/65536 135072/3670016 ( 3.7%)
  5744. hdr faces 0/65536 0/3670016 ( 0.0%)
  5745. origfaces 722/65536 40432/3670016 ( 1.1%)
  5746. leaves 1606/65536 51392/2097152 ( 2.5%)
  5747. leaffaces 2696/65536 5392/131072 ( 4.1%)
  5748. leafbrushes 1163/65536 2326/131072 ( 1.8%)
  5749. areas 6/256 48/2048 ( 2.3%)
  5750. surfedges 13746/512000 54984/2048000 ( 2.7%)
  5751. edges 8492/256000 33968/1024000 ( 3.3%)
  5752. LDR worldlights 8/8192 800/819200 ( 0.1%)
  5753. HDR worldlights 0/8192 0/819200 ( 0.0%)
  5754. leafwaterdata 1/32768 12/393216 ( 0.0%)
  5755. waterstrips 180/32768 1800/327680 ( 0.5%)
  5756. waterverts 0/65536 0/786432 ( 0.0%)
  5757. waterindices 2850/65536 5700/131072 ( 4.3%)
  5758. cubemapsamples 5/1024 80/16384 ( 0.5%)
  5759. overlays 18/512 6336/180224 ( 3.5%)
  5760. LDR lightdata [variable] 2892072/0 ( 0.0%)
  5761. HDR lightdata [variable] 0/0 ( 0.0%)
  5762. visdata [variable] 115098/16777216 ( 0.7%)
  5763. entdata [variable] 26699/393216 ( 6.8%)
  5764. LDR ambient table 1606/65536 6424/262144 ( 2.5%)
  5765. HDR ambient table 1606/65536 6424/262144 ( 2.5%)
  5766. LDR leaf ambient 7362/65536 206136/1835008 (11.2%)
  5767. HDR leaf ambient 1606/65536 44968/1835008 ( 2.5%)
  5768. occluders 1/0 40/0 ( 0.0%)
  5769. occluder polygons 1/0 12/0 ( 0.0%)
  5770. occluder vert ind 4/0 16/0 ( 0.0%)
  5771. Prop Hull Verts 0/0 0/0 ( 0.0%)
  5772. Prop Hull Blob 0/0 0/0 ( 0.0%)
  5773. Prop Hull Lists 0/0 0/0 ( 0.0%)
  5774. Prop Hulls 0/0 0/0 ( 0.0%)
  5775. Prop Hull trilist 0/0 0/0 ( 0.0%)
  5776. detail props [variable] 1/681704 ( 0.0%)
  5777. dtl prp lght [variable] 1/4 (25.0%)
  5778. HDR dtl prp lght [variable] 1/4 (25.0%)
  5779. static props [variable] 1/41274 ( 0.0%)
  5780. pakfile [variable] 531953/0 ( 0.0%)
  5781. physics [variable] 137568/4194304 ( 3.3%)
  5782. physics terrain [variable] 4319/1048576 ( 0.4%)
  5783. Level flags = 0
  5784. Total triangle count: 6028
  5785. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5786. 1 minute, 7 seconds elapsed
  5787. [Reading texlights from 'lights.rad']
  5788. [2 texlights parsed from 'lights.rad']
  5789. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5790. 2412 faces
  5791. 2 degenerate faces
  5792. 1581045 square feet [227670512.00 square inches]
  5793. 12 Displacements
  5794. 188112 Square Feet [27088264.00 Square Inches]
  5795. 2410 patches before subdivision
  5796. 64964 patches after subdivision
  5797. 8 direct lights
  5798. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4611075, max 645
  5799. transfer lists: 35.2 megs
  5800. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2009, 2414, 1972)
  5801. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(188, 197, 138)
  5802. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(28, 27, 15)
  5803. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(3, 3, 1)
  5804. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
  5805. Build Patch/Sample Hash Table(s).....Done<0.0170 sec>
  5806. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  5807. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  5808. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  5809. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  5810. Ready to Finish
  5811. Object names Objects/Maxobjs Memory / Maxmem Fullness
  5812. ------------ --------------- --------------- --------
  5813. models 8/1024 384/49152 ( 0.8%)
  5814. brushes 376/8192 4512/98304 ( 4.6%)
  5815. brushsides 2468/65536 19744/524288 ( 3.8%)
  5816. planes 1122/65536 22440/1310720 ( 1.7%)
  5817. vertexes 4011/65536 48132/786432 ( 6.1%)
  5818. nodes 1597/65536 51104/2097152 ( 2.4%)
  5819. texinfos 375/12288 27000/884736 ( 3.1%)
  5820. texdata 73/2048 2336/65536 ( 3.6%)
  5821. dispinfos 12/0 2112/0 ( 0.0%)
  5822. disp_verts 3260/0 65200/0 ( 0.0%)
  5823. disp_tris 5760/0 11520/0 ( 0.0%)
  5824. disp_lmsamples 203901/0 203901/0 ( 0.0%)
  5825. faces 2412/65536 135072/3670016 ( 3.7%)
  5826. hdr faces 2412/65536 135072/3670016 ( 3.7%)
  5827. origfaces 722/65536 40432/3670016 ( 1.1%)
  5828. leaves 1606/65536 51392/2097152 ( 2.5%)
  5829. leaffaces 2696/65536 5392/131072 ( 4.1%)
  5830. leafbrushes 1163/65536 2326/131072 ( 1.8%)
  5831. areas 6/256 48/2048 ( 2.3%)
  5832. surfedges 13746/512000 54984/2048000 ( 2.7%)
  5833. edges 8492/256000 33968/1024000 ( 3.3%)
  5834. LDR worldlights 8/8192 800/819200 ( 0.1%)
  5835. HDR worldlights 8/8192 800/819200 ( 0.1%)
  5836. leafwaterdata 1/32768 12/393216 ( 0.0%)
  5837. waterstrips 180/32768 1800/327680 ( 0.5%)
  5838. waterverts 0/65536 0/786432 ( 0.0%)
  5839. waterindices 2850/65536 5700/131072 ( 4.3%)
  5840. cubemapsamples 5/1024 80/16384 ( 0.5%)
  5841. overlays 18/512 6336/180224 ( 3.5%)
  5842. LDR lightdata [variable] 2892072/0 ( 0.0%)
  5843. HDR lightdata [variable] 2892072/0 ( 0.0%)
  5844. visdata [variable] 115098/16777216 ( 0.7%)
  5845. entdata [variable] 26699/393216 ( 6.8%)
  5846. LDR ambient table 1606/65536 6424/262144 ( 2.5%)
  5847. HDR ambient table 1606/65536 6424/262144 ( 2.5%)
  5848. LDR leaf ambient 7362/65536 206136/1835008 (11.2%)
  5849. HDR leaf ambient 7311/65536 204708/1835008 (11.2%)
  5850. occluders 1/0 40/0 ( 0.0%)
  5851. occluder polygons 1/0 12/0 ( 0.0%)
  5852. occluder vert ind 4/0 16/0 ( 0.0%)
  5853. Prop Hull Verts 0/0 0/0 ( 0.0%)
  5854. Prop Hull Blob 0/0 0/0 ( 0.0%)
  5855. Prop Hull Lists 0/0 0/0 ( 0.0%)
  5856. Prop Hulls 0/0 0/0 ( 0.0%)
  5857. Prop Hull trilist 0/0 0/0 ( 0.0%)
  5858. detail props [variable] 1/681704 ( 0.0%)
  5859. dtl prp lght [variable] 1/4 (25.0%)
  5860. HDR dtl prp lght [variable] 1/4 (25.0%)
  5861. static props [variable] 1/41274 ( 0.0%)
  5862. pakfile [variable] 531953/0 ( 0.0%)
  5863. physics [variable] 137568/4194304 ( 3.3%)
  5864. physics terrain [variable] 4319/1048576 ( 0.4%)
  5865. Level flags = 0
  5866. Total triangle count: 6028
  5867. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5868. 1 minute, 6 seconds elapsed
  5869. Using shader api: shaderapiempty.dll
  5870. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  5871. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  5872. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  5873. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  5874. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_03wet_dirt_wvt_patch
  5875. fixing up env_cubemap materials on brush sides...
  5876. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...WARNING: areaportal entity 425 (brush 36447) touches > 2 areas
  5877. WARNING: areaportal entity 425 (brush 36447) touches > 2 areas
  5878. done (0)
  5879. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  5880. done (0)
  5881. Occluder "" straddles multiple areas. This is invalid!
  5882. Occluder "" straddles multiple areas. This is invalid!
  5883. Chop Details...done (0)
  5884. Find Visible Detail Sides...
  5885. Merged 66 detail faces...done (0)
  5886. Merging details...done (0)
  5887. FixTjuncs...
  5888. PruneNodes...
  5889. WriteBSP...
  5890. done (0)
  5891. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  5892. done (0)
  5893. Finding displacement neighbors...
  5894. Finding lightmap sample positions...
  5895. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  5896. Building Physics collision data...
  5897. done (0) (144298 bytes)
  5898. Cannot build Physics2 data
  5899. -----------
  5900. DataLinker total stream size 0.0 KiB
  5901. Using shader api: shaderapiempty.dll
  5902. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  5903. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  5904. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  5905. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  5906. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_03wet_dirt_wvt_patch
  5907. fixing up env_cubemap materials on brush sides...
  5908. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...WARNING: areaportal entity 425 (brush 36447) touches > 2 areas
  5909. WARNING: areaportal entity 425 (brush 36447) touches > 2 areas
  5910. done (0)
  5911. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  5912. done (0)
  5913. Occluder "" straddles multiple areas. This is invalid!
  5914. Occluder "" straddles multiple areas. This is invalid!
  5915. Chop Details...done (0)
  5916. Find Visible Detail Sides...
  5917. Merged 66 detail faces...done (0)
  5918. Merging details...done (0)
  5919. FixTjuncs...
  5920. PruneNodes...
  5921. WriteBSP...
  5922. done (0)
  5923. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  5924. done (0)
  5925. Finding displacement neighbors...
  5926. Finding lightmap sample positions...
  5927. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  5928. Building Physics collision data...
  5929. done (0) (144298 bytes)
  5930. Cannot build Physics2 data
  5931. -----------
  5932. DataLinker total stream size 0.0 KiB
  5933. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  5934. Compacting texture/material tables...
  5935. Reduced 1124 texinfos to 395
  5936. Reduced 105 texdatas to 81 (3972 bytes to 3125)
  5937. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5938. 5 seconds elapsed
  5939. 4 threads
  5940. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5941. max farz in all env_fog_controller entities: 3100.000000 (used for radial vis)
  5942. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  5943. 832 portalclusters
  5944. 2389 numportals
  5945. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 866 visible clusters (0.00%)
  5946. Total clusters visible: 210588
  5947. Average clusters visible: 253
  5948. Building PAS...
  5949. Average clusters audible: 806
  5950. visdatasize:153453 compressed from 173056
  5951. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5952. 14 seconds elapsed
  5953. [Reading texlights from 'lights.rad']
  5954. [2 texlights parsed from 'lights.rad']
  5955. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  5956. 2594 faces
  5957. 2 degenerate faces
  5958. 1594150 square feet [229557680.00 square inches]
  5959. 13 Displacements
  5960. 188568 Square Feet [27153836.00 Square Inches]
  5961. 2592 patches before subdivision
  5962. 68274 patches after subdivision
  5963. 10 direct lights
  5964. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 5798110, max 821
  5965. transfer lists: 44.2 megs
  5966. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(5427, 6424, 5283)
  5967. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(555, 577, 408)
  5968. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(79, 76, 45)
  5969. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(9, 8, 5)
  5970. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2, 2, 1)
  5971. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
  5972. Build Patch/Sample Hash Table(s).....Done<0.0180 sec>
  5973. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  5974. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  5975. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  5976. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  5977. Ready to Finish
  5978. Object names Objects/Maxobjs Memory / Maxmem Fullness
  5979. ------------ --------------- --------------- --------
  5980. models 8/1024 384/49152 ( 0.8%)
  5981. brushes 397/8192 4764/98304 ( 4.8%)
  5982. brushsides 2592/65536 20736/524288 ( 4.0%)
  5983. planes 1136/65536 22720/1310720 ( 1.7%)
  5984. vertexes 4340/65536 52080/786432 ( 6.6%)
  5985. nodes 1725/65536 55200/2097152 ( 2.6%)
  5986. texinfos 395/12288 28440/884736 ( 3.2%)
  5987. texdata 81/2048 2592/65536 ( 4.0%)
  5988. dispinfos 13/0 2288/0 ( 0.0%)
  5989. disp_verts 3549/0 70980/0 ( 0.0%)
  5990. disp_tris 6272/0 12544/0 ( 0.0%)
  5991. disp_lmsamples 205359/0 205359/0 ( 0.0%)
  5992. faces 2594/65536 145264/3670016 ( 4.0%)
  5993. hdr faces 0/65536 0/3670016 ( 0.0%)
  5994. origfaces 764/65536 42784/3670016 ( 1.2%)
  5995. leaves 1734/65536 55488/2097152 ( 2.6%)
  5996. leaffaces 2899/65536 5798/131072 ( 4.4%)
  5997. leafbrushes 1263/65536 2526/131072 ( 1.9%)
  5998. areas 8/256 64/2048 ( 3.1%)
  5999. surfedges 14757/512000 59028/2048000 ( 2.9%)
  6000. edges 9099/256000 36396/1024000 ( 3.6%)
  6001. LDR worldlights 10/8192 1000/819200 ( 0.1%)
  6002. HDR worldlights 0/8192 0/819200 ( 0.0%)
  6003. leafwaterdata 2/32768 24/393216 ( 0.0%)
  6004. waterstrips 192/32768 1920/327680 ( 0.6%)
  6005. waterverts 0/65536 0/786432 ( 0.0%)
  6006. waterindices 3027/65536 6054/131072 ( 4.6%)
  6007. cubemapsamples 5/1024 80/16384 ( 0.5%)
  6008. overlays 21/512 7392/180224 ( 4.1%)
  6009. LDR lightdata [variable] 3337268/0 ( 0.0%)
  6010. HDR lightdata [variable] 0/0 ( 0.0%)
  6011. visdata [variable] 153453/16777216 ( 0.9%)
  6012. entdata [variable] 28907/393216 ( 7.4%)
  6013. LDR ambient table 1734/65536 6936/262144 ( 2.6%)
  6014. HDR ambient table 1734/65536 6936/262144 ( 2.6%)
  6015. LDR leaf ambient 7762/65536 217336/1835008 (11.8%)
  6016. HDR leaf ambient 1734/65536 48552/1835008 ( 2.6%)
  6017. occluders 1/0 40/0 ( 0.0%)
  6018. occluder polygons 1/0 12/0 ( 0.0%)
  6019. occluder vert ind 4/0 16/0 ( 0.0%)
  6020. Prop Hull Verts 0/0 0/0 ( 0.0%)
  6021. Prop Hull Blob 0/0 0/0 ( 0.0%)
  6022. Prop Hull Lists 0/0 0/0 ( 0.0%)
  6023. Prop Hulls 0/0 0/0 ( 0.0%)
  6024. Prop Hull trilist 0/0 0/0 ( 0.0%)
  6025. detail props [variable] 1/681704 ( 0.0%)
  6026. dtl prp lght [variable] 1/7909 ( 0.0%)
  6027. HDR dtl prp lght [variable] 1/4 (25.0%)
  6028. static props [variable] 1/43978 ( 0.0%)
  6029. pakfile [variable] 533177/0 ( 0.0%)
  6030. physics [variable] 144298/4194304 ( 3.4%)
  6031. physics terrain [variable] 4727/1048576 ( 0.5%)
  6032. Level flags = 0
  6033. Total triangle count: 6508
  6034. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6035. 1 minute, 13 seconds elapsed
  6036. [Reading texlights from 'lights.rad']
  6037. [2 texlights parsed from 'lights.rad']
  6038. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6039. 2594 faces
  6040. 2 degenerate faces
  6041. 1594150 square feet [229557680.00 square inches]
  6042. 13 Displacements
  6043. 188568 Square Feet [27153836.00 Square Inches]
  6044. 2592 patches before subdivision
  6045. 68274 patches after subdivision
  6046. 10 direct lights
  6047. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 5798110, max 821
  6048. transfer lists: 44.2 megs
  6049. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2433, 3026, 2549)
  6050. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(226, 247, 179)
  6051. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(32, 33, 19)
  6052. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(4, 3, 2)
  6053. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
  6054. Build Patch/Sample Hash Table(s).....Done<0.0174 sec>
  6055. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  6056. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  6057. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  6058. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  6059. Ready to Finish
  6060. Object names Objects/Maxobjs Memory / Maxmem Fullness
  6061. ------------ --------------- --------------- --------
  6062. models 8/1024 384/49152 ( 0.8%)
  6063. brushes 397/8192 4764/98304 ( 4.8%)
  6064. brushsides 2592/65536 20736/524288 ( 4.0%)
  6065. planes 1136/65536 22720/1310720 ( 1.7%)
  6066. vertexes 4340/65536 52080/786432 ( 6.6%)
  6067. nodes 1725/65536 55200/2097152 ( 2.6%)
  6068. texinfos 395/12288 28440/884736 ( 3.2%)
  6069. texdata 81/2048 2592/65536 ( 4.0%)
  6070. dispinfos 13/0 2288/0 ( 0.0%)
  6071. disp_verts 3549/0 70980/0 ( 0.0%)
  6072. disp_tris 6272/0 12544/0 ( 0.0%)
  6073. disp_lmsamples 205359/0 205359/0 ( 0.0%)
  6074. faces 2594/65536 145264/3670016 ( 4.0%)
  6075. hdr faces 2594/65536 145264/3670016 ( 4.0%)
  6076. origfaces 764/65536 42784/3670016 ( 1.2%)
  6077. leaves 1734/65536 55488/2097152 ( 2.6%)
  6078. leaffaces 2899/65536 5798/131072 ( 4.4%)
  6079. leafbrushes 1263/65536 2526/131072 ( 1.9%)
  6080. areas 8/256 64/2048 ( 3.1%)
  6081. surfedges 14757/512000 59028/2048000 ( 2.9%)
  6082. edges 9099/256000 36396/1024000 ( 3.6%)
  6083. LDR worldlights 10/8192 1000/819200 ( 0.1%)
  6084. HDR worldlights 10/8192 1000/819200 ( 0.1%)
  6085. leafwaterdata 2/32768 24/393216 ( 0.0%)
  6086. waterstrips 192/32768 1920/327680 ( 0.6%)
  6087. waterverts 0/65536 0/786432 ( 0.0%)
  6088. waterindices 3027/65536 6054/131072 ( 4.6%)
  6089. cubemapsamples 5/1024 80/16384 ( 0.5%)
  6090. overlays 21/512 7392/180224 ( 4.1%)
  6091. LDR lightdata [variable] 3337268/0 ( 0.0%)
  6092. HDR lightdata [variable] 3337268/0 ( 0.0%)
  6093. visdata [variable] 153453/16777216 ( 0.9%)
  6094. entdata [variable] 28907/393216 ( 7.4%)
  6095. LDR ambient table 1734/65536 6936/262144 ( 2.6%)
  6096. HDR ambient table 1734/65536 6936/262144 ( 2.6%)
  6097. LDR leaf ambient 7762/65536 217336/1835008 (11.8%)
  6098. HDR leaf ambient 7676/65536 214928/1835008 (11.7%)
  6099. occluders 1/0 40/0 ( 0.0%)
  6100. occluder polygons 1/0 12/0 ( 0.0%)
  6101. occluder vert ind 4/0 16/0 ( 0.0%)
  6102. Prop Hull Verts 0/0 0/0 ( 0.0%)
  6103. Prop Hull Blob 0/0 0/0 ( 0.0%)
  6104. Prop Hull Lists 0/0 0/0 ( 0.0%)
  6105. Prop Hulls 0/0 0/0 ( 0.0%)
  6106. Prop Hull trilist 0/0 0/0 ( 0.0%)
  6107. detail props [variable] 1/681704 ( 0.0%)
  6108. dtl prp lght [variable] 1/7909 ( 0.0%)
  6109. HDR dtl prp lght [variable] 1/7909 ( 0.0%)
  6110. static props [variable] 1/43978 ( 0.0%)
  6111. pakfile [variable] 533177/0 ( 0.0%)
  6112. physics [variable] 144298/4194304 ( 3.4%)
  6113. physics terrain [variable] 4727/1048576 ( 0.5%)
  6114. Level flags = 0
  6115. Total triangle count: 6508
  6116. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6117. 1 minute, 13 seconds elapsed
  6118. Using shader api: shaderapiempty.dll
  6119. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  6120. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  6121. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  6122. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  6123. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_03wet_dirt_wvt_patch
  6124. fixing up env_cubemap materials on brush sides...
  6125. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...WARNING: areaportal entity 425 (brush 36447) touches > 2 areas
  6126. WARNING: areaportal entity 425 (brush 36447) touches > 2 areas
  6127. done (0)
  6128. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  6129. done (0)
  6130. Occluder "" straddles multiple areas. This is invalid!
  6131. Occluder "" straddles multiple areas. This is invalid!
  6132. Chop Details...done (0)
  6133. Find Visible Detail Sides...
  6134. Merged 66 detail faces...done (0)
  6135. Merging details...done (0)
  6136. FixTjuncs...
  6137. PruneNodes...
  6138. WriteBSP...
  6139. done (0)
  6140. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  6141. done (0)
  6142. Finding displacement neighbors...
  6143. Finding lightmap sample positions...
  6144. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  6145. Building Physics collision data...
  6146. done (0) (144481 bytes)
  6147. Cannot build Physics2 data
  6148. -----------
  6149. DataLinker total stream size 0.0 KiB
  6150. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  6151. Compacting texture/material tables...
  6152. Reduced 1140 texinfos to 406
  6153. Reduced 109 texdatas to 84 (4253 bytes to 3337)
  6154. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6155. 6 seconds elapsed
  6156. 4 threads
  6157. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6158. max farz in all env_fog_controller entities: 4425.000000 (used for radial vis)
  6159. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  6160. 834 portalclusters
  6161. 2390 numportals
  6162. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 891 visible clusters (0.00%)
  6163. Total clusters visible: 280279
  6164. Average clusters visible: 336
  6165. Building PAS...
  6166. Average clusters audible: 828
  6167. visdatasize:169245 compressed from 186816
  6168. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6169. 22 seconds elapsed
  6170. [Reading texlights from 'lights.rad']
  6171. [2 texlights parsed from 'lights.rad']
  6172. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6173. 2633 faces
  6174. 2 degenerate faces
  6175. 1608678 square feet [231649728.00 square inches]
  6176. 13 Displacements
  6177. 188568 Square Feet [27153836.00 Square Inches]
  6178. 2631 patches before subdivision
  6179. 69765 patches after subdivision
  6180. 10 direct lights
  6181. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6469925, max 857
  6182. transfer lists: 49.4 megs
  6183. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(5700, 6768, 5553)
  6184. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(587, 612, 434)
  6185. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(83, 81, 48)
  6186. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(10, 9, 5)
  6187. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2, 2, 1)
  6188. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
  6189. Build Patch/Sample Hash Table(s).....Done<0.0180 sec>
  6190. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  6191. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  6192. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  6193. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  6194. Ready to Finish
  6195. Object names Objects/Maxobjs Memory / Maxmem Fullness
  6196. ------------ --------------- --------------- --------
  6197. models 8/1024 384/49152 ( 0.8%)
  6198. brushes 397/8192 4764/98304 ( 4.8%)
  6199. brushsides 2593/65536 20744/524288 ( 4.0%)
  6200. planes 1136/65536 22720/1310720 ( 1.7%)
  6201. vertexes 4401/65536 52812/786432 ( 6.7%)
  6202. nodes 1739/65536 55648/2097152 ( 2.7%)
  6203. texinfos 406/12288 29232/884736 ( 3.3%)
  6204. texdata 84/2048 2688/65536 ( 4.1%)
  6205. dispinfos 13/0 2288/0 ( 0.0%)
  6206. disp_verts 3549/0 70980/0 ( 0.0%)
  6207. disp_tris 6272/0 12544/0 ( 0.0%)
  6208. disp_lmsamples 205359/0 205359/0 ( 0.0%)
  6209. faces 2633/65536 147448/3670016 ( 4.0%)
  6210. hdr faces 0/65536 0/3670016 ( 0.0%)
  6211. origfaces 761/65536 42616/3670016 ( 1.2%)
  6212. leaves 1748/65536 55936/2097152 ( 2.7%)
  6213. leaffaces 2950/65536 5900/131072 ( 4.5%)
  6214. leafbrushes 1294/65536 2588/131072 ( 2.0%)
  6215. areas 8/256 64/2048 ( 3.1%)
  6216. surfedges 14964/512000 59856/2048000 ( 2.9%)
  6217. edges 9223/256000 36892/1024000 ( 3.6%)
  6218. LDR worldlights 10/8192 1000/819200 ( 0.1%)
  6219. HDR worldlights 0/8192 0/819200 ( 0.0%)
  6220. leafwaterdata 2/32768 24/393216 ( 0.0%)
  6221. waterstrips 220/32768 2200/327680 ( 0.7%)
  6222. waterverts 0/65536 0/786432 ( 0.0%)
  6223. waterindices 3528/65536 7056/131072 ( 5.4%)
  6224. cubemapsamples 6/1024 96/16384 ( 0.6%)
  6225. overlays 21/512 7392/180224 ( 4.1%)
  6226. LDR lightdata [variable] 3463604/0 ( 0.0%)
  6227. HDR lightdata [variable] 0/0 ( 0.0%)
  6228. visdata [variable] 169245/16777216 ( 1.0%)
  6229. entdata [variable] 28907/393216 ( 7.4%)
  6230. LDR ambient table 1748/65536 6992/262144 ( 2.7%)
  6231. HDR ambient table 1748/65536 6992/262144 ( 2.7%)
  6232. LDR leaf ambient 7826/65536 219128/1835008 (11.9%)
  6233. HDR leaf ambient 1748/65536 48944/1835008 ( 2.7%)
  6234. occluders 1/0 40/0 ( 0.0%)
  6235. occluder polygons 1/0 12/0 ( 0.0%)
  6236. occluder vert ind 4/0 16/0 ( 0.0%)
  6237. Prop Hull Verts 0/0 0/0 ( 0.0%)
  6238. Prop Hull Blob 0/0 0/0 ( 0.0%)
  6239. Prop Hull Lists 0/0 0/0 ( 0.0%)
  6240. Prop Hulls 0/0 0/0 ( 0.0%)
  6241. Prop Hull trilist 0/0 0/0 ( 0.0%)
  6242. detail props [variable] 1/681704 ( 0.0%)
  6243. dtl prp lght [variable] 1/9514 ( 0.0%)
  6244. HDR dtl prp lght [variable] 1/4 (25.0%)
  6245. static props [variable] 1/44260 ( 0.0%)
  6246. pakfile [variable] 621470/0 ( 0.0%)
  6247. physics [variable] 144481/4194304 ( 3.4%)
  6248. physics terrain [variable] 4727/1048576 ( 0.5%)
  6249. Level flags = 0
  6250. Total triangle count: 6649
  6251. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6252. 1 minute, 15 seconds elapsed
  6253. [Reading texlights from 'lights.rad']
  6254. [2 texlights parsed from 'lights.rad']
  6255. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6256. 2633 faces
  6257. 2 degenerate faces
  6258. 1608678 square feet [231649728.00 square inches]
  6259. 13 Displacements
  6260. 188568 Square Feet [27153836.00 Square Inches]
  6261. 2631 patches before subdivision
  6262. 69765 patches after subdivision
  6263. 10 direct lights
  6264. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6469925, max 857
  6265. transfer lists: 49.4 megs
  6266. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2555, 3188, 2677)
  6267. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(238, 261, 190)
  6268. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(34, 35, 21)
  6269. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(4, 4, 2)
  6270. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
  6271. Build Patch/Sample Hash Table(s).....Done<0.0176 sec>
  6272. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  6273. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  6274. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  6275. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  6276. Ready to Finish
  6277. Object names Objects/Maxobjs Memory / Maxmem Fullness
  6278. ------------ --------------- --------------- --------
  6279. models 8/1024 384/49152 ( 0.8%)
  6280. brushes 397/8192 4764/98304 ( 4.8%)
  6281. brushsides 2593/65536 20744/524288 ( 4.0%)
  6282. planes 1136/65536 22720/1310720 ( 1.7%)
  6283. vertexes 4401/65536 52812/786432 ( 6.7%)
  6284. nodes 1739/65536 55648/2097152 ( 2.7%)
  6285. texinfos 406/12288 29232/884736 ( 3.3%)
  6286. texdata 84/2048 2688/65536 ( 4.1%)
  6287. dispinfos 13/0 2288/0 ( 0.0%)
  6288. disp_verts 3549/0 70980/0 ( 0.0%)
  6289. disp_tris 6272/0 12544/0 ( 0.0%)
  6290. disp_lmsamples 205359/0 205359/0 ( 0.0%)
  6291. faces 2633/65536 147448/3670016 ( 4.0%)
  6292. hdr faces 2633/65536 147448/3670016 ( 4.0%)
  6293. origfaces 761/65536 42616/3670016 ( 1.2%)
  6294. leaves 1748/65536 55936/2097152 ( 2.7%)
  6295. leaffaces 2950/65536 5900/131072 ( 4.5%)
  6296. leafbrushes 1294/65536 2588/131072 ( 2.0%)
  6297. areas 8/256 64/2048 ( 3.1%)
  6298. surfedges 14964/512000 59856/2048000 ( 2.9%)
  6299. edges 9223/256000 36892/1024000 ( 3.6%)
  6300. LDR worldlights 10/8192 1000/819200 ( 0.1%)
  6301. HDR worldlights 10/8192 1000/819200 ( 0.1%)
  6302. leafwaterdata 2/32768 24/393216 ( 0.0%)
  6303. waterstrips 220/32768 2200/327680 ( 0.7%)
  6304. waterverts 0/65536 0/786432 ( 0.0%)
  6305. waterindices 3528/65536 7056/131072 ( 5.4%)
  6306. cubemapsamples 6/1024 96/16384 ( 0.6%)
  6307. overlays 21/512 7392/180224 ( 4.1%)
  6308. LDR lightdata [variable] 3463604/0 ( 0.0%)
  6309. HDR lightdata [variable] 3463604/0 ( 0.0%)
  6310. visdata [variable] 169245/16777216 ( 1.0%)
  6311. entdata [variable] 28907/393216 ( 7.4%)
  6312. LDR ambient table 1748/65536 6992/262144 ( 2.7%)
  6313. HDR ambient table 1748/65536 6992/262144 ( 2.7%)
  6314. LDR leaf ambient 7826/65536 219128/1835008 (11.9%)
  6315. HDR leaf ambient 7742/65536 216776/1835008 (11.8%)
  6316. occluders 1/0 40/0 ( 0.0%)
  6317. occluder polygons 1/0 12/0 ( 0.0%)
  6318. occluder vert ind 4/0 16/0 ( 0.0%)
  6319. Prop Hull Verts 0/0 0/0 ( 0.0%)
  6320. Prop Hull Blob 0/0 0/0 ( 0.0%)
  6321. Prop Hull Lists 0/0 0/0 ( 0.0%)
  6322. Prop Hulls 0/0 0/0 ( 0.0%)
  6323. Prop Hull trilist 0/0 0/0 ( 0.0%)
  6324. detail props [variable] 1/681704 ( 0.0%)
  6325. dtl prp lght [variable] 1/9514 ( 0.0%)
  6326. HDR dtl prp lght [variable] 1/9514 ( 0.0%)
  6327. static props [variable] 1/44260 ( 0.0%)
  6328. pakfile [variable] 621470/0 ( 0.0%)
  6329. physics [variable] 144481/4194304 ( 3.4%)
  6330. physics terrain [variable] 4727/1048576 ( 0.5%)
  6331. Level flags = 0
  6332. Total triangle count: 6649
  6333. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6334. 1 minute, 10 seconds elapsed
  6335. Using shader api: shaderapiempty.dll
  6336. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  6337. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  6338. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  6339. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  6340. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_03wet_dirt_wvt_patch
  6341. fixing up env_cubemap materials on brush sides...
  6342. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...WARNING: areaportal entity 425 (brush 36447) touches > 2 areas
  6343. WARNING: areaportal entity 425 (brush 36447) touches > 2 areas
  6344. done (0)
  6345. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  6346. done (0)
  6347. Occluder "" straddles multiple areas. This is invalid!
  6348. Occluder "" straddles multiple areas. This is invalid!
  6349. Chop Details...done (0)
  6350. Find Visible Detail Sides...
  6351. Merged 66 detail faces...done (0)
  6352. Merging details...done (0)
  6353. FixTjuncs...
  6354. PruneNodes...
  6355. WriteBSP...
  6356. done (0)
  6357. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  6358. done (0)
  6359. Finding displacement neighbors...
  6360. Finding lightmap sample positions...
  6361. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  6362. Building Physics collision data...
  6363. done (0) (149529 bytes)
  6364. Cannot build Physics2 data
  6365. -----------
  6366. DataLinker total stream size 0.0 KiB
  6367. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  6368. Compacting texture/material tables...
  6369. Reduced 1177 texinfos to 408
  6370. Reduced 111 texdatas to 85 (4345 bytes to 3387)
  6371. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6372. 5 seconds elapsed
  6373. 4 threads
  6374. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6375. max farz in all env_fog_controller entities: 4425.000000 (used for radial vis)
  6376. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  6377. 796 portalclusters
  6378. 2166 numportals
  6379. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 922 visible clusters (0.00%)
  6380. Total clusters visible: 238502
  6381. Average clusters visible: 299
  6382. Building PAS...
  6383. Average clusters audible: 778
  6384. visdatasize:152971 compressed from 165568
  6385. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6386. 14 seconds elapsed
  6387. [Reading texlights from 'lights.rad']
  6388. [2 texlights parsed from 'lights.rad']
  6389. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6390. 2669 faces
  6391. 2 degenerate faces
  6392. 1477513 square feet [212761904.00 square inches]
  6393. 13 Displacements
  6394. 192468 Square Feet [27715444.00 Square Inches]
  6395. 2667 patches before subdivision
  6396. 69609 patches after subdivision
  6397. 10 direct lights
  6398. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6198674, max 856
  6399. transfer lists: 47.3 megs
  6400. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(5666, 6714, 5504)
  6401. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(587, 613, 434)
  6402. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(83, 81, 48)
  6403. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(10, 9, 5)
  6404. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2, 2, 1)
  6405. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
  6406. Build Patch/Sample Hash Table(s).....Done<0.0174 sec>
  6407. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  6408. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  6409. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  6410. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  6411. Ready to Finish
  6412. Object names Objects/Maxobjs Memory / Maxmem Fullness
  6413. ------------ --------------- --------------- --------
  6414. models 8/1024 384/49152 ( 0.8%)
  6415. brushes 411/8192 4932/98304 ( 5.0%)
  6416. brushsides 2677/65536 21416/524288 ( 4.1%)
  6417. planes 1120/65536 22400/1310720 ( 1.7%)
  6418. vertexes 4401/65536 52812/786432 ( 6.7%)
  6419. nodes 1688/65536 54016/2097152 ( 2.6%)
  6420. texinfos 408/12288 29376/884736 ( 3.3%)
  6421. texdata 85/2048 2720/65536 ( 4.2%)
  6422. dispinfos 13/0 2288/0 ( 0.0%)
  6423. disp_verts 3549/0 70980/0 ( 0.0%)
  6424. disp_tris 6272/0 12544/0 ( 0.0%)
  6425. disp_lmsamples 209052/0 209052/0 ( 0.0%)
  6426. faces 2669/65536 149464/3670016 ( 4.1%)
  6427. hdr faces 0/65536 0/3670016 ( 0.0%)
  6428. origfaces 773/65536 43288/3670016 ( 1.2%)
  6429. leaves 1697/65536 54304/2097152 ( 2.6%)
  6430. leaffaces 3000/65536 6000/131072 ( 4.6%)
  6431. leafbrushes 1325/65536 2650/131072 ( 2.0%)
  6432. areas 8/256 64/2048 ( 3.1%)
  6433. surfedges 15246/512000 60984/2048000 ( 3.0%)
  6434. edges 9378/256000 37512/1024000 ( 3.7%)
  6435. LDR worldlights 10/8192 1000/819200 ( 0.1%)
  6436. HDR worldlights 0/8192 0/819200 ( 0.0%)
  6437. leafwaterdata 2/32768 24/393216 ( 0.0%)
  6438. waterstrips 218/32768 2180/327680 ( 0.7%)
  6439. waterverts 0/65536 0/786432 ( 0.0%)
  6440. waterindices 3489/65536 6978/131072 ( 5.3%)
  6441. cubemapsamples 7/1024 112/16384 ( 0.7%)
  6442. overlays 21/512 7392/180224 ( 4.1%)
  6443. LDR lightdata [variable] 3464300/0 ( 0.0%)
  6444. HDR lightdata [variable] 0/0 ( 0.0%)
  6445. visdata [variable] 152971/16777216 ( 0.9%)
  6446. entdata [variable] 28907/393216 ( 7.4%)
  6447. LDR ambient table 1697/65536 6788/262144 ( 2.6%)
  6448. HDR ambient table 1697/65536 6788/262144 ( 2.6%)
  6449. LDR leaf ambient 7500/65536 210000/1835008 (11.4%)
  6450. HDR leaf ambient 1697/65536 47516/1835008 ( 2.6%)
  6451. occluders 1/0 40/0 ( 0.0%)
  6452. occluder polygons 1/0 12/0 ( 0.0%)
  6453. occluder vert ind 4/0 16/0 ( 0.0%)
  6454. Prop Hull Verts 0/0 0/0 ( 0.0%)
  6455. Prop Hull Blob 0/0 0/0 ( 0.0%)
  6456. Prop Hull Lists 0/0 0/0 ( 0.0%)
  6457. Prop Hulls 0/0 0/0 ( 0.0%)
  6458. Prop Hull trilist 0/0 0/0 ( 0.0%)
  6459. detail props [variable] 1/714620 ( 0.0%)
  6460. dtl prp lght [variable] 1/8654 ( 0.0%)
  6461. HDR dtl prp lght [variable] 1/4 (25.0%)
  6462. static props [variable] 1/44266 ( 0.0%)
  6463. pakfile [variable] 708936/0 ( 0.0%)
  6464. physics [variable] 149529/4194304 ( 3.6%)
  6465. physics terrain [variable] 4727/1048576 ( 0.5%)
  6466. Level flags = 0
  6467. Total triangle count: 6810
  6468. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6469. 1 minute, 14 seconds elapsed
  6470. [Reading texlights from 'lights.rad']
  6471. [2 texlights parsed from 'lights.rad']
  6472. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6473. 2669 faces
  6474. 2 degenerate faces
  6475. 1477513 square feet [212761904.00 square inches]
  6476. 13 Displacements
  6477. 192468 Square Feet [27715444.00 Square Inches]
  6478. 2667 patches before subdivision
  6479. 69609 patches after subdivision
  6480. 10 direct lights
  6481. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6198674, max 856
  6482. transfer lists: 47.3 megs
  6483. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2535, 3158, 2649)
  6484. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(238, 261, 190)
  6485. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(34, 35, 21)
  6486. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(4, 4, 2)
  6487. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
  6488. Build Patch/Sample Hash Table(s).....Done<0.0177 sec>
  6489. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  6490. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  6491. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  6492. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  6493. Ready to Finish
  6494. Object names Objects/Maxobjs Memory / Maxmem Fullness
  6495. ------------ --------------- --------------- --------
  6496. models 8/1024 384/49152 ( 0.8%)
  6497. brushes 411/8192 4932/98304 ( 5.0%)
  6498. brushsides 2677/65536 21416/524288 ( 4.1%)
  6499. planes 1120/65536 22400/1310720 ( 1.7%)
  6500. vertexes 4401/65536 52812/786432 ( 6.7%)
  6501. nodes 1688/65536 54016/2097152 ( 2.6%)
  6502. texinfos 408/12288 29376/884736 ( 3.3%)
  6503. texdata 85/2048 2720/65536 ( 4.2%)
  6504. dispinfos 13/0 2288/0 ( 0.0%)
  6505. disp_verts 3549/0 70980/0 ( 0.0%)
  6506. disp_tris 6272/0 12544/0 ( 0.0%)
  6507. disp_lmsamples 209052/0 209052/0 ( 0.0%)
  6508. faces 2669/65536 149464/3670016 ( 4.1%)
  6509. hdr faces 2669/65536 149464/3670016 ( 4.1%)
  6510. origfaces 773/65536 43288/3670016 ( 1.2%)
  6511. leaves 1697/65536 54304/2097152 ( 2.6%)
  6512. leaffaces 3000/65536 6000/131072 ( 4.6%)
  6513. leafbrushes 1325/65536 2650/131072 ( 2.0%)
  6514. areas 8/256 64/2048 ( 3.1%)
  6515. surfedges 15246/512000 60984/2048000 ( 3.0%)
  6516. edges 9378/256000 37512/1024000 ( 3.7%)
  6517. LDR worldlights 10/8192 1000/819200 ( 0.1%)
  6518. HDR worldlights 10/8192 1000/819200 ( 0.1%)
  6519. leafwaterdata 2/32768 24/393216 ( 0.0%)
  6520. waterstrips 218/32768 2180/327680 ( 0.7%)
  6521. waterverts 0/65536 0/786432 ( 0.0%)
  6522. waterindices 3489/65536 6978/131072 ( 5.3%)
  6523. cubemapsamples 7/1024 112/16384 ( 0.7%)
  6524. overlays 21/512 7392/180224 ( 4.1%)
  6525. LDR lightdata [variable] 3464300/0 ( 0.0%)
  6526. HDR lightdata [variable] 3464300/0 ( 0.0%)
  6527. visdata [variable] 152971/16777216 ( 0.9%)
  6528. entdata [variable] 28907/393216 ( 7.4%)
  6529. LDR ambient table 1697/65536 6788/262144 ( 2.6%)
  6530. HDR ambient table 1697/65536 6788/262144 ( 2.6%)
  6531. LDR leaf ambient 7500/65536 210000/1835008 (11.4%)
  6532. HDR leaf ambient 7352/65536 205856/1835008 (11.2%)
  6533. occluders 1/0 40/0 ( 0.0%)
  6534. occluder polygons 1/0 12/0 ( 0.0%)
  6535. occluder vert ind 4/0 16/0 ( 0.0%)
  6536. Prop Hull Verts 0/0 0/0 ( 0.0%)
  6537. Prop Hull Blob 0/0 0/0 ( 0.0%)
  6538. Prop Hull Lists 0/0 0/0 ( 0.0%)
  6539. Prop Hulls 0/0 0/0 ( 0.0%)
  6540. Prop Hull trilist 0/0 0/0 ( 0.0%)
  6541. detail props [variable] 1/714620 ( 0.0%)
  6542. dtl prp lght [variable] 1/8654 ( 0.0%)
  6543. HDR dtl prp lght [variable] 1/8654 ( 0.0%)
  6544. static props [variable] 1/44266 ( 0.0%)
  6545. pakfile [variable] 708936/0 ( 0.0%)
  6546. physics [variable] 149529/4194304 ( 3.6%)
  6547. physics terrain [variable] 4727/1048576 ( 0.5%)
  6548. Level flags = 0
  6549. Total triangle count: 6810
  6550. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6551. 1 minute, 15 seconds elapsed
  6552. Using shader api: shaderapiempty.dll
  6553. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  6554. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  6555. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  6556. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  6557. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_03wet_dirt_wvt_patch
  6558. fixing up env_cubemap materials on brush sides...
  6559. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  6560. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  6561. done (0)
  6562. Occluder "" straddles multiple areas. This is invalid!
  6563. Occluder "" straddles multiple areas. This is invalid!
  6564. Chop Details...done (0)
  6565. Find Visible Detail Sides...
  6566. Merged 66 detail faces...done (0)
  6567. Merging details...done (0)
  6568. FixTjuncs...
  6569. PruneNodes...
  6570. WriteBSP...
  6571. done (0)
  6572. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  6573. done (0)
  6574. Finding displacement neighbors...
  6575. Finding lightmap sample positions...
  6576. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  6577. Building Physics collision data...
  6578. done (0) (149445 bytes)
  6579. Cannot build Physics2 data
  6580. -----------
  6581. DataLinker total stream size 0.0 KiB
  6582. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  6583. Compacting texture/material tables...
  6584. Reduced 1171 texinfos to 408
  6585. Reduced 109 texdatas to 85 (4220 bytes to 3365)
  6586. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6587. 5 seconds elapsed
  6588. 4 threads
  6589. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6590. max farz in all env_fog_controller entities: 4425.000000 (used for radial vis)
  6591. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  6592. 794 portalclusters
  6593. 2152 numportals
  6594. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 889 visible clusters (0.00%)
  6595. Total clusters visible: 239619
  6596. Average clusters visible: 301
  6597. Building PAS...
  6598. Average clusters audible: 778
  6599. visdatasize:153550 compressed from 165152
  6600. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6601. 14 seconds elapsed
  6602. [Reading texlights from 'lights.rad']
  6603. [2 texlights parsed from 'lights.rad']
  6604. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6605. 2661 faces
  6606. 2 degenerate faces
  6607. 1476603 square feet [212630832.00 square inches]
  6608. 13 Displacements
  6609. 192468 Square Feet [27715444.00 Square Inches]
  6610. 2659 patches before subdivision
  6611. 69367 patches after subdivision
  6612. 10 direct lights
  6613. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6157885, max 856
  6614. transfer lists: 47.0 megs
  6615. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(5662, 6709, 5500)
  6616. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(587, 612, 433)
  6617. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(83, 81, 48)
  6618. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(10, 9, 5)
  6619. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2, 2, 1)
  6620. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
  6621. Build Patch/Sample Hash Table(s).....Done<0.0176 sec>
  6622. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  6623. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  6624. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  6625. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  6626. Ready to Finish
  6627. Object names Objects/Maxobjs Memory / Maxmem Fullness
  6628. ------------ --------------- --------------- --------
  6629. models 9/1024 432/49152 ( 0.9%)
  6630. brushes 412/8192 4944/98304 ( 5.0%)
  6631. brushsides 2692/65536 21536/524288 ( 4.1%)
  6632. planes 1150/65536 23000/1310720 ( 1.8%)
  6633. vertexes 4398/65536 52776/786432 ( 6.7%)
  6634. nodes 1686/65536 53952/2097152 ( 2.6%)
  6635. texinfos 408/12288 29376/884736 ( 3.3%)
  6636. texdata 85/2048 2720/65536 ( 4.2%)
  6637. dispinfos 13/0 2288/0 ( 0.0%)
  6638. disp_verts 3549/0 70980/0 ( 0.0%)
  6639. disp_tris 6272/0 12544/0 ( 0.0%)
  6640. disp_lmsamples 209052/0 209052/0 ( 0.0%)
  6641. faces 2661/65536 149016/3670016 ( 4.1%)
  6642. hdr faces 0/65536 0/3670016 ( 0.0%)
  6643. origfaces 771/65536 43176/3670016 ( 1.2%)
  6644. leaves 1696/65536 54272/2097152 ( 2.6%)
  6645. leaffaces 3000/65536 6000/131072 ( 4.6%)
  6646. leafbrushes 1319/65536 2638/131072 ( 2.0%)
  6647. areas 8/256 64/2048 ( 3.1%)
  6648. surfedges 15201/512000 60804/2048000 ( 3.0%)
  6649. edges 9351/256000 37404/1024000 ( 3.7%)
  6650. LDR worldlights 10/8192 1000/819200 ( 0.1%)
  6651. HDR worldlights 0/8192 0/819200 ( 0.0%)
  6652. leafwaterdata 1/32768 12/393216 ( 0.0%)
  6653. waterstrips 219/32768 2190/327680 ( 0.7%)
  6654. waterverts 0/65536 0/786432 ( 0.0%)
  6655. waterindices 3504/65536 7008/131072 ( 5.3%)
  6656. cubemapsamples 7/1024 112/16384 ( 0.7%)
  6657. overlays 24/512 8448/180224 ( 4.7%)
  6658. LDR lightdata [variable] 3458852/0 ( 0.0%)
  6659. HDR lightdata [variable] 0/0 ( 0.0%)
  6660. visdata [variable] 153550/16777216 ( 0.9%)
  6661. entdata [variable] 30098/393216 ( 7.7%)
  6662. LDR ambient table 1696/65536 6784/262144 ( 2.6%)
  6663. HDR ambient table 1696/65536 6784/262144 ( 2.6%)
  6664. LDR leaf ambient 7558/65536 211624/1835008 (11.5%)
  6665. HDR leaf ambient 1696/65536 47488/1835008 ( 2.6%)
  6666. occluders 1/0 40/0 ( 0.0%)
  6667. occluder polygons 1/0 12/0 ( 0.0%)
  6668. occluder vert ind 4/0 16/0 ( 0.0%)
  6669. Prop Hull Verts 0/0 0/0 ( 0.0%)
  6670. Prop Hull Blob 0/0 0/0 ( 0.0%)
  6671. Prop Hull Lists 0/0 0/0 ( 0.0%)
  6672. Prop Hulls 0/0 0/0 ( 0.0%)
  6673. Prop Hull trilist 0/0 0/0 ( 0.0%)
  6674. detail props [variable] 1/714620 ( 0.0%)
  6675. dtl prp lght [variable] 1/8654 ( 0.0%)
  6676. HDR dtl prp lght [variable] 1/4 (25.0%)
  6677. static props [variable] 1/45094 ( 0.0%)
  6678. pakfile [variable] 708147/0 ( 0.0%)
  6679. physics [variable] 149445/4194304 ( 3.6%)
  6680. physics terrain [variable] 4853/1048576 ( 0.5%)
  6681. Level flags = 0
  6682. Total triangle count: 6789
  6683. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6684. 1 minute, 14 seconds elapsed
  6685. [Reading texlights from 'lights.rad']
  6686. [2 texlights parsed from 'lights.rad']
  6687. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6688. 2661 faces
  6689. 2 degenerate faces
  6690. 1476603 square feet [212630832.00 square inches]
  6691. 13 Displacements
  6692. 192468 Square Feet [27715444.00 Square Inches]
  6693. 2659 patches before subdivision
  6694. 69367 patches after subdivision
  6695. 10 direct lights
  6696. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6157885, max 856
  6697. transfer lists: 47.0 megs
  6698. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2534, 3156, 2648)
  6699. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(238, 261, 190)
  6700. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(34, 35, 21)
  6701. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(4, 4, 2)
  6702. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
  6703. Build Patch/Sample Hash Table(s).....Done<0.0181 sec>
  6704. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  6705. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  6706. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  6707. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  6708. Ready to Finish
  6709. Object names Objects/Maxobjs Memory / Maxmem Fullness
  6710. ------------ --------------- --------------- --------
  6711. models 9/1024 432/49152 ( 0.9%)
  6712. brushes 412/8192 4944/98304 ( 5.0%)
  6713. brushsides 2692/65536 21536/524288 ( 4.1%)
  6714. planes 1150/65536 23000/1310720 ( 1.8%)
  6715. vertexes 4398/65536 52776/786432 ( 6.7%)
  6716. nodes 1686/65536 53952/2097152 ( 2.6%)
  6717. texinfos 408/12288 29376/884736 ( 3.3%)
  6718. texdata 85/2048 2720/65536 ( 4.2%)
  6719. dispinfos 13/0 2288/0 ( 0.0%)
  6720. disp_verts 3549/0 70980/0 ( 0.0%)
  6721. disp_tris 6272/0 12544/0 ( 0.0%)
  6722. disp_lmsamples 209052/0 209052/0 ( 0.0%)
  6723. faces 2661/65536 149016/3670016 ( 4.1%)
  6724. hdr faces 2661/65536 149016/3670016 ( 4.1%)
  6725. origfaces 771/65536 43176/3670016 ( 1.2%)
  6726. leaves 1696/65536 54272/2097152 ( 2.6%)
  6727. leaffaces 3000/65536 6000/131072 ( 4.6%)
  6728. leafbrushes 1319/65536 2638/131072 ( 2.0%)
  6729. areas 8/256 64/2048 ( 3.1%)
  6730. surfedges 15201/512000 60804/2048000 ( 3.0%)
  6731. edges 9351/256000 37404/1024000 ( 3.7%)
  6732. LDR worldlights 10/8192 1000/819200 ( 0.1%)
  6733. HDR worldlights 10/8192 1000/819200 ( 0.1%)
  6734. leafwaterdata 1/32768 12/393216 ( 0.0%)
  6735. waterstrips 219/32768 2190/327680 ( 0.7%)
  6736. waterverts 0/65536 0/786432 ( 0.0%)
  6737. waterindices 3504/65536 7008/131072 ( 5.3%)
  6738. cubemapsamples 7/1024 112/16384 ( 0.7%)
  6739. overlays 24/512 8448/180224 ( 4.7%)
  6740. LDR lightdata [variable] 3458852/0 ( 0.0%)
  6741. HDR lightdata [variable] 3458852/0 ( 0.0%)
  6742. visdata [variable] 153550/16777216 ( 0.9%)
  6743. entdata [variable] 30098/393216 ( 7.7%)
  6744. LDR ambient table 1696/65536 6784/262144 ( 2.6%)
  6745. HDR ambient table 1696/65536 6784/262144 ( 2.6%)
  6746. LDR leaf ambient 7558/65536 211624/1835008 (11.5%)
  6747. HDR leaf ambient 7366/65536 206248/1835008 (11.2%)
  6748. occluders 1/0 40/0 ( 0.0%)
  6749. occluder polygons 1/0 12/0 ( 0.0%)
  6750. occluder vert ind 4/0 16/0 ( 0.0%)
  6751. Prop Hull Verts 0/0 0/0 ( 0.0%)
  6752. Prop Hull Blob 0/0 0/0 ( 0.0%)
  6753. Prop Hull Lists 0/0 0/0 ( 0.0%)
  6754. Prop Hulls 0/0 0/0 ( 0.0%)
  6755. Prop Hull trilist 0/0 0/0 ( 0.0%)
  6756. detail props [variable] 1/714620 ( 0.0%)
  6757. dtl prp lght [variable] 1/8654 ( 0.0%)
  6758. HDR dtl prp lght [variable] 1/8654 ( 0.0%)
  6759. static props [variable] 1/45094 ( 0.0%)
  6760. pakfile [variable] 708147/0 ( 0.0%)
  6761. physics [variable] 149445/4194304 ( 3.6%)
  6762. physics terrain [variable] 4853/1048576 ( 0.5%)
  6763. Level flags = 0
  6764. Total triangle count: 6789
  6765. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6766. 1 minute, 13 seconds elapsed
  6767. Using shader api: shaderapiempty.dll
  6768. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  6769. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  6770. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  6771. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  6772. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_03wet_dirt_wvt_patch
  6773. Patching WVT material: maps/l4d2_workshop_beach/nature/blend_grass_grass_01_wvt_patch
  6774. fixing up env_cubemap materials on brush sides...
  6775. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  6776. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  6777. done (0)
  6778. Occluder "" straddles multiple areas. This is invalid!
  6779. Occluder "" straddles multiple areas. This is invalid!
  6780. Chop Details...done (0)
  6781. Find Visible Detail Sides...
  6782. Merged 66 detail faces...done (0)
  6783. Merging details...done (0)
  6784. FixTjuncs...
  6785. PruneNodes...
  6786. WriteBSP...
  6787. done (0)
  6788. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  6789. done (0)
  6790. Finding displacement neighbors...
  6791. Finding lightmap sample positions...
  6792. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  6793. Building Physics collision data...
  6794. done (0) (162775 bytes)
  6795. Cannot build Physics2 data
  6796. -----------
  6797. DataLinker total stream size 0.0 KiB
  6798. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  6799. Compacting texture/material tables...
  6800. Reduced 1223 texinfos to 426
  6801. Reduced 121 texdatas to 93 (4682 bytes to 3644)
  6802. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6803. 6 seconds elapsed
  6804. 4 threads
  6805. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6806. max farz in all env_fog_controller entities: 4425.000000 (used for radial vis)
  6807. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  6808. 808 portalclusters
  6809. 2170 numportals
  6810. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 840 visible clusters (0.00%)
  6811. Total clusters visible: 241210
  6812. Average clusters visible: 298
  6813. Building PAS...
  6814. Average clusters audible: 790
  6815. visdatasize:156784 compressed from 168064
  6816. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6817. 15 seconds elapsed
  6818. [Reading texlights from 'lights.rad']
  6819. [2 texlights parsed from 'lights.rad']
  6820. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6821. 2726 faces
  6822. 2 degenerate faces
  6823. 1483724 square feet [213656256.00 square inches]
  6824. 14 Displacements
  6825. 192525 Square Feet [27723636.00 Square Inches]
  6826. 2724 patches before subdivision
  6827. zero area child patch
  6828. zero area child patch
  6829. 70496 patches after subdivision
  6830. 14 direct lights
  6831. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6128844, max 826
  6832. transfer lists: 46.8 megs
  6833. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(6353, 7352, 6033)
  6834. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(696, 707, 500)
  6835. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(99, 94, 56)
  6836. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(13, 11, 6)
  6837. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2, 2, 1)
  6838. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
  6839. Build Patch/Sample Hash Table(s).....Done<0.0181 sec>
  6840. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  6841. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  6842. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  6843. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  6844. Ready to Finish
  6845. Object names Objects/Maxobjs Memory / Maxmem Fullness
  6846. ------------ --------------- --------------- --------
  6847. models 10/1024 480/49152 ( 1.0%)
  6848. brushes 434/8192 5208/98304 ( 5.3%)
  6849. brushsides 2863/65536 22904/524288 ( 4.4%)
  6850. planes 1292/65536 25840/1310720 ( 2.0%)
  6851. vertexes 4490/65536 53880/786432 ( 6.9%)
  6852. nodes 1716/65536 54912/2097152 ( 2.6%)
  6853. texinfos 426/12288 30672/884736 ( 3.5%)
  6854. texdata 93/2048 2976/65536 ( 4.5%)
  6855. dispinfos 14/0 2464/0 ( 0.0%)
  6856. disp_verts 3630/0 72600/0 ( 0.0%)
  6857. disp_tris 6400/0 12800/0 ( 0.0%)
  6858. disp_lmsamples 209252/0 209252/0 ( 0.0%)
  6859. faces 2726/65536 152656/3670016 ( 4.2%)
  6860. hdr faces 0/65536 0/3670016 ( 0.0%)
  6861. origfaces 785/65536 43960/3670016 ( 1.2%)
  6862. leaves 1727/65536 55264/2097152 ( 2.6%)
  6863. leaffaces 3035/65536 6070/131072 ( 4.6%)
  6864. leafbrushes 1403/65536 2806/131072 ( 2.1%)
  6865. areas 8/256 64/2048 ( 3.1%)
  6866. surfedges 15545/512000 62180/2048000 ( 3.0%)
  6867. edges 9526/256000 38104/1024000 ( 3.7%)
  6868. LDR worldlights 14/8192 1400/819200 ( 0.2%)
  6869. HDR worldlights 0/8192 0/819200 ( 0.0%)
  6870. leafwaterdata 1/32768 12/393216 ( 0.0%)
  6871. waterstrips 225/32768 2250/327680 ( 0.7%)
  6872. waterverts 0/65536 0/786432 ( 0.0%)
  6873. waterindices 3600/65536 7200/131072 ( 5.5%)
  6874. cubemapsamples 8/1024 128/16384 ( 0.8%)
  6875. overlays 27/512 9504/180224 ( 5.3%)
  6876. LDR lightdata [variable] 3526972/0 ( 0.0%)
  6877. HDR lightdata [variable] 0/0 ( 0.0%)
  6878. visdata [variable] 156784/16777216 ( 0.9%)
  6879. entdata [variable] 32458/393216 ( 8.3%)
  6880. LDR ambient table 1727/65536 6908/262144 ( 2.6%)
  6881. HDR ambient table 1727/65536 6908/262144 ( 2.6%)
  6882. LDR leaf ambient 7809/65536 218652/1835008 (11.9%)
  6883. HDR leaf ambient 1727/65536 48356/1835008 ( 2.6%)
  6884. occluders 1/0 40/0 ( 0.0%)
  6885. occluder polygons 1/0 12/0 ( 0.0%)
  6886. occluder vert ind 4/0 16/0 ( 0.0%)
  6887. Prop Hull Verts 0/0 0/0 ( 0.0%)
  6888. Prop Hull Blob 0/0 0/0 ( 0.0%)
  6889. Prop Hull Lists 0/0 0/0 ( 0.0%)
  6890. Prop Hulls 0/0 0/0 ( 0.0%)
  6891. Prop Hull trilist 0/0 0/0 ( 0.0%)
  6892. detail props [variable] 1/715164 ( 0.0%)
  6893. dtl prp lght [variable] 1/8734 ( 0.0%)
  6894. HDR dtl prp lght [variable] 1/4 (25.0%)
  6895. static props [variable] 1/52436 ( 0.0%)
  6896. pakfile [variable] 796359/0 ( 0.0%)
  6897. physics [variable] 162775/4194304 ( 3.9%)
  6898. physics terrain [variable] 4976/1048576 ( 0.5%)
  6899. Level flags = 0
  6900. Total triangle count: 6948
  6901. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6902. 1 minute, 18 seconds elapsed
  6903. [Reading texlights from 'lights.rad']
  6904. [2 texlights parsed from 'lights.rad']
  6905. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6906. 2726 faces
  6907. 2 degenerate faces
  6908. 1483724 square feet [213656256.00 square inches]
  6909. 14 Displacements
  6910. 192525 Square Feet [27723636.00 Square Inches]
  6911. 2724 patches before subdivision
  6912. zero area child patch
  6913. zero area child patch
  6914. 70496 patches after subdivision
  6915. 14 direct lights
  6916. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6128844, max 826
  6917. transfer lists: 46.8 megs
  6918. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2888, 3489, 2924)
  6919. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(293, 309, 224)
  6920. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(42, 41, 25)
  6921. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(5, 5, 2)
  6922. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
  6923. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
  6924. Build Patch/Sample Hash Table(s).....Done<0.0183 sec>
  6925. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  6926. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  6927. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  6928. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  6929. Ready to Finish
  6930. Object names Objects/Maxobjs Memory / Maxmem Fullness
  6931. ------------ --------------- --------------- --------
  6932. models 10/1024 480/49152 ( 1.0%)
  6933. brushes 434/8192 5208/98304 ( 5.3%)
  6934. brushsides 2863/65536 22904/524288 ( 4.4%)
  6935. planes 1292/65536 25840/1310720 ( 2.0%)
  6936. vertexes 4490/65536 53880/786432 ( 6.9%)
  6937. nodes 1716/65536 54912/2097152 ( 2.6%)
  6938. texinfos 426/12288 30672/884736 ( 3.5%)
  6939. texdata 93/2048 2976/65536 ( 4.5%)
  6940. dispinfos 14/0 2464/0 ( 0.0%)
  6941. disp_verts 3630/0 72600/0 ( 0.0%)
  6942. disp_tris 6400/0 12800/0 ( 0.0%)
  6943. disp_lmsamples 209252/0 209252/0 ( 0.0%)
  6944. faces 2726/65536 152656/3670016 ( 4.2%)
  6945. hdr faces 2726/65536 152656/3670016 ( 4.2%)
  6946. origfaces 785/65536 43960/3670016 ( 1.2%)
  6947. leaves 1727/65536 55264/2097152 ( 2.6%)
  6948. leaffaces 3035/65536 6070/131072 ( 4.6%)
  6949. leafbrushes 1403/65536 2806/131072 ( 2.1%)
  6950. areas 8/256 64/2048 ( 3.1%)
  6951. surfedges 15545/512000 62180/2048000 ( 3.0%)
  6952. edges 9526/256000 38104/1024000 ( 3.7%)
  6953. LDR worldlights 14/8192 1400/819200 ( 0.2%)
  6954. HDR worldlights 14/8192 1400/819200 ( 0.2%)
  6955. leafwaterdata 1/32768 12/393216 ( 0.0%)
  6956. waterstrips 225/32768 2250/327680 ( 0.7%)
  6957. waterverts 0/65536 0/786432 ( 0.0%)
  6958. waterindices 3600/65536 7200/131072 ( 5.5%)
  6959. cubemapsamples 8/1024 128/16384 ( 0.8%)
  6960. overlays 27/512 9504/180224 ( 5.3%)
  6961. LDR lightdata [variable] 3526972/0 ( 0.0%)
  6962. HDR lightdata [variable] 3526972/0 ( 0.0%)
  6963. visdata [variable] 156784/16777216 ( 0.9%)
  6964. entdata [variable] 32458/393216 ( 8.3%)
  6965. LDR ambient table 1727/65536 6908/262144 ( 2.6%)
  6966. HDR ambient table 1727/65536 6908/262144 ( 2.6%)
  6967. LDR leaf ambient 7809/65536 218652/1835008 (11.9%)
  6968. HDR leaf ambient 7602/65536 212856/1835008 (11.6%)
  6969. occluders 1/0 40/0 ( 0.0%)
  6970. occluder polygons 1/0 12/0 ( 0.0%)
  6971. occluder vert ind 4/0 16/0 ( 0.0%)
  6972. Prop Hull Verts 0/0 0/0 ( 0.0%)
  6973. Prop Hull Blob 0/0 0/0 ( 0.0%)
  6974. Prop Hull Lists 0/0 0/0 ( 0.0%)
  6975. Prop Hulls 0/0 0/0 ( 0.0%)
  6976. Prop Hull trilist 0/0 0/0 ( 0.0%)
  6977. detail props [variable] 1/715164 ( 0.0%)
  6978. dtl prp lght [variable] 1/8734 ( 0.0%)
  6979. HDR dtl prp lght [variable] 1/8734 ( 0.0%)
  6980. static props [variable] 1/52436 ( 0.0%)
  6981. pakfile [variable] 796359/0 ( 0.0%)
  6982. physics [variable] 162775/4194304 ( 3.9%)
  6983. physics terrain [variable] 4976/1048576 ( 0.5%)
  6984. Level flags = 0
  6985. Total triangle count: 6948
  6986. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  6987. 1 minute, 16 seconds elapsed
  6988. Using shader api: shaderapiempty.dll
  6989. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  6990. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  6991. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  6992. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  6993. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_03wet_dirt_wvt_patch
  6994. Patching WVT material: maps/l4d2_workshop_beach/nature/blend_grass_grass_01_wvt_patch
  6995. fixing up env_cubemap materials on brush sides...
  6996. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...Wrote d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.lin
  6997. Areaportal leak ! File: d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.lin
  6998. Brush 33586: areaportal brush doesn't touch two areas
  6999. Brush 60505: areaportal brush doesn't touch two areas
  7000. Brush 60505: areaportal brush doesn't touch two areas
  7001. Brush 60505: areaportal brush doesn't touch two areas
  7002. Brush 60504: areaportal brush doesn't touch two areas
  7003. done (0)
  7004. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  7005. done (0)
  7006. Chop Details...done (0)
  7007. Find Visible Detail Sides...
  7008. Merged 66 detail faces...done (0)
  7009. Merging details...done (0)
  7010. FixTjuncs...
  7011. PruneNodes...
  7012. WriteBSP...
  7013. done (0)
  7014. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  7015. done (0)
  7016. Finding displacement neighbors...
  7017. Finding lightmap sample positions...
  7018. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  7019. Building Physics collision data...
  7020. done (0) (167103 bytes)
  7021. Cannot build Physics2 data
  7022. -----------
  7023. DataLinker total stream size 0.0 KiB
  7024. Using shader api: shaderapiempty.dll
  7025. materialPath: D:\SteamGames\steamapps\common\left 4 dead 2\left4dead2\materials
  7026. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.vmf
  7027. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_01_wet_wvt_patch
  7028. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_milltowngrass03wet_wvt_patch
  7029. Patching WVT material: maps/l4d2_workshop_beach/concrete/blend_blacktop_03wet_dirt_wvt_patch
  7030. Patching WVT material: maps/l4d2_workshop_beach/nature/blend_grass_grass_01_wvt_patch
  7031. fixing up env_cubemap materials on brush sides...
  7032. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  7033. Building Faces..."materials/dev/water_normal.vtf": cached version doesn't exist
  7034. done (0)
  7035. Occluder "" straddles multiple areas. This is invalid!
  7036. Occluder "" straddles multiple areas. This is invalid!
  7037. Chop Details...done (0)
  7038. Find Visible Detail Sides...
  7039. Merged 66 detail faces...done (0)
  7040. Merging details...done (0)
  7041. FixTjuncs...
  7042. PruneNodes...
  7043. WriteBSP...
  7044. done (0)
  7045. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt...Building visibility clusters...
  7046. done (0)
  7047. Finding displacement neighbors...
  7048. Finding lightmap sample positions...
  7049. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  7050. Building Physics collision data...
  7051. done (0) (167367 bytes)
  7052. Cannot build Physics2 data
  7053. -----------
  7054. DataLinker total stream size 0.0 KiB
  7055. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  7056. Compacting texture/material tables...
  7057. Reduced 1240 texinfos to 426
  7058. Reduced 122 texdatas to 94 (4704 bytes to 3666)
  7059. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  7060. 6 seconds elapsed
  7061. 4 threads
  7062. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  7063. max farz in all env_fog_controller entities: 4425.000000 (used for radial vis)
  7064. reading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.prt
  7065. 808 portalclusters
  7066. 2170 numportals
  7067. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 840 visible clusters (0.00%)
  7068. Total clusters visible: 241210
  7069. Average clusters visible: 298
  7070. Building PAS...
  7071. Average clusters audible: 790
  7072. visdatasize:156784 compressed from 168064
  7073. writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  7074. 17 seconds elapsed
  7075. [Reading texlights from 'lights.rad']
  7076. [2 texlights parsed from 'lights.rad']
  7077. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  7078. 2726 faces
  7079. 2 degenerate faces
  7080. 1483724 square feet [213656256.00 square inches]
  7081. 14 Displacements
  7082. 192525 Square Feet [27723636.00 Square Inches]
  7083. 2724 patches before subdivision
  7084. zero area child patch
  7085. zero area child patch
  7086. 70496 patches after subdivision
  7087. 16 direct lights
  7088. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6090284, max 826
  7089. transfer lists: 46.5 megs
  7090. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(12179, 12892, 10692)
  7091. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1547, 1478, 1047)
  7092. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(223, 201, 120)
  7093. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(31, 26, 13)
  7094. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(5, 4, 2)
  7095. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1, 1, 0)
  7096. Build Patch/Sample Hash Table(s).....Done<0.0181 sec>
  7097. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  7098. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  7099. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  7100. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  7101. Ready to Finish
  7102. Object names Objects/Maxobjs Memory / Maxmem Fullness
  7103. ------------ --------------- --------------- --------
  7104. models 10/1024 480/49152 ( 1.0%)
  7105. brushes 443/8192 5316/98304 ( 5.4%)
  7106. brushsides 2919/65536 23352/524288 ( 4.5%)
  7107. planes 1322/65536 26440/1310720 ( 2.0%)
  7108. vertexes 4490/65536 53880/786432 ( 6.9%)
  7109. nodes 1716/65536 54912/2097152 ( 2.6%)
  7110. texinfos 426/12288 30672/884736 ( 3.5%)
  7111. texdata 94/2048 3008/65536 ( 4.6%)
  7112. dispinfos 14/0 2464/0 ( 0.0%)
  7113. disp_verts 3630/0 72600/0 ( 0.0%)
  7114. disp_tris 6400/0 12800/0 ( 0.0%)
  7115. disp_lmsamples 209252/0 209252/0 ( 0.0%)
  7116. faces 2726/65536 152656/3670016 ( 4.2%)
  7117. hdr faces 0/65536 0/3670016 ( 0.0%)
  7118. origfaces 785/65536 43960/3670016 ( 1.2%)
  7119. leaves 1727/65536 55264/2097152 ( 2.6%)
  7120. leaffaces 3035/65536 6070/131072 ( 4.6%)
  7121. leafbrushes 1512/65536 3024/131072 ( 2.3%)
  7122. areas 8/256 64/2048 ( 3.1%)
  7123. surfedges 15545/512000 62180/2048000 ( 3.0%)
  7124. edges 9526/256000 38104/1024000 ( 3.7%)
  7125. LDR worldlights 16/8192 1600/819200 ( 0.2%)
  7126. HDR worldlights 0/8192 0/819200 ( 0.0%)
  7127. leafwaterdata 1/32768 12/393216 ( 0.0%)
  7128. waterstrips 225/32768 2250/327680 ( 0.7%)
  7129. waterverts 0/65536 0/786432 ( 0.0%)
  7130. waterindices 3600/65536 7200/131072 ( 5.5%)
  7131. cubemapsamples 8/1024 128/16384 ( 0.8%)
  7132. overlays 28/512 9856/180224 ( 5.5%)
  7133. LDR lightdata [variable] 3527092/0 ( 0.0%)
  7134. HDR lightdata [variable] 0/0 ( 0.0%)
  7135. visdata [variable] 156784/16777216 ( 0.9%)
  7136. entdata [variable] 33232/393216 ( 8.5%)
  7137. LDR ambient table 1727/65536 6908/262144 ( 2.6%)
  7138. HDR ambient table 1727/65536 6908/262144 ( 2.6%)
  7139. LDR leaf ambient 7913/65536 221564/1835008 (12.1%)
  7140. HDR leaf ambient 1727/65536 48356/1835008 ( 2.6%)
  7141. occluders 1/0 40/0 ( 0.0%)
  7142. occluder polygons 1/0 12/0 ( 0.0%)
  7143. occluder vert ind 4/0 16/0 ( 0.0%)
  7144. Prop Hull Verts 0/0 0/0 ( 0.0%)
  7145. Prop Hull Blob 0/0 0/0 ( 0.0%)
  7146. Prop Hull Lists 0/0 0/0 ( 0.0%)
  7147. Prop Hulls 0/0 0/0 ( 0.0%)
  7148. Prop Hull trilist 0/0 0/0 ( 0.0%)
  7149. detail props [variable] 1/715164 ( 0.0%)
  7150. dtl prp lght [variable] 1/8734 ( 0.0%)
  7151. HDR dtl prp lght [variable] 1/4 (25.0%)
  7152. static props [variable] 1/53278 ( 0.0%)
  7153. pakfile [variable] 796359/0 ( 0.0%)
  7154. physics [variable] 167367/4194304 ( 4.0%)
  7155. physics terrain [variable] 4976/1048576 ( 0.5%)
  7156. Level flags = 0
  7157. Total triangle count: 6948
  7158. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  7159. 1 minute, 27 seconds elapsed
  7160. [Reading texlights from 'lights.rad']
  7161. [2 texlights parsed from 'lights.rad']
  7162. Loading d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  7163. 2726 faces
  7164. 2 degenerate faces
  7165. 1483724 square feet [213656256.00 square inches]
  7166. 14 Displacements
  7167. 192525 Square Feet [27723636.00 Square Inches]
  7168. 2724 patches before subdivision
  7169. zero area child patch
  7170. zero area child patch
  7171. 70496 patches after subdivision
  7172. 16 direct lights
  7173. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6090284, max 826
  7174. transfer lists: 46.5 megs
  7175. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(5798, 6254, 5249)
  7176. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(718, 694, 497)
  7177. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(104, 95, 57)
  7178. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(14, 12, 6)
  7179. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2, 2, 1)
  7180. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
  7181. Build Patch/Sample Hash Table(s).....Done<0.0189 sec>
  7182. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  7183. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  7184. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  7185. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  7186. Ready to Finish
  7187. Object names Objects/Maxobjs Memory / Maxmem Fullness
  7188. ------------ --------------- --------------- --------
  7189. models 10/1024 480/49152 ( 1.0%)
  7190. brushes 443/8192 5316/98304 ( 5.4%)
  7191. brushsides 2919/65536 23352/524288 ( 4.5%)
  7192. planes 1322/65536 26440/1310720 ( 2.0%)
  7193. vertexes 4490/65536 53880/786432 ( 6.9%)
  7194. nodes 1716/65536 54912/2097152 ( 2.6%)
  7195. texinfos 426/12288 30672/884736 ( 3.5%)
  7196. texdata 94/2048 3008/65536 ( 4.6%)
  7197. dispinfos 14/0 2464/0 ( 0.0%)
  7198. disp_verts 3630/0 72600/0 ( 0.0%)
  7199. disp_tris 6400/0 12800/0 ( 0.0%)
  7200. disp_lmsamples 209252/0 209252/0 ( 0.0%)
  7201. faces 2726/65536 152656/3670016 ( 4.2%)
  7202. hdr faces 2726/65536 152656/3670016 ( 4.2%)
  7203. origfaces 785/65536 43960/3670016 ( 1.2%)
  7204. leaves 1727/65536 55264/2097152 ( 2.6%)
  7205. leaffaces 3035/65536 6070/131072 ( 4.6%)
  7206. leafbrushes 1512/65536 3024/131072 ( 2.3%)
  7207. areas 8/256 64/2048 ( 3.1%)
  7208. surfedges 15545/512000 62180/2048000 ( 3.0%)
  7209. edges 9526/256000 38104/1024000 ( 3.7%)
  7210. LDR worldlights 16/8192 1600/819200 ( 0.2%)
  7211. HDR worldlights 16/8192 1600/819200 ( 0.2%)
  7212. leafwaterdata 1/32768 12/393216 ( 0.0%)
  7213. waterstrips 225/32768 2250/327680 ( 0.7%)
  7214. waterverts 0/65536 0/786432 ( 0.0%)
  7215. waterindices 3600/65536 7200/131072 ( 5.5%)
  7216. cubemapsamples 8/1024 128/16384 ( 0.8%)
  7217. overlays 28/512 9856/180224 ( 5.5%)
  7218. LDR lightdata [variable] 3527092/0 ( 0.0%)
  7219. HDR lightdata [variable] 3527092/0 ( 0.0%)
  7220. visdata [variable] 156784/16777216 ( 0.9%)
  7221. entdata [variable] 33232/393216 ( 8.5%)
  7222. LDR ambient table 1727/65536 6908/262144 ( 2.6%)
  7223. HDR ambient table 1727/65536 6908/262144 ( 2.6%)
  7224. LDR leaf ambient 7913/65536 221564/1835008 (12.1%)
  7225. HDR leaf ambient 7738/65536 216664/1835008 (11.8%)
  7226. occluders 1/0 40/0 ( 0.0%)
  7227. occluder polygons 1/0 12/0 ( 0.0%)
  7228. occluder vert ind 4/0 16/0 ( 0.0%)
  7229. Prop Hull Verts 0/0 0/0 ( 0.0%)
  7230. Prop Hull Blob 0/0 0/0 ( 0.0%)
  7231. Prop Hull Lists 0/0 0/0 ( 0.0%)
  7232. Prop Hulls 0/0 0/0 ( 0.0%)
  7233. Prop Hull trilist 0/0 0/0 ( 0.0%)
  7234. detail props [variable] 1/715164 ( 0.0%)
  7235. dtl prp lght [variable] 1/8734 ( 0.0%)
  7236. HDR dtl prp lght [variable] 1/8734 ( 0.0%)
  7237. static props [variable] 1/53278 ( 0.0%)
  7238. pakfile [variable] 796359/0 ( 0.0%)
  7239. physics [variable] 167367/4194304 ( 4.0%)
  7240. physics terrain [variable] 4976/1048576 ( 0.5%)
  7241. Level flags = 0
  7242. Total triangle count: 6948
  7243. Writing d:\steamgames\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_workshop_beach.bsp
  7244. 1 minute, 26 seconds elapsed

Обнаруженные ошибки

[Файл]: cached version doesn't exist

Ошибка не влияет на процесс компиляции. В одном из файлов (файл текстуры, модели, и т.д.) присутствует синтаксическая ошибка, поэтому этот файл будет игнорироваться
zero area child patch

Несущественная ошибка. VRAD не может обработать освещение для одной из сторон, потому что она имеет неправильную форму. Поищите браши с неправильной формой, используя Alt+P или кордонное выделение (Cordon Tools)
WARNING: areaportal entity [Имя] (brush [Номер]) touches ... 2 areas

Один из ареапорталов касается больше 2х зон (ареапортал должен всеми боковыми сторонами касаться world-геометрии (обычных брашей), а двумя лицевыми разделять пространство на 2 зоны. Скорее всего, ареапортал расположен неправильно (например, пересекается с брашем или не касается брашей боковыи сторонами, таким образом, ареапортал можно размещать только в прямоугольных проёмах). Переделайте его или удалите. Такая ошибка никак не повлияет на процесс компиляции, но ареапортал работать не будет
Static prop [Имя энтити] outside the map ([Координаты])

Критическая ошибка (карта не скомпилируется). Одна из моделей выходит за пределы допустимого размера карты (т.е. за пределы сетки Хаммера). Возможно, она слишком большая (в таком случае удалите её или переделайте) или неправильно расположена
Occluder [Имя] straddles multiple areas. This is invalid!

Один из func_occluder'ов касается нескольких зон, на которые разделяется карта ареапорталами. Такой func_occluder работать не будет. Передвиньте окклудер или ареапортал таким образом, чтобы окклудер оказался в одной зоне
Entity [Имя энтити] ([Координаты]) leaked!

На карте есть утечка (дырка в пустоту). Карта будет скомпилирована, но некорректно. В ошибке указана энтити, которая первая среагировала на лик. Используйте меню Map - Load Pointfile, появится красная линия, которая укажет местонахождение дырки
degenerate face

Подобная ошибка возникает, если 2 вершины одного из брашей совпадают или 3 вершины находятся на одной линии. У объекта с ошибкой может неправильно просчитаться освещение, но на компиляцию это никак не влияет
Brush [Номер]: FloatPlane: bad normal Side [Номер] Texture: [Имя текстуры]

Неправильно наложенная текстура. Как ни странно, но эта ошибка не даст карте скомпилироваться. Она возникает при слишком большом растяжении текстуры. Для исправления перейдите к нужному объекту и исправьте способ наложения текстуры. Если исправить не получается, пересоздайте объект
Brush [Номер]: areaportal brush doesn't touch two areas

Интересная ошибка, появляется при неправильной расстановке ареапорталов. Незначительная ошибка, ареапортал с этой ошибкой будет работать неправильно. Но если таких неправильных ареапорталов больше 2, то карта вылетит с ошибкой. Чтобы не возникало такой ошибки, необходимо знать правила расстановки ареапорталов. Все ареапорталы должны быть параллелепипедами и всеми сторонами, кроме двух лицевых, касаться (именно касаться!) других брашей всей своей площадью. Т.е. ареапорталы нельзя размещать в круглых трубах и других отверстиях, вырезанных не параллелепипедом
leaked

Утечка/лик. Довольно распространённая ошибка, возникает при компиляции VVIS при налечии на карте "дырки в пустоту". Чтобы определить местоположение дырки, воспользуйтесь меню Map Load PointFile. Появившаяся красная линия укажет на дырку. Чтобы не было утечки, вся карта должна быть закрыта обычными брашами (не энтити-брашами!), кроме того, утечку может вызвать синий шарик - Helper, помещённый вне игрового пространства. При наличии данной ошибки карта скомпилируется, но она не будет оптимизирована + вода, отражения будут отображаться некорректно

Если Вам понравилась эта страница, Вы можете разместить где-нибудь ссылку на неё:
 
 
 
 
 
 
Здравствуйте, Гость


РегистрацияВход
 
 
 
 
 
 
2 месяца назад
Профиль пользователя Legioner76
привет
2 месяца назад
Профиль пользователя Deimost
Привет
2 месяца назад
Профиль пользователя IFlapper
Всем привет
6 месяцев назад
Профиль пользователя pup0kplay007
Ребят подскажите консольнbIе командbI, которbIе уменьшают тряску при стрельбе, по типу cl_pitchpeed (уменьшает разброс)
Год назад
Профиль пользователя Aezakmi
Народ. подскажите как струю воды вверх сделать, для фонтана надо
Год назад
Профиль пользователя CobuLight
Даже экспериментировать необязательно, можно расчитать исходный вид, и от него указать градус
Год назад
Профиль пользователя lolmanlol
Samdog, поэкперементируй с Texture scale и Texture shift в покраске текстур
Год назад
Профиль пользователя Samdog
Что делать если майнкрафт текстуры в 2 раза больше и некоторые блоки перевернуты
?
Год назад
Профиль пользователя lolmanlol
задам прямо сюда, можно ли определить скорость игрока в определённой области (тригере)? если да, то как?
Год назад
Профиль пользователя lolmanlol
где здесь можно задать вопрос по маппингу?
Год назад
Профиль пользователя lolmanlol
да, инфы дофига, что не может не радовать)
Год назад
Профиль пользователя Aezakmi
Фига тут инфы куча :mrgreen:
Год назад
Профиль пользователя Sergey_Wanderer
я живой :ugeek:
2 года назад
Профиль пользователя CobuLight
Пусть остается таким какой он есть, не трогаешь, не ломается
2 года назад
Профиль пользователя Аристотель
Сайт уже давно на пенсии, тут надо радоваться что хотя бы он все еще работает как таковой! :ugeek:
2 года назад
Профиль пользователя MrGajimurad1
Реально не хватает возможности редачить материалы, чтобы исправлять свои косяки, столько лет сайту, а до сих пор нет такой возможности
2 года назад
Профиль пользователя CobuLight
Или даже по возможности ответят
2 года назад
Профиль пользователя lolmanlol
Просто лучший русскоязычный сайт по маппингу который только существует! Если что-то ищешь, всегда находишь находишь то, что нужно!
2 года назад
Профиль пользователя IFlapper
Map - entity report
2 года назад
Профиль пользователя dONkaban
Можно ли как-нибудь глянуть список всех энтити которые присутствуют на карте?
2 года назад
Профиль пользователя Аристотель
:ugeek:
3 года назад
Профиль пользователя CobuLight
Barney, Вот краткий гайд на цикл https://prnt.sc/tw3ed9
3 года назад
Профиль пользователя Barney
Кто знает как сделать сирену(цикл)? :?:
3 года назад
Профиль пользователя jiggly
:!:
3 года назад
Профиль пользователя CobuLight
Скорее всего это и есть туннель, и наверно этот туннель многополигональный, от этого и траблы на карте, плюс утечку желательно закрыть
3 года назад
Профиль пользователя CobuLight
На этот случай в хаммере есть поисковик по брашам, ты можешь узнать где находится этот браш и удалить его
3 года назад
Профиль пользователя CobuLight
Я не пользуюсь дискордом, только стим
3 года назад
Профиль пользователя loeskee
CobuLight, дай свой дискорд
3 года назад
Профиль пользователя loeskee
CobuLight, посмотри мой лог
3 года назад
Профиль пользователя loeskee
CobuLight, У меня частая ошибка Trying to create a non-quad displacement! (entity 0, brush 3398) она в основном в брашах туннеля( у меня карта под метро 2033)
3 года назад
Профиль пользователя CobuLight
И скорее всего из-за расстояния тоже, но здесь я не хочу тыкать пальцем в небо, я не помню
3 года назад
Профиль пользователя CobuLight
Попробуй сократить количество брашей в func_detail, а если у тебя сложные браши, то сделай для них отдельные func_detail
3 года назад
Профиль пользователя loeskee
у меня funl_detail много брашей на большем растоянии
3 года назад
Профиль пользователя CobuLight
Могу попробовать помочь, но только визуально, хотя давно не видел у себя этой проблемы...
Если так подумать, проблема может быть в переизбытке func_detail, либо ты слишком много брашей запилил в func_
3 года назад
Профиль пользователя SpacetimeJunglist92
4)Есть какая-то проблема с ареапорталами, ликами и т.д.
3 года назад
Профиль пользователя SpacetimeJunglist92
2)На карте слишком много маленьких простых брашей 3)Следует поработать над хинтами, чтобы помочь компилятору разбить карту на vis-листья эффективнее
3 года назад
Профиль пользователя SpacetimeJunglist92
Сорри,ничего конкретного сказать на эту тему не могу, могу лишь только предположить что 1)карта, пусть и оптимизированная, просто слишком большая и имеет множество зон
3 года назад
Профиль пользователя loeskee
SpacetimeJunglist92, мой дискорд loeskee#6984
если сможешь помочь напиши
3 года назад
Профиль пользователя loeskee
SpacetimeJunglist92, The map overflows the max portal count (43965 of max 32768)!
3 года назад
Профиль пользователя loeskee
SpacetimeJunglist92, в основном нарушение лимитов по брашам, но когда делаю в func_detail,также пишет что привеш лимит.
3 года назад
Профиль пользователя SpacetimeJunglist92
loeskee, что за ошибки?
3 года назад
Профиль пользователя loeskee
Есть, кто живой? можете помочь с картой, а точнее с ошибками?
3 года назад
Профиль пользователя CobuLight
Гляну как буду свободен
3 года назад
Профиль пользователя Nubuhu
https://steamcommunity.com/sharedfiles/filedetails/?id=2052901697
Вот карта, также болььшиство моделей черные у игроков, хотя в вроде как вшивал их
3 года назад
Профиль пользователя Nubuhu
Через часик попробую загрузить карту в мастерскую (удалил)
3 года назад
Профиль пользователя CobuLight
Скинь название карты, я гляну, может даже помогу узнать что за проблема. Тут надо уже смотреть, так проблему не понять на словах, да и лично я с такой не сталкивался.
3 года назад
Профиль пользователя CobuLight
Скинь название карты, я гляну, может даже помогу узнать что за проблема. Тут надо уже смотреть, так проблему не понять на словах, да и лично я с такой не сталкивался.
3 года назад
Профиль пользователя Nubuhu
Мой вопрос еще актуален
3 года назад
Профиль пользователя Nubuhu
Такая проблема после компиляции карты, при запуске ее на пк все отражения норм всё как надо, но при загрузке в мастерскую и запуске ее оттуда все отражения на предметах яркие и совсем не те что нужны
3 года назад
Профиль пользователя CobuLight
Чтобы вращать и изменять размер через Ctrl+M (Rotate, Scale)
Обновить  
 
 
 
 
 
 
Маппинг, картостроение, моделлинг в CS:Source и не только
 
 
 
 
 
Копирование и перепечатка материалов разрешена только со ссылкой на первоисточник!