materialPath: c:\program files (x86)\steam\steamapps\thelastsurvivor190\counter-strike source\cstrike\materials
Loading C:\Users\Owner\Dropbox\Maps\jb_kittens.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\thelastsurvivor190\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/jb_kittens/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/jb_kittens/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/jb_kittens/de_chateau/rockf_blend_wvt_patch
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 1756 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\Owner\Dropbox\Maps\jb_kittens.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_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...
done (2) (1873311 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7102 texinfos to 4767
Reduced 218 texdatas to 189 (6081 bytes to 4842)
Writing C:\Users\Owner\Dropbox\Maps\jb_kittens.bsp
9 seconds elapsed
8 threads
reading c:\users\owner\dropbox\maps\jb_kittens.bsp
reading c:\users\owner\dropbox\maps\jb_kittens.prt
1306 portalclusters
3698 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1921 visible clusters (0.46%)
Total clusters visible: 417051
Average clusters visible: 319
Building PAS...
Average clusters audible: 1226
visdatasize:364292 compressed from 438816
writing c:\users\owner\dropbox\maps\jb_kittens.bsp
2 minutes, 52 seconds elapsed
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\users\owner\dropbox\maps\jb_kittens.bsp
19255 faces
2309744 square feet [332603136.00 square inches]
136 Displacements
49492 Square Feet [7126930.00 Square Inches]
19255 patches before subdivision
130629 patches after subdivision
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 60.000000 but _zero_percent_distance of 0.000000
382 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 36243101, max 3082
transfer lists: 276.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(561493, 514534, 329043)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(115006, 104087, 60138)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(28391, 25170, 12842)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(7927, 6907, 3239)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2304, 1942, 811)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(710, 574, 219)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(226, 172, 58)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(76, 54, 16)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(26, 17, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(10, 6, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(4, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0416 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (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 200/1024 9600/49152 (19.5%)
brushes 4916/8192 58992/98304 (60.0%)
brushsides 41006/65536 328048/524288 (62.6%)
planes 23596/65536 471920/1310720 (36.0%)
vertexes 32117/65536 385404/786432 (49.0%)
nodes 5831/65536 186592/2097152 ( 8.9%)
texinfos 4767/12288 343224/884736 (38.8%)
texdata 189/2048 6048/65536 ( 9.2%)
dispinfos 136/0 23936/0 ( 0.0%)
disp_verts 3792/0 75840/0 ( 0.0%)
disp_tris 5024/0 10048/0 ( 0.0%)
disp_lmsamples 131900/0 131900/0 ( 0.0%)
faces 19255/65536 1078280/3670016 (29.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 15507/65536 868392/3670016 (23.7%)
leaves 6032/65536 193024/2097152 ( 9.2%)
leaffaces 22539/65536 45078/131072 (34.4%)
leafbrushes 7557/65536 15114/131072 (11.5%)
areas 17/256 136/2048 ( 6.6%)
surfedges 159032/512000 636128/2048000 (31.1%)
edges 101408/256000 405632/1024000 (39.6%)
LDR worldlights 381/8192 33528/720896 ( 4.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 6/32768 72/393216 ( 0.0%)
waterstrips 2642/32768 26420/327680 ( 8.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 49569/65536 99138/131072 (75.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 21/512 7392/180224 ( 4.1%)
LDR lightdata [variable] 6653152/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 364292/16777216 ( 2.2%)
entdata [variable] 461934/393216 (117.5%) VERY FULL!
LDR ambient table 6032/65536 24128/262144 ( 9.2%)
HDR ambient table 6032/65536 24128/262144 ( 9.2%)
LDR leaf ambient 17075/65536 478100/1835008 (26.1%)
HDR leaf ambient 6032/65536 168896/1835008 ( 9.2%)
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] 1/61056 ( 0.0%)
pakfile [variable] 180950/0 ( 0.0%)
physics [variable] 1873311/4194304 (44.7%)
physics terrain [variable] 30184/1048576 ( 2.9%)
Level flags = 0
Total triangle count: 58279
Writing c:\users\owner\dropbox\maps\jb_kittens.bsp
2 minutes, 7 seconds elapsed
Map download:
dl.dropbox.com/u/23729405/jb_kittenspakd.bspThe HOM effect happens when you look above the water in the 3d skybox. Just when its out of view it will start glitching out for about 10-15 degrees.
Also, if you could tell me if there are any missing textures that would be really nice!