It is currently Fri Apr 19, 2024 3:10 am
Harper137 wrote:Are you saying that if you have 2 different windows of Hammer open with 2 different maps loaded in them, you can copy an entity from one window and paste it to the other? Because it won't work on mine, I've tried before.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
Loading c:\users\\downloads\project\e3_c17\e3_industry.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1200 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\users\\downloads\project\e3_c17\e3_industry.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_c17_02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_c17_02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1096860 bytes)
Error! To use model "models/Fire_equipment/W_FireExstinguisher.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/Fire_equipment/W_FireExstinguisher.mdl"!
Static prop models/props_c17/utilityconducter001.mdl outside the map (965.00, 278.00, -720.00)
Error loading studio model "models/Fire_equipment/W_FireHose.mdl"!
Unable to load vertex data "models/props_borealis\cremator_head.vvd"
4 threads
reading c:\users\\downloads\project\e3_c17\e3_industry.bsp
Error opening c:\users\\downloads\project\e3_c17\e3_industry.bsp
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\\downloads\project\e3_c17\e3_industry.bsp
Error opening c:\users\\downloads\project\e3_c17\e3_industry.bsp
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
Loading c:\users\\downloads\project\e3_c17\e3_industry.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1200 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\users\\downloads\project\e3_c17\e3_industry.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_c17_02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_c17_02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1096860 bytes)
Error! To use model "models/Fire_equipment/W_FireExstinguisher.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/Fire_equipment/W_FireExstinguisher.mdl"!
Static prop models/props_c17/utilityconducter001.mdl outside the map (965.00, 278.00, -720.00)
Error loading studio model "models/Fire_equipment/W_FireHose.mdl"!
Unable to load vertex data "models/props_borealis\cremator_head.vvd"
4 threads
reading c:\users\\downloads\project\e3_c17\e3_industry.bsp
Error opening c:\users\\downloads\project\e3_c17\e3_industry.bsp
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\\downloads\project\e3_c17\e3_industry.bsp
Error opening c:\users\\downloads\project\e3_c17\e3_industry.bsp
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
Loading c:\users\\downloads\project\e3_c17\e3_industry.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1200 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\users\\downloads\project\e3_c17\e3_industry.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_c17_02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_c17_02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1096860 bytes)
Error! To use model "models/Fire_equipment/W_FireExstinguisher.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/Fire_equipment/W_FireExstinguisher.mdl"!
Static prop models/props_c17/utilityconducter001.mdl outside the map (965.00, 278.00, -720.00)
Error loading studio model "models/Fire_equipment/W_FireHose.mdl"!
Unable to load vertex data "models/props_borealis\cremator_head.vvd"
4 threads
reading c:\users\\downloads\project\e3_c17\e3_industry.bsp
Error opening c:\users\\downloads\project\e3_c17\e3_industry.bsp
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\\downloads\project\e3_c17\e3_industry.bsp
Error opening c:\users\\downloads\project\e3_c17\e3_industry.bsp
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
Loading c:\users\\downloads\project\e3_c17\e3_industry.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1200 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\users\\downloads\project\e3_c17\e3_industry.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_c17_02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_c17_02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1096860 bytes)
Error! To use model "models/Fire_equipment/W_FireExstinguisher.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/Fire_equipment/W_FireExstinguisher.mdl"!
Static prop models/props_c17/utilityconducter001.mdl outside the map (965.00, 278.00, -720.00)
Error loading studio model "models/Fire_equipment/W_FireHose.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10282 texinfos to 4650
Reduced 602 texdatas to 473 (26513 bytes to 21101)
Writing c:\users\\downloads\project\e3_c17\e3_industry.bsp
3 seconds elapsed
4 threads
reading c:\users\\downloads\project\e3_c17\e3_industry.bsp
reading c:\users\\downloads\project\e3_c17\e3_industry.prt
922 portalclusters
2322 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 942 visible clusters (0.53%)
Total clusters visible: 176826
Average clusters visible: 191
Building PAS...
Average clusters audible: 500
visdatasize:139878 compressed from 221280
writing c:\users\\downloads\project\e3_c17\e3_industry.bsp
46 seconds elapsed
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\\downloads\project\e3_c17\e3_industry.bsp
11765 faces
12 degenerate faces
2034819 square feet [293013952.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
11753 patches before subdivision
132693 patches after subdivision
181 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 21893187, max 1289
transfer lists: 167.0 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(310736, 355519, 247505)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(57450, 66487, 43850)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(12983, 15086, 9665)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(3332, 3702, 2196)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(935, 985, 540)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(279, 272, 133)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(88, 79, 34)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(29, 24, 9)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(10, 7, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 2, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0430 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 25 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 143/1024 6864/49152 (14.0%)
brushes 2836/8192 34032/98304 (34.6%)
brushsides 21098/65536 168784/524288 (32.2%)
planes 14484/65536 289680/1310720 (22.1%)
vertexes 21856/65536 262272/786432 (33.3%)
nodes 4145/65536 132640/2097152 ( 6.3%)
texinfos 4650/12288 334800/884736 (37.8%)
texdata 473/2048 15136/65536 (23.1%)
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 11765/65536 658840/3670016 (18.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8448/65536 473088/3670016 (12.9%)
leaves 4289/65536 137248/2097152 ( 6.5%)
leaffaces 15065/65536 30130/131072 (23.0%)
leafbrushes 5758/65536 11516/131072 ( 8.8%)
areas 13/256 104/2048 ( 5.1%)
surfedges 92360/512000 369440/2048000 (18.0%)
edges 59457/256000 237828/1024000 (23.2%)
LDR worldlights 172/8192 15136/720896 ( 2.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1412/32768 14120/327680 ( 4.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 27915/65536 55830/131072 (42.6%)
cubemapsamples 84/1024 1344/16384 ( 8.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4197784/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 139878/16777216 ( 0.8%)
entdata [variable] 274731/393216 (69.9%)
LDR ambient table 4289/65536 17156/262144 ( 6.5%)
HDR ambient table 4289/65536 17156/262144 ( 6.5%)
LDR leaf ambient 11405/65536 319340/1835008 (17.4%)
HDR leaf ambient 4289/65536 120092/1835008 ( 6.5%)
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] 1/29040 ( 0.0%)
pakfile [variable] 7515490/0 ( 0.0%)
physics [variable] 1096860/4194304 (26.2%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 34518
Writing c:\users\\downloads\project\e3_c17\e3_industry.bsp
4 minutes, 42 seconds elapsed
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\\downloads\project\e3_c17\e3_industry.bsp
11765 faces
12 degenerate faces
2034819 square feet [293013952.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
11753 patches before subdivision
132693 patches after subdivision
181 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 21893187, max 1289
transfer lists: 167.0 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(296124, 336139, 237061)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(54425, 62936, 42215)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(12269, 14325, 9374)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(3149, 3524, 2141)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(885, 940, 529)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(265, 260, 131)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(84, 76, 34)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(28, 23, 9)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(9, 7, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 2, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0465 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
2 of 25 (8% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 143/1024 6864/49152 (14.0%)
brushes 2836/8192 34032/98304 (34.6%)
brushsides 21098/65536 168784/524288 (32.2%)
planes 14484/65536 289680/1310720 (22.1%)
vertexes 21856/65536 262272/786432 (33.3%)
nodes 4145/65536 132640/2097152 ( 6.3%)
texinfos 4650/12288 334800/884736 (37.8%)
texdata 473/2048 15136/65536 (23.1%)
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 11765/65536 658840/3670016 (18.0%)
hdr faces 11765/65536 658840/3670016 (18.0%)
origfaces 8448/65536 473088/3670016 (12.9%)
leaves 4289/65536 137248/2097152 ( 6.5%)
leaffaces 15065/65536 30130/131072 (23.0%)
leafbrushes 5758/65536 11516/131072 ( 8.8%)
areas 13/256 104/2048 ( 5.1%)
surfedges 92360/512000 369440/2048000 (18.0%)
edges 59457/256000 237828/1024000 (23.2%)
LDR worldlights 172/8192 15136/720896 ( 2.1%)
HDR worldlights 172/8192 15136/720896 ( 2.1%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1412/32768 14120/327680 ( 4.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 27915/65536 55830/131072 (42.6%)
cubemapsamples 84/1024 1344/16384 ( 8.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4197784/0 ( 0.0%)
HDR lightdata [variable] 4197784/0 ( 0.0%)
visdata [variable] 139878/16777216 ( 0.8%)
entdata [variable] 274731/393216 (69.9%)
LDR ambient table 4289/65536 17156/262144 ( 6.5%)
HDR ambient table 4289/65536 17156/262144 ( 6.5%)
LDR leaf ambient 11405/65536 319340/1835008 (17.4%)
HDR leaf ambient 11409/65536 319452/1835008 (17.4%)
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] 1/29040 ( 0.0%)
pakfile [variable] 7515490/0 ( 0.0%)
physics [variable] 1096860/4194304 (26.2%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 34518
Writing c:\users\\downloads\project\e3_c17\e3_industry.bsp
4 minutes, 41 seconds elapsed
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