Forum posts

Posted 18 years ago2006-07-10 16:51:31 UTC
in xbox 360 model :) Post #189556
Lookin good, though i have nothing with consoles.
Posted 18 years ago2006-07-10 15:36:11 UTC
in Competition 21 Post #189548
Yeah, i already figured it wasnt quite original as some others :)
Posted 18 years ago2006-07-10 13:31:15 UTC
in Competition 21 Post #189526
Posted 18 years ago2006-07-10 12:53:25 UTC
in compiled with lightning but none ingame Post #189523
im positive its fullbright, but i think i have found the solution, il let you know soon.
Posted 18 years ago2006-07-10 12:48:20 UTC
in compiled with lightning but none ingame Post #189521
It were the pillars after all.

Now it can compile again, but i still dont see the light in-game, its all fullbright again.
Posted 18 years ago2006-07-10 12:41:38 UTC
in Half-Life: Hostage Situation Post #189519
Talkin perspective doubt, not the floor tiles.

yeah, me too habboi, they dont look like vorts.
Posted 18 years ago2006-07-10 12:40:04 UTC
in compiled with lightning but none ingame Post #189516
Thanks!

Odd, i also went crazy deleting serval things but it werent the pilars.
Posted 18 years ago2006-07-10 11:45:10 UTC
in Half-Life: Hostage Situation Post #189509
Your perspective is of, even though its just a 2 point one, and the people have way to long arms, i believe there supposed to be 3 heads long, the whole body of the people is actualy incorrect.
Posted 18 years ago2006-07-10 07:33:59 UTC
in Competition 21 Post #189493
Where is the 'station' supposed to be?

Lookin good so far, though in shot 000001 there seems to be some strange fance to the right, not quite sure what it is therefore.

And what is the rock texture called and is it standard in HL2?
Posted 18 years ago2006-07-10 07:13:32 UTC
in Competition 21 Post #189490
Look at the time between the posts.
Posted 18 years ago2006-07-10 06:41:24 UTC
in compiled with lightning but none ingame Post #189487
Posted 18 years ago2006-07-10 06:38:28 UTC
in compiled with lightning but none ingame Post #189486
Il upload the vmf, it will be there in a sec.
Posted 18 years ago2006-07-10 06:30:16 UTC
in compiled with lightning but none ingame Post #189484
How the hell can you screw up a displacement? Messy mapping? How can that be possible, didnt do anything crazy on that side.
Posted 18 years ago2006-07-10 06:06:04 UTC
in compiled with lightning but none ingame Post #189480
Another problem right now, it compiles without vis even though i have turned it on.

** Executing...
** Command: "f:valvesteamsteamappscasdewit@xs4all.nlsourcesdkbinvbsp.exe"
** Parameters: -game "f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2" "F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2materials
Loading F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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 (0) (199547 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (550009 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 533 texinfos to 440
Reduced 15 texdatas to 12 (560 bytes to 338)
Writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
3 seconds elapsed
Memory leak: mempool blocks left in memory: 3

** Executing...
** Command: "f:valvesteamsteamappscasdewit@xs4all.nlsourcesdkbinvvis.exe"
** Parameters: -game "f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2" "F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2"

Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt
449 portalclusters
1763 numportals
Leaf 267 (portal 1173) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.

** Executing...
** Command: "f:valvesteamsteamappscasdewit@xs4all.nlsourcesdkbinvrad.exe"
** Parameters: -game "f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2" "F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2"

Valve Software - vrad.exe SSE (Jan 16 2006)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
No vis information, direct lighting only.
950 faces
1 degenerate faces
138310 square feet [19916736.00 square inches]
60 displacements
25282 square feet [3640680.25 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0080 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 90/8192 1080/98304 ( 1.1%)
brushsides 807/65536 6456/524288 ( 1.2%)
planes 882/65536 17640/1310720 ( 1.3%)
vertexes 2192/65536 26304/786432 ( 3.3%)
nodes 610/65536 19520/2097152 ( 0.9%)
texinfos 440/12288 31680/884736 ( 3.6%)
texdata 12/2048 384/65536 ( 0.6%)
dispinfos 60/0 10560/0 ( 0.0%)
disp_verts 1724/0 34480/0 ( 0.0%)
disp_tris 2304/0 4608/0 ( 0.0%)
disp_lmsamples 64604/0 64604/0 ( 0.0%)
faces 950/65536 53200/3670016 ( 1.4%)
origfaces 596/65536 33376/3670016 ( 0.9%)
leaves 612/65536 19584/2097152 ( 0.9%)
leaffaces 1043/65536 2086/131072 ( 1.6%)
leafbrushes 199/65536 398/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6934/512000 27736/2048000 ( 1.4%)
edges 3711/256000 14844/1024000 ( 1.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 27/32768 270/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 567/65536 1134/131072 ( 0.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 279144/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 10570/393216 ( 2.7%)
LDR leaf ambient 612/65536 14688/1572864 ( 0.9%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/33300 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/2888 ( 0.0%)
pakfile [variable] 15536/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 199547/4194304 ( 4.8%)

Total Win32 BSP file data space used: 889513 bytes

Linux Specific Data:
physicssurface [variable] 550009/6291456 ( 8.7%)

Total Linux BSP file data space used: 1239975 bytes

Total triangle count: 2418
Writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp" "f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2mapsTWHL2.bsp"
Posted 18 years ago2006-07-10 06:03:37 UTC
in compiled with lightning but none ingame Post #189479
I start and load the map manualy. I compile with VIS and RAD on normal.

cant remember turning fullbright on, il check it out.
Posted 18 years ago2006-07-10 04:54:56 UTC
in compiled with lightning but none ingame Post #189473
The map problems didnt say anything and i sealed it off with a skybox.

This is what interlopers said about that error:

Description:
A degenerate face is a face with no area. for instance, when two of its points are at the same place or three vertices on one line.

Solution:
Don't try to fix this error, it will take you ages to find them in your level, and it wont harm you if you leave it.
Posted 18 years ago2006-07-09 17:50:32 UTC
in compiled with lightning but none ingame Post #189437
Compiled my entry for the compo, but it didnt show the lightning in-game, neither were there any leaks, so im rather confused. It suddenly happend after adding a displacement map.

heres the compile log:

[i]

materialPath: f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2materials
Loading F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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 (0) (125099 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (356457 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 190 texinfos to 115
Reduced 13 texdatas to 12 (357 bytes to 299)
Writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
2 seconds elapsed

1 threads
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt
217 portalclusters
712 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 18 visible clusters (0.00%)
Total clusters visible: 33417
Average clusters visible: 153
Building PAS...
Average clusters audible: 217
visdatasize:14048 compressed from 13888
writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
15 seconds elapsed

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
516 faces
1 degenerate faces
98891 square feet [14240345.00 square inches]
21 displacements
8162 square feet [1175400.25 square inches]
515 patches before subdivision
3837 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 233110, max 259
transfer lists: 1.8 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1311, 1180, 1086)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(151, 125, 86)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(12, 9, 6)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2, 2, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0044 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 50/8192 600/98304 ( 0.6%)
brushsides 412/65536 3296/524288 ( 0.6%)
planes 410/65536 8200/1310720 ( 0.6%)
vertexes 904/65536 10848/786432 ( 1.4%)
nodes 323/65536 10336/2097152 ( 0.5%)
texinfos 115/12288 8280/884736 ( 0.9%)
texdata 12/2048 384/65536 ( 0.6%)
dispinfos 21/0 3696/0 ( 0.0%)
disp_verts 1029/0 20580/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 22236/0 22236/0 ( 0.0%)
faces 516/65536 28896/3670016 ( 0.8%)
origfaces 220/65536 12320/3670016 ( 0.3%)
leaves 325/65536 10400/2097152 ( 0.5%)
leaffaces 535/65536 1070/131072 ( 0.8%)
leafbrushes 181/65536 362/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3321/512000 13284/2048000 ( 0.6%)
edges 1851/256000 7404/1024000 ( 0.7%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 30/32768 300/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 645/65536 1290/131072 ( 1.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 109992/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14048/16777216 ( 0.1%)
entdata [variable] 585/393216 ( 0.1%)
LDR leaf ambient 325/65536 7800/1572864 ( 0.5%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/8296 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 7546/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 125099/4194304 ( 3.0%)

Total Win32 BSP file data space used: 432168 bytes

Linux Specific Data:
physicssurface [variable] 356457/6291456 ( 5.7%)

Total Linux BSP file data space used: 663526 bytes

Total triangle count: 1345
Writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
13 seconds elapsed

materialPath: f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2materials
Loading F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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 (0) (126481 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (357684 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 201 texinfos to 123
Reduced 14 texdatas to 13 (380 bytes to 327)
Writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
1 second elapsed

1 threads
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt
145 portalclusters
492 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 4 visible clusters (0.00%)
Total clusters visible: 17179
Average clusters visible: 118
Building PAS...
Average clusters audible: 145
visdatasize:6721 compressed from 6960
writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
11 seconds elapsed

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
351 faces
1 degenerate faces
98921 square feet [14244669.00 square inches]
21 displacements
8077 square feet [1163227.63 square inches]
350 patches before subdivision
4049 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 223642, max 246
transfer lists: 1.7 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(13788, 12303, 4634)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(2174, 1867, 607)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(455, 349, 74)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(115, 87, 18)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(26, 18, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(7, 5, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0043 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 54/8192 648/98304 ( 0.7%)
brushsides 440/65536 3520/524288 ( 0.7%)
planes 420/65536 8400/1310720 ( 0.6%)
vertexes 741/65536 8892/786432 ( 1.1%)
nodes 233/65536 7456/2097152 ( 0.4%)
texinfos 123/12288 8856/884736 ( 1.0%)
texdata 13/2048 416/65536 ( 0.6%)
dispinfos 21/0 3696/0 ( 0.0%)
disp_verts 1029/0 20580/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 22236/0 22236/0 ( 0.0%)
faces 351/65536 19656/3670016 ( 0.5%)
origfaces 224/65536 12544/3670016 ( 0.3%)
leaves 235/65536 7520/2097152 ( 0.4%)
leaffaces 363/65536 726/131072 ( 0.6%)
leafbrushes 126/65536 252/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2558/512000 10232/2048000 ( 0.5%)
edges 1414/256000 5656/1024000 ( 0.6%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 13/32768 130/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 348/65536 696/131072 ( 0.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 136828/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 6721/16777216 ( 0.0%)
entdata [variable] 587/393216 ( 0.1%)
LDR leaf ambient 235/65536 5640/1572864 ( 0.4%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/16720 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 7541/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 126481/4194304 ( 3.0%)

Total Win32 BSP file data space used: 429226 bytes

Linux Specific Data:
physicssurface [variable] 357684/6291456 ( 5.7%)

Total Linux BSP file data space used: 660429 bytes

Total triangle count: 904
Writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
14 seconds elapsed

materialPath: f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2materials
Loading F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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) (126339 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (357536 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 196 texinfos to 113
Reduced 15 texdatas to 13 (429 bytes to 327)
Writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
2 seconds elapsed

1 threads
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt
229 portalclusters
762 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 26 visible clusters (0.00%)
Total clusters visible: 38499
Average clusters visible: 168
Building PAS...
Average clusters audible: 229
visdatasize:15285 compressed from 14656
writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
24 seconds elapsed

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
474 faces
1 degenerate faces
99051 square feet [14263449.00 square inches]
21 displacements
8076 square feet [1162959.63 square inches]
473 patches before subdivision
3788 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 236688, max 266
transfer lists: 1.8 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(12942, 11550, 4346)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(2089, 1791, 579)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(415, 317, 67)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(109, 82, 17)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(24, 16, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(6, 4, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0043 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 53/8192 636/98304 ( 0.6%)
brushsides 431/65536 3448/524288 ( 0.7%)
planes 410/65536 8200/1310720 ( 0.6%)
vertexes 936/65536 11232/786432 ( 1.4%)
nodes 337/65536 10784/2097152 ( 0.5%)
texinfos 113/12288 8136/884736 ( 0.9%)
texdata 13/2048 416/65536 ( 0.6%)
dispinfos 21/0 3696/0 ( 0.0%)
disp_verts 1029/0 20580/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 22236/0 22236/0 ( 0.0%)
faces 474/65536 26544/3670016 ( 0.7%)
origfaces 213/65536 11928/3670016 ( 0.3%)
leaves 339/65536 10848/2097152 ( 0.5%)
leaffaces 498/65536 996/131072 ( 0.8%)
leafbrushes 165/65536 330/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3036/512000 12144/2048000 ( 0.6%)
edges 1697/256000 6788/1024000 ( 0.7%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 21/32768 210/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 462/65536 924/131072 ( 0.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 139316/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 15285/16777216 ( 0.1%)
entdata [variable] 1440/393216 ( 0.4%)
LDR leaf ambient 339/65536 8136/1572864 ( 0.5%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/16720 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/602 ( 0.2%)
pakfile [variable] 15094/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 126339/4194304 ( 3.0%)

Total Win32 BSP file data space used: 469002 bytes

Linux Specific Data:
physicssurface [variable] 357536/6291456 ( 5.7%)

Total Linux BSP file data space used: 700199 bytes

Total triangle count: 1180
Writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
16 seconds elapsed

materialPath: f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2materials
Loading F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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 (0) (126339 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (357536 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 196 texinfos to 113
Reduced 15 texdatas to 13 (429 bytes to 327)
Writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
1 second elapsed

1 threads
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt
229 portalclusters
762 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 26 visible clusters (0.00%)
Total clusters visible: 38499
Average clusters visible: 168
Building PAS...
Average clusters audible: 229
visdatasize:15285 compressed from 14656
writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
24 seconds elapsed

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
474 faces
1 degenerate faces
99051 square feet [14263449.00 square inches]
21 displacements
8076 square feet [1162959.63 square inches]
473 patches before subdivision
3788 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 236688, max 266
transfer lists: 1.8 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(12942, 11550, 4346)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(2089, 1791, 579)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(415, 317, 67)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(109, 82, 17)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(24, 16, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(6, 4, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0043 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 53/8192 636/98304 ( 0.6%)
brushsides 431/65536 3448/524288 ( 0.7%)
planes 410/65536 8200/1310720 ( 0.6%)
vertexes 936/65536 11232/786432 ( 1.4%)
nodes 337/65536 10784/2097152 ( 0.5%)
texinfos 113/12288 8136/884736 ( 0.9%)
texdata 13/2048 416/65536 ( 0.6%)
dispinfos 21/0 3696/0 ( 0.0%)
disp_verts 1029/0 20580/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 22236/0 22236/0 ( 0.0%)
faces 474/65536 26544/3670016 ( 0.7%)
origfaces 213/65536 11928/3670016 ( 0.3%)
leaves 339/65536 10848/2097152 ( 0.5%)
leaffaces 498/65536 996/131072 ( 0.8%)
leafbrushes 165/65536 330/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3036/512000 12144/2048000 ( 0.6%)
edges 1697/256000 6788/1024000 ( 0.7%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 21/32768 210/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 462/65536 924/131072 ( 0.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 139316/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 15285/16777216 ( 0.1%)
entdata [variable] 1642/393216 ( 0.4%)
LDR leaf ambient 339/65536 8136/1572864 ( 0.5%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/16720 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/602 ( 0.2%)
pakfile [variable] 15094/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 126339/4194304 ( 3.0%)

Total Win32 BSP file data space used: 469204 bytes

Linux Specific Data:
physicssurface [variable] 357536/6291456 ( 5.7%)

Total Linux BSP file data space used: 700401 bytes

Total triangle count: 1180
Writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
17 seconds elapsed

materialPath: f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2materials
Loading F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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 (0) (129486 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (360683 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 236 texinfos to 153
Reduced 16 texdatas to 14 (447 bytes to 345)
Writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
3 seconds elapsed

1 threads
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt
274 portalclusters
953 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 45 visible clusters (0.00%)
Total clusters visible: 56829
Average clusters visible: 207
Building PAS...
Average clusters audible: 274
visdatasize:21579 compressed from 21920
writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
2 minutes, 6 seconds elapsed

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
552 faces
1 degenerate faces
99241 square feet [14290785.00 square inches]
21 displacements
8076 square feet [1162959.63 square inches]
551 patches before subdivision
3872 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 287742, max 314
transfer lists: 2.2 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(14530, 13024, 5138)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(2238, 1910, 621)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(448, 342, 74)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(113, 85, 17)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(25, 17, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(7, 4, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0049 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 61/8192 732/98304 ( 0.7%)
brushsides 487/65536 3896/524288 ( 0.7%)
planes 456/65536 9120/1310720 ( 0.7%)
vertexes 1179/65536 14148/786432 ( 1.8%)
nodes 399/65536 12768/2097152 ( 0.6%)
texinfos 153/12288 11016/884736 ( 1.2%)
texdata 14/2048 448/65536 ( 0.7%)
dispinfos 21/0 3696/0 ( 0.0%)
disp_verts 1029/0 20580/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 22236/0 22236/0 ( 0.0%)
faces 552/65536 30912/3670016 ( 0.8%)
origfaces 260/65536 14560/3670016 ( 0.4%)
leaves 401/65536 12832/2097152 ( 0.6%)
leaffaces 639/65536 1278/131072 ( 1.0%)
leafbrushes 183/65536 366/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3580/512000 14320/2048000 ( 0.7%)
edges 1970/256000 7880/1024000 ( 0.8%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 21/32768 210/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 462/65536 924/131072 ( 0.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 141032/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 21579/16777216 ( 0.1%)
entdata [variable] 4018/393216 ( 1.0%)
LDR leaf ambient 401/65536 9624/1572864 ( 0.6%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/16720 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/602 ( 0.2%)
pakfile [variable] 15094/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 129486/4194304 ( 3.1%)

Total Win32 BSP file data space used: 506071 bytes

Linux Specific Data:
physicssurface [variable] 360683/6291456 ( 5.7%)

Total Linux BSP file data space used: 737268 bytes

Total triangle count: 1380
Writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
18 seconds elapsed

materialPath: f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2materials
Loading F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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 (0) (131446 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (362643 bytes)
Error! To use model "models/props_canal/winch02b.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_canal/winch02b.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 258 texinfos to 166
Reduced 16 texdatas to 14 (447 bytes to 345)
Writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
1 second elapsed

1 threads
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt
277 portalclusters
980 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 30 visible clusters (0.00%)
Total clusters visible: 57077
Average clusters visible: 206
Building PAS...
Average clusters audible: 277
visdatasize:21775 compressed from 22160
writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
2 minutes, 2 seconds elapsed

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
602 faces
1 degenerate faces
99342 square feet [14305345.00 square inches]
21 displacements
8076 square feet [1162959.63 square inches]
601 patches before subdivision
3970 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 317142, max 331
transfer lists: 2.4 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(15320, 13741, 5443)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(2290, 1953, 635)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(459, 351, 76)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(113, 85, 17)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(25, 17, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(7, 4, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0044 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 66/8192 792/98304 ( 0.8%)
brushsides 517/65536 4136/524288 ( 0.8%)
planes 478/65536 9560/1310720 ( 0.7%)
vertexes 1261/65536 15132/786432 ( 1.9%)
nodes 410/65536 13120/2097152 ( 0.6%)
texinfos 166/12288 11952/884736 ( 1.4%)
texdata 14/2048 448/65536 ( 0.7%)
dispinfos 21/0 3696/0 ( 0.0%)
disp_verts 1029/0 20580/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 22236/0 22236/0 ( 0.0%)
faces 602/65536 33712/3670016 ( 0.9%)
origfaces 280/65536 15680/3670016 ( 0.4%)
leaves 412/65536 13184/2097152 ( 0.6%)
leaffaces 683/65536 1366/131072 ( 1.0%)
leafbrushes 192/65536 384/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3930/512000 15720/2048000 ( 0.8%)
edges 2165/256000 8660/1024000 ( 0.8%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 25/32768 250/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 528/65536 1056/131072 ( 0.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 143196/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 21775/16777216 ( 0.1%)
entdata [variable] 4344/393216 ( 1.1%)
LDR leaf ambient 412/65536 9888/1572864 ( 0.6%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/16720 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/602 ( 0.2%)
pakfile [variable] 15094/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 131446/4194304 ( 3.1%)

Total Win32 BSP file data space used: 520723 bytes

Linux Specific Data:
physicssurface [variable] 362643/6291456 ( 5.8%)

Total Linux BSP file data space used: 751920 bytes

Total triangle count: 1550
Writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
18 seconds elapsed

materialPath: f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2materials
Loading F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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 (0) (131446 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (362643 bytes)
Error! To use model "models/props_canal/winch02b.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_canal/winch02b.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 258 texinfos to 166
Reduced 16 texdatas to 14 (447 bytes to 345)
Writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
1 second elapsed

1 threads
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt
277 portalclusters
980 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 30 visible clusters (0.00%)
Total clusters visible: 57077
Average clusters visible: 206
Building PAS...
Average clusters audible: 277
visdatasize:21775 compressed from 22160
writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
2 minutes, 2 seconds elapsed

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
602 faces
1 degenerate faces
99342 square feet [14305345.00 square inches]
21 displacements
8076 square feet [1162959.63 square inches]
601 patches before subdivision
3970 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 317142, max 331
transfer lists: 2.4 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(15320, 13741, 5443)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(2290, 1953, 635)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(459, 351, 76)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(113, 85, 17)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(25, 17, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(7, 4, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0043 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 66/8192 792/98304 ( 0.8%)
brushsides 517/65536 4136/524288 ( 0.8%)
planes 478/65536 9560/1310720 ( 0.7%)
vertexes 1261/65536 15132/786432 ( 1.9%)
nodes 410/65536 13120/2097152 ( 0.6%)
texinfos 166/12288 11952/884736 ( 1.4%)
texdata 14/2048 448/65536 ( 0.7%)
dispinfos 21/0 3696/0 ( 0.0%)
disp_verts 1029/0 20580/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 22236/0 22236/0 ( 0.0%)
faces 602/65536 33712/3670016 ( 0.9%)
origfaces 280/65536 15680/3670016 ( 0.4%)
leaves 412/65536 13184/2097152 ( 0.6%)
leaffaces 683/65536 1366/131072 ( 1.0%)
leafbrushes 192/65536 384/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3930/512000 15720/2048000 ( 0.8%)
edges 2165/256000 8660/1024000 ( 0.8%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 25/32768 250/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 528/65536 1056/131072 ( 0.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 143196/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 21775/16777216 ( 0.1%)
entdata [variable] 4998/393216 ( 1.3%)
LDR leaf ambient 412/65536 9888/1572864 ( 0.6%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/16720 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/602 ( 0.2%)
pakfile [variable] 15094/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 131446/4194304 ( 3.1%)

Total Win32 BSP file data space used: 521377 bytes

Linux Specific Data:
physicssurface [variable] 362643/6291456 ( 5.8%)

Total Linux BSP file data space used: 752574 bytes

Total triangle count: 1550
Writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
18 seconds elapsed

materialPath: f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2materials
Loading F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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 (0) (131446 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (362643 bytes)
Error! To use model "models/props_canal/winch02b.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_canal/winch02b.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 258 texinfos to 166
Reduced 16 texdatas to 14 (447 bytes to 345)
Writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
1 second elapsed

materialPath: f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2materials
Loading F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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 (0) (80551 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (197442 bytes)
Error! To use model "models/props_canal/winch02b.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_canal/winch02b.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 252 texinfos to 163
Reduced 15 texdatas to 13 (422 bytes to 320)
Writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
2 seconds elapsed

1 threads
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.prt
271 portalclusters
956 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 31 visible clusters (0.00%)
Total clusters visible: 53896
Average clusters visible: 198
Building PAS...
Average clusters audible: 271
visdatasize:20878 compressed from 21680
writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
1 minute, 38 seconds elapsed

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 21TWHL2.bsp
599 faces
1 degenerate faces
97636 square feet [14059585.00 square inches]
24 displacements
9532 square feet [1372733.38 square inches]
598 patches before subdivision
2761 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 190666, max 264
transfer lists: 1.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(12683, 11402, 4540)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1009, 840, 270)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(363, 277, 59)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(44, 32, 6)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(21, 14, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(3, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0040 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 63/8192 756/98304 ( 0.8%)
brushsides 499/65536 3992/524288 ( 0.8%)
planes 476/65536 9520/1310720 ( 0.7%)
vertexes 1231/65536 14772/786432 ( 1.9%)
nodes 401/65536 12832/2097152 ( 0.6%)
texinfos 163/12288 11736/884736 ( 1.3%)
texdata 13/2048 416/65536 ( 0.6%)
dispinfos 24/0 4224/0 ( 0.0%)
disp_verts 600/0 12000/0 ( 0.0%)
disp_tris 768/0 1536/0 ( 0.0%)
disp_lmsamples 25704/0 25704/0 ( 0.0%)
faces 599/65536 33544/3670016 ( 0.9%)
origfaces 279/6
Posted 18 years ago2006-07-09 13:41:39 UTC
in Parallax mapping Post #189428
You cant actualy design a material with parralax in mind since Parallx doenst allow UVW coords being stored in it, a vital thing for anything that would be properly mapped.
Posted 18 years ago2006-07-09 13:26:35 UTC
in [CS:S] - de_venetia (WIP) Post #189427
Getting along nicely there mate!
Posted 18 years ago2006-07-09 04:59:40 UTC
in Competition 21 Post #189396
Righto, will do!
Posted 18 years ago2006-07-09 04:33:02 UTC
in Advanced Brushwork Mini-Compos Post #189392
If you guys need a good example to look at how to build a small city then look at the half-Life : Rally map GT_LVC(Little Van City). Best map i've ever come across IMHO, always fun learning the new drivers this map.
Posted 18 years ago2006-07-09 04:26:45 UTC
in Competition 21 Post #189391
So i can use CS:S content in HL2?
Posted 18 years ago2006-07-08 14:51:49 UTC
in Competition 21 Post #189333
It would be nice to have trees filled with leaves.
Posted 18 years ago2006-07-08 13:17:24 UTC
in Cybernations. Post #189320
Luke, is your nation communist?
Posted 18 years ago2006-07-08 09:33:38 UTC
in Advanced Brushwork Mini-Compos Post #189305
Muzz, you need to apply a Unwrap modifier and a UVWmap to it before it will work, also multimaterials i believe.
Posted 18 years ago2006-07-07 17:18:42 UTC
in Cybernations. Post #189184
A communist dictator?
Posted 18 years ago2006-07-07 15:53:46 UTC
in The Mesa Times - A HL1 Comic Post #189164
Friendly garg half life comics:

http://friendlygarg.hl2files.com/
Posted 18 years ago2006-07-07 15:51:56 UTC
in Cybernations. Post #189161
Are you a communist?
Posted 18 years ago2006-07-07 14:51:47 UTC
in Half-Life: Hostage Situation Post #189151
Wel, finish it then!! :)
Posted 18 years ago2006-07-07 14:13:33 UTC
in Half-Life: Hostage Situation Post #189133
7th, you tell me where everyone is then, I asked for updates a while ago, but noone seems to be around anymore.
Posted 18 years ago2006-07-07 14:12:35 UTC
in Advanced Brushwork Mini-Compos Post #189131
Muzz, what do you mean with the texturing in max? I hope your not using any of the stock textures?
Posted 18 years ago2006-07-07 14:11:13 UTC
in Half-Life: Hostage Situation Post #189129
Well Tosse,

i doubt this actualy would be finishd, none of the teammembers seem to be anywhere to be found nor seems they to report any progress...

Draw your own conclusions from that.
Posted 18 years ago2006-07-07 14:09:44 UTC
in moonbase Post #189127
Looks like a good start, thoug hthe hughe open spaces dont make sense to me, a moonbase would probably be pretty cramped or atleast using it space to the max. Imagine the cost of getting it all up on the moon.
Posted 18 years ago2006-07-07 08:10:35 UTC
in Cybernations. Post #189071
No, it isnt stupid. Its smart because it will keep the infrastrutre cost low thus allowing me to buy more infrastructure for the same price and at the same time house more citizens.
Posted 18 years ago2006-07-06 17:37:54 UTC
in Now Playing: ... Post #188956
layla - Eric clapton Crossroads Guitar festival 2004
Posted 18 years ago2006-07-06 16:41:20 UTC
in Pawned Life Post #188940
It's more based on the fact that the biggest bunch of idiots in BF2 always are to be found Tking eachother near the planes and helicopters.
Posted 18 years ago2006-07-06 14:15:02 UTC
in Pawned Life Post #188919
I can make so many cheaps jokes about that involving Ant and Hugh :heart: .
Posted 18 years ago2006-07-06 13:56:12 UTC
in Cybernations. Post #188913
Luke, your supposed to spend 2/3 minutes a day with this game then move on. It isnt a hour gameplay like filling game.
Posted 18 years ago2006-07-06 11:50:45 UTC
in When wierd turns to wonderful Post #188877
Jimmi, you fuckin sick waco. Die please.
Posted 18 years ago2006-07-06 05:23:56 UTC
in Pawned Life Post #188813
Yeah, first mine was best, though i like the idols sketch they did in mine 2. and the dalian plant AA commercial also rocked.
Posted 18 years ago2006-07-05 17:59:19 UTC
in Pawned Life Post #188723
Mine 1 and mine 2 movies + Guitar/metal theme covering the original 1942 theme.

mine 1

mine 2

guitar theme
Posted 18 years ago2006-07-05 17:55:29 UTC
in Competition 21 Post #188721
Why wouldnt they pick source?

7th, isnt that the trainstation from Bleushift?
Posted 18 years ago2006-07-05 17:33:51 UTC
in Pawned Life Post #188716
Gotta low how they did the sniper class.
Posted 18 years ago2006-07-05 13:16:08 UTC
in Jobabob job now bob a job Post #188672
Jimmi, again you miss the point. Each country does it on its own way.
Posted 18 years ago2006-07-05 13:15:34 UTC
in 4th of July Post #188671
Jimmi, prove it to me the USA dumped there waste in africa.

I believe france beat you to it. Atleast they sparked it in Europe, and there it was because the french kings and queens brutaly raped the people.

happy 4th of July anyway. Never understood the big deal.
Posted 18 years ago2006-07-05 11:22:33 UTC
in 4th of July Post #188651
No, that is called trade. We paid for it.

Not that i agree, but your, again twisting the facts in your mind.
Posted 18 years ago2006-07-05 11:20:43 UTC
in 4th of July Post #188648
38_98. I believe only The Netherlands and Luxembourgh have given the 1.5% of the national product. So really, much aid hasnt been given, a headline in the newspaper today read : Money meant for aid for the 3rd world disappears to western buisnessman.

Aid doesnt work unseless you send a UN peace force to maintain peace in the country's there. We armed the tribes with weapons, and then we point to them and say that they are violent. The iriony.
Posted 18 years ago2006-07-05 11:17:42 UTC
in 4th of July Post #188645
No. Becasue you tend to create 10 different accounts on each website you encounter. So there really is no point in showing us links.
Posted 18 years ago2006-07-05 11:12:19 UTC
in 4th of July Post #188640
Because they dont excist. Except in his fantasy world.
Posted 18 years ago2006-07-05 11:11:03 UTC
in Odd title pic Post #188638
The logo always was like that Vox.