Hey All,
Hopefully someone can help, interlopers wasn't too helpful.
I'm having a strange lighting issue (environment & entity) , and I've tried the following:
-Remaking the 3dskybox
-Shifting the map/skybox on the grid
-Compiling without HDR (wishful thinking)
-Moved the light and sun envs around (wishful thinking part 2)
-Alt+P, nothing but hammerid warnings which isn't an issue
Essentially the map is compiling as it should; no leaks, no apparent issues. Not a single displacement on the map (as you can see from my log). However, the lighting is non-existent (when it was working fine a few compiles ago). I've searched for people with the same issue as me over the past 2 days; and some have a similar problem, but the issue was apparent in their compile log unlike mine. Vrad hates me!
Heres a screenshot
Any ideas would be wonderful! Thanks!
Hopefully someone can help, interlopers wasn't too helpful.
I'm having a strange lighting issue (environment & entity) , and I've tried the following:
-Remaking the 3dskybox
-Shifting the map/skybox on the grid
-Compiling without HDR (wishful thinking)
-Moved the light and sun envs around (wishful thinking part 2)
-Alt+P, nothing but hammerid warnings which isn't an issue
Essentially the map is compiling as it should; no leaks, no apparent issues. Not a single displacement on the map (as you can see from my log). However, the lighting is non-existent (when it was working fine a few compiles ago). I've searched for people with the same issue as me over the past 2 days; and some have a similar problem, but the issue was apparent in their compile log unlike mine. Vrad hates me!
Heres a screenshot
** Executing...
** Command: "E:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "E:\Dropbox\Private\Hammer\trade_alley_rc4e.vmf"
Valve Software - vbsp.exe (Dec 18 2013)
4 threads
materialPath: E:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading E:\Dropbox\Private\Hammer\trade_alley_rc4e.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_alley_rc4e/swamp/concrete/blendswampconcrete001_wvt_patch
Patching WVT material: maps/trade_alley_rc4e/nature/blendgroundtograss003_wvt_patch
Patching WVT material: maps/trade_alley_rc4e/swamp/concrete/blendswampconcretetomud_wvt_patch
Patching WVT material: maps/trade_alley_rc4e/nature/blendconcretetograss001_wvt_patch
Patching WVT material: maps/trade_alley_rc4e/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 932 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\Dropbox\Private\Hammer\trade_alley_rc4e.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1165891 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6332 texinfos to 3912
Reduced 359 texdatas to 306 (12881 bytes to 10950)
Writing E:\Dropbox\Private\Hammer\trade_alley_rc4e.bsp
6 seconds elapsed
** Executing...
** Command: "E:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "E:\Dropbox\Private\Hammer\trade_alley_rc4e"
Valve Software - vvis.exe (Dec 18 2013)
4 threads
reading e:\dropbox\private\hammer\trade_alley_rc4e.bsp
reading e:\dropbox\private\hammer\trade_alley_rc4e.prt
1250 portalclusters
3402 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (58)
Optimized: 2443 visible clusters (1.02%)
Total clusters visible: 239576
Average clusters visible: 191
Building PAS...
Average clusters audible: 766
visdatasize:282113 compressed from 400000
writing e:\dropbox\private\hammer\trade_alley_rc4e.bsp
58 seconds elapsed
** Executing...
** Command: "E:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "E:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "E:\Dropbox\Private\Hammer\trade_alley_rc4e"
Valve Software - vrad.exe SSE (Dec 18 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading e:\dropbox\private\hammer\trade_alley_rc4e.bsp
Setting up ray-trace acceleration structure... Done (3.17 seconds)
12571 faces
5 degenerate faces
1309899 square feet [188625472.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
12566 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
123818 patches after subdivision
sun extent from map=0.087156
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 400.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
198 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (27)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (29)
transfers 18109709, max 1822
transfer lists: 138.2 megs
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Build Patch/Sample Hash Table(s).....Done<0.0335 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
12 of 12 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 55/1024 2640/49152 ( 5.4%)
brushes 3088/8192 37056/98304 (37.7%)
brushsides 22075/65536 176600/524288 (33.7%)
planes 13074/65536 261480/1310720 (19.9%)
vertexes 22921/65536 275052/786432 (35.0%)
nodes 3538/65536 113216/2097152 ( 5.4%)
texinfos 3912/12288 281664/884736 (31.8%)
texdata 306/2048 9792/65536 (14.9%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 12571/65536 703976/3670016 (19.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9388/65536 525728/3670016 (14.3%)
leaves 3594/65536 115008/2097152 ( 5.5%)
leaffaces 16462/65536 32924/131072 (25.1%)
leafbrushes 5992/65536 11984/131072 ( 9.1%)
areas 4/256 32/2048 ( 1.6%)
surfedges 99422/512000 397688/2048000 (19.4%)
edges 61531/256000 246124/1024000 (24.0%)
LDR worldlights 198/8192 17424/720896 ( 2.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1338/32768 13380/327680 ( 4.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 25734/65536 51468/131072 (39.3%)
cubemapsamples 11/1024 176/16384 ( 1.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10989012/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 282113/16777216 ( 1.7%)
entdata [variable] 275369/393216 (70.0%)
LDR ambient table 3594/65536 14376/262144 ( 5.5%)
HDR ambient table 3594/65536 14376/262144 ( 5.5%)
LDR leaf ambient 9258/65536 259224/1835008 (14.1%)
HDR leaf ambient 3594/65536 100632/1835008 ( 5.5%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/81458 ( 0.0%)
pakfile [variable] 49885/0 ( 0.0%)
physics [variable] 1165891/4194304 (27.8%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 36331
Writing e:\dropbox\private\hammer\trade_alley_rc4e.bsp
1 minute, 30 seconds elapsed
Valve Software - vrad.exe SSE (Dec 18 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading e:\dropbox\private\hammer\trade_alley_rc4e.bsp
Setting up ray-trace acceleration structure... Done (3.17 seconds)
12571 faces
5 degenerate faces
1309899 square feet [188625472.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
12566 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
123818 patches after subdivision
sun extent from map=0.087156
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 400.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
198 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (27)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (30)
transfers 18109709, max 1822
transfer lists: 138.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1, 1, 1)
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Bounce #3 added RGB(1, 1, 1)
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Bounce #4 added RGB(1, 1, 1)
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Bounce #5 added RGB(1, 1, 1)
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Bounce #6 added RGB(1, 1, 1)
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Bounce #7 added RGB(1, 1, 1)
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Bounce #8 added RGB(1, 1, 1)
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Bounce #9 added RGB(1, 1, 1)
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Bounce #10 added RGB(1, 1, 1)
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Bounce #11 added RGB(1, 1, 1)
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Bounce #12 added RGB(1, 1, 1)
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Bounce #13 added RGB(1, 1, 1)
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Bounce #14 added RGB(1, 1, 1)
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Bounce #15 added RGB(1, 1, 1)
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Bounce #16 added RGB(1, 1, 1)
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Bounce #17 added RGB(1, 1, 1)
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Bounce #18 added RGB(1, 1, 1)
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Bounce #19 added RGB(1, 1, 1)
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Bounce #20 added RGB(1, 1, 1)
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Bounce #21 added RGB(1, 1, 1)
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Bounce #22 added RGB(1, 1, 1)
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Bounce #23 added RGB(1, 1, 1)
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Bounce #24 added RGB(1, 1, 1)
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Bounce #25 added RGB(1, 1, 1)
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Bounce #26 added RGB(1, 1, 1)
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Bounce #27 added RGB(1, 1, 1)
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Bounce #28 added RGB(1, 1, 1)
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Bounce #29 added RGB(1, 1, 1)
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Bounce #30 added RGB(1, 1, 1)
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Bounce #31 added RGB(1, 1, 1)
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Bounce #32 added RGB(1, 1, 1)
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Bounce #33 added RGB(1, 1, 1)
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Bounce #34 added RGB(1, 1, 1)
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Bounce #35 added RGB(1, 1, 1)
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Bounce #36 added RGB(1, 1, 1)
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Bounce #37 added RGB(1, 1, 1)
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Bounce #38 added RGB(1, 1, 1)
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Bounce #39 added RGB(1, 1, 1)
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Bounce #40 added RGB(1, 1, 1)
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Bounce #41 added RGB(1, 1, 1)
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Bounce #42 added RGB(1, 1, 1)
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Bounce #43 added RGB(1, 1, 1)
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Bounce #44 added RGB(1, 1, 1)
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Bounce #45 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #46 added RGB(1, 1, 1)
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Bounce #47 added RGB(1, 1, 1)
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Bounce #48 added RGB(1, 1, 1)
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Bounce #49 added RGB(1, 1, 1)
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Bounce #50 added RGB(1, 1, 1)
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Bounce #51 added RGB(1, 1, 1)
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Bounce #52 added RGB(1, 1, 1)
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Bounce #53 added RGB(1, 1, 1)
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Bounce #54 added RGB(1, 1, 1)
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Bounce #55 added RGB(1, 1, 1)
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Bounce #56 added RGB(1, 1, 1)
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Bounce #57 added RGB(1, 1, 1)
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Bounce #58 added RGB(1, 1, 1)
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Bounce #59 added RGB(1, 1, 1)
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Bounce #60 added RGB(1, 1, 1)
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Bounce #61 added RGB(1, 1, 1)
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Bounce #62 added RGB(1, 1, 1)
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Bounce #63 added RGB(1, 1, 1)
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Bounce #64 added RGB(1, 1, 1)
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Bounce #65 added RGB(1, 1, 1)
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Bounce #66 added RGB(1, 1, 1)
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Bounce #67 added RGB(1, 1, 1)
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Bounce #68 added RGB(1, 1, 1)
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Bounce #69 added RGB(1, 1, 1)
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Bounce #70 added RGB(1, 1, 1)
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Bounce #71 added RGB(1, 1, 1)
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Bounce #72 added RGB(1, 1, 1)
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Bounce #73 added RGB(1, 1, 1)
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Bounce #74 added RGB(1, 1, 1)
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Bounce #75 added RGB(1, 1, 1)
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Bounce #76 added RGB(1, 1, 1)
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Bounce #77 added RGB(1, 1, 1)
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Bounce #78 added RGB(1, 1, 1)
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Bounce #79 added RGB(1, 1, 1)
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Bounce #80 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #81 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #82 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #83 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #84 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #85 added RGB(1, 1, 1)
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Bounce #86 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #87 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #88 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #89 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #90 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #91 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #92 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #93 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #94 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #95 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #96 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #97 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #98 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #99 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #100 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0364 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
12 of 12 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 55/1024 2640/49152 ( 5.4%)
brushes 3088/8192 37056/98304 (37.7%)
brushsides 22075/65536 176600/524288 (33.7%)
planes 13074/65536 261480/1310720 (19.9%)
vertexes 22921/65536 275052/786432 (35.0%)
nodes 3538/65536 113216/2097152 ( 5.4%)
texinfos 3912/12288 281664/884736 (31.8%)
texdata 306/2048 9792/65536 (14.9%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 12571/65536 703976/3670016 (19.2%)
hdr faces 12571/65536 703976/3670016 (19.2%)
origfaces 9388/65536 525728/3670016 (14.3%)
leaves 3594/65536 115008/2097152 ( 5.5%)
leaffaces 16462/65536 32924/131072 (25.1%)
leafbrushes 5992/65536 11984/131072 ( 9.1%)
areas 4/256 32/2048 ( 1.6%)
surfedges 99422/512000 397688/2048000 (19.4%)
edges 61531/256000 246124/1024000 (24.0%)
LDR worldlights 198/8192 17424/720896 ( 2.4%)
HDR worldlights 198/8192 17424/720896 ( 2.4%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1338/32768 13380/327680 ( 4.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 25734/65536 51468/131072 (39.3%)
cubemapsamples 11/1024 176/16384 ( 1.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10989012/0 ( 0.0%)
HDR lightdata [variable] 10989012/0 ( 0.0%)
visdata [variable] 282113/16777216 ( 1.7%)
entdata [variable] 275369/393216 (70.0%)
LDR ambient table 3594/65536 14376/262144 ( 5.5%)
HDR ambient table 3594/65536 14376/262144 ( 5.5%)
LDR leaf ambient 9258/65536 259224/1835008 (14.1%)
HDR leaf ambient 9258/65536 259224/1835008 (14.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/81458 ( 0.0%)
pakfile [variable] 49885/0 ( 0.0%)
physics [variable] 1165891/4194304 (27.8%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 36331
Any ideas would be wonderful! Thanks!