HL2 Beta Map Misc Help

Any aspects of level design for the Source engine.

Re: HL2 Beta Map Misc Help

Postby ScarT on Thu Apr 10, 2014 7:03 am

There's a decompiler out there made by some Russians. We've ported most props to MI, some might be in different directories.
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Thu Apr 10, 2014 3:14 pm

Do you know a way for me to transplant entities from one map to another? Let's say for example the ship in E3 Docks, which is made up of 3 models and many pieces of func_detail. Is there a way to move the whole ship from the e3 docks map to my e3 town map?
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Re: HL2 Beta Map Misc Help

Postby LordDz on Fri Apr 11, 2014 2:14 am

CTRL + C, CTRL + V.
Might want to add a CRTL + G there, just to group everything together.
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Sun Apr 13, 2014 1:26 am

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.
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Re: HL2 Beta Map Misc Help

Postby jimonions on Sun Apr 13, 2014 4:19 am

It's always worked that way on my end. 2 maps open and ctrl c v to the other.
Not two hammer.exe, just 2 maps.
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Re: HL2 Beta Map Misc Help

Postby LordDz on Sun Apr 13, 2014 12:22 pm

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.

In a way yes, just open the first map. CRTL + C, then open the next map, CTRL + V.
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Mon Apr 14, 2014 3:42 am

Hey jimonions, how do you open two maps without clicking hammer.exe twice?
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Mon Apr 14, 2014 7:50 am

Wait, nevermind I figured it out. So ScarT, were you thinking of the model v37 importer by bob the builder when you said theres decompilers out there?
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Sat May 03, 2014 3:13 am

What do you do when you have a prop model that has a blank white skin and you do not know where to find the skin for it?

In my case, it's with pipe pieces (for ex: pipe01_45degree; pipe03_straight_long; pipe02_yjoint02). The ones with skins each include 3 different skins but some random pieces don't have any, so I have an idea of what the skin would look like.
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Sat May 03, 2014 4:10 am

And also, how do you stop/disable a soundscape after it's activated? I've tried using trigger_onces, but I'm messing up.
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Re: HL2 Beta Map Misc Help

Postby LordDz on Sat May 03, 2014 10:59 am

trigger_once
onstarttouch
trigger_soundscape_named_bob
disable
??

https://developer.valvesoftware.com/wik ... soundscape

Also don't triple post :)
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Sat May 03, 2014 3:51 pm

Ok.
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Tue May 06, 2014 2:18 am

Why am I getting a blank white skin with some static props?
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Re: HL2 Beta Map Misc Help

Postby Noodles on Wed May 07, 2014 6:50 am

http://www.wunderboy.org/sourceapps.php

Source MDL Texture Info (scroll down to find it)

Useful app that you can drop your mdl into to find out its texture paths. Then you can find out if they're missing or if it's pointing to the wrong location.
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Thu May 08, 2014 6:12 am

I want to move away from my e3_town map to talk about my e3_industrial map real quick.
With this other map, I made some changes in Hammer, compiled, and played the map to test it out. After this, I started working again in Hammer, compiled, but for some odd reason my map didn't display any changes. Ugh... so I thought maybe if I renamed the map it would change it, but when I did that, it wouldn't compile. It told me command failed: "The system cannot find the file specified."
I'm guessing this was because of 'leaks', which I know little about. Now, I removed some of the changes (which was making some func_physboxes motion disabled, and turning a cycler into a prop_static), and the map compiled with the changes! So I don't know what's happening. Here's my log:

Code: Select all
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
Harper137
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Joined: Sat Mar 08, 2014 10:01 am
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