Physics TOO HIGH! during compile
Feb 22, 2014 4:12:30 GMT
Post by smokeyfulton on Feb 22, 2014 4:12:30 GMT
I seem to have an issue with the map I am building with the Physics Value being too high in the compile window. Right now it shows 117%. I found that if I disable my displacements in my visgoup then the number dramatically drops to around 5% so I have a feeling this has to be the issue. I have no prop_physics or func_physboxes in the map, just a few static_props, func_details, brushes, and displacements. Has anyone seen any instances where this has been an issue? I know it isn't an issue with the number of displacements because I have maps with 10 times more than this and I still had low physics values. I am not getting any errors showing too many displacements colliding either.... so I am lost...
Any help would be appreciated!
---------------------------------------------------------------
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\12-17-13\10113.vmf"
Valve Software - vbsp.exe (Nov 27 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\12-17-13\10113.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\ep2\gameinfo.txt
Patching WVT material: maps/10113/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/10113/dev/dev_blendmeasure2_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 1100 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\12-17-13\10113.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09_hdr*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (4878564 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5234 texinfos to 3404
Reduced 275 texdatas to 226 (10485 bytes to 8989)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\12-17-13\10113.bsp
2 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" -fast "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\12-17-13\10113"
Valve Software - vvis.exe (Nov 22 2013)
fastvis = true
8 threads
reading c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\maps\12-17-13\10113.bsp
reading c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\maps\12-17-13\10113.prt
743 portalclusters
2101 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 22766 visible clusters (7.71%)
Total clusters visible: 295089
Average clusters visible: 397
Building PAS...
Average clusters audible: 583
visdatasize:117214 compressed from 142656
writing c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\maps\12-17-13\10113.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" -noextra "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\12-17-13\10113"
Valve Software - vrad.exe SSE (Nov 22 2013)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\maps\12-17-13\10113.bsp
Setting up ray-trace acceleration structure... Done (2.15 seconds)
7947 faces
14 degenerate faces
773910 square feet [111443056.00 square inches]
164 Displacements
94263 Square Feet [13573968.00 Square Inches]
7933 patches before subdivision
91429 patches after subdivision
sun extent from map=0.000000
115 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 8923870, max 760
transfer lists: 68.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(353950, 264819, 167066)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(126243, 26711, 7383)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(75095, 4060, 374)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(43573, 685, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(28767, 136, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(17681, 26, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(11898, 5, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(7555, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(5139, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3341, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2289, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1515, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1044, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(700, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(485, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(328, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(228, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(156, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(109, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(75, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(52, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #22 added RGB(36, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(25, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(17, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(12, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0240 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
5 of 85 (5% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 1876/8192 22512/98304 (22.9%)
brushsides 18590/65536 148720/524288 (28.4%)
planes 16930/65536 338600/1310720 (25.8%)
vertexes 12265/65536 147180/786432 (18.7%)
nodes 1757/65536 56224/2097152 ( 2.7%)
texinfos 3404/12288 245088/884736 (27.7%)
texdata 226/2048 7232/65536 (11.0%)
dispinfos 164/0 28864/0 ( 0.0%)
disp_verts 22020/0 440400/0 ( 0.0%)
disp_tris 37120/0 74240/0 ( 0.0%)
disp_lmsamples 275084/0 275084/0 ( 0.0%)
faces 7947/65536 445032/3670016 (12.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5703/65536 319368/3670016 ( 8.7%)
leaves 1773/65536 56736/2097152 ( 2.7%)
leaffaces 10372/65536 20744/131072 (15.8%)
leafbrushes 3698/65536 7396/131072 ( 5.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 62236/512000 248944/2048000 (12.2%)
edges 36887/256000 147548/1024000 (14.4%)
LDR worldlights 115/8192 10120/720896 ( 1.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1031/32768 10310/327680 ( 3.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 20196/65536 40392/131072 (30.8%)
cubemapsamples 28/1024 448/16384 ( 2.7%)
overlays 11/512 3872/180224 ( 2.1%)
LDR lightdata [variable] 5251832/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 117214/16777216 ( 0.7%)
entdata [variable] 34445/393216 ( 8.8%)
LDR ambient table 1773/65536 7092/262144 ( 2.7%)
HDR ambient table 1773/65536 7092/262144 ( 2.7%)
LDR leaf ambient 6365/65536 178220/1835008 ( 9.7%)
HDR leaf ambient 1773/65536 49644/1835008 ( 2.7%)
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] 1/8370 ( 0.0%)
pakfile [variable] 3114921/0 ( 0.0%)
physics [variable] 4878564/4194304 (116.3%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 23524
Writing c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\maps\12-17-13\10113.bsp
28 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\12-17-13\10113.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\10113.bsp"
Any help would be appreciated!
---------------------------------------------------------------
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\12-17-13\10113.vmf"
Valve Software - vbsp.exe (Nov 27 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\12-17-13\10113.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\ep2\gameinfo.txt
Patching WVT material: maps/10113/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/10113/dev/dev_blendmeasure2_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 1100 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\12-17-13\10113.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09_hdr*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (4878564 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5234 texinfos to 3404
Reduced 275 texdatas to 226 (10485 bytes to 8989)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\12-17-13\10113.bsp
2 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" -fast "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\12-17-13\10113"
Valve Software - vvis.exe (Nov 22 2013)
fastvis = true
8 threads
reading c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\maps\12-17-13\10113.bsp
reading c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\maps\12-17-13\10113.prt
743 portalclusters
2101 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 22766 visible clusters (7.71%)
Total clusters visible: 295089
Average clusters visible: 397
Building PAS...
Average clusters audible: 583
visdatasize:117214 compressed from 142656
writing c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\maps\12-17-13\10113.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" -noextra "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\12-17-13\10113"
Valve Software - vrad.exe SSE (Nov 22 2013)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\maps\12-17-13\10113.bsp
Setting up ray-trace acceleration structure... Done (2.15 seconds)
7947 faces
14 degenerate faces
773910 square feet [111443056.00 square inches]
164 Displacements
94263 Square Feet [13573968.00 Square Inches]
7933 patches before subdivision
91429 patches after subdivision
sun extent from map=0.000000
115 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 8923870, max 760
transfer lists: 68.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(353950, 264819, 167066)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(126243, 26711, 7383)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(75095, 4060, 374)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(43573, 685, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(28767, 136, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(17681, 26, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(11898, 5, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(7555, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(5139, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3341, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2289, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1515, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1044, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(700, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(485, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(328, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(228, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(156, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(109, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(75, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(52, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #22 added RGB(36, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(25, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(17, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(12, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0240 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
5 of 85 (5% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 1876/8192 22512/98304 (22.9%)
brushsides 18590/65536 148720/524288 (28.4%)
planes 16930/65536 338600/1310720 (25.8%)
vertexes 12265/65536 147180/786432 (18.7%)
nodes 1757/65536 56224/2097152 ( 2.7%)
texinfos 3404/12288 245088/884736 (27.7%)
texdata 226/2048 7232/65536 (11.0%)
dispinfos 164/0 28864/0 ( 0.0%)
disp_verts 22020/0 440400/0 ( 0.0%)
disp_tris 37120/0 74240/0 ( 0.0%)
disp_lmsamples 275084/0 275084/0 ( 0.0%)
faces 7947/65536 445032/3670016 (12.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5703/65536 319368/3670016 ( 8.7%)
leaves 1773/65536 56736/2097152 ( 2.7%)
leaffaces 10372/65536 20744/131072 (15.8%)
leafbrushes 3698/65536 7396/131072 ( 5.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 62236/512000 248944/2048000 (12.2%)
edges 36887/256000 147548/1024000 (14.4%)
LDR worldlights 115/8192 10120/720896 ( 1.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1031/32768 10310/327680 ( 3.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 20196/65536 40392/131072 (30.8%)
cubemapsamples 28/1024 448/16384 ( 2.7%)
overlays 11/512 3872/180224 ( 2.1%)
LDR lightdata [variable] 5251832/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 117214/16777216 ( 0.7%)
entdata [variable] 34445/393216 ( 8.8%)
LDR ambient table 1773/65536 7092/262144 ( 2.7%)
HDR ambient table 1773/65536 7092/262144 ( 2.7%)
LDR leaf ambient 6365/65536 178220/1835008 ( 9.7%)
HDR leaf ambient 1773/65536 49644/1835008 ( 2.7%)
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] 1/8370 ( 0.0%)
pakfile [variable] 3114921/0 ( 0.0%)
physics [variable] 4878564/4194304 (116.3%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 23524
Writing c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\maps\12-17-13\10113.bsp
28 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\12-17-13\10113.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\10113.bsp"