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  1. German Games Community
  2. Counter-Strike Global Offensive
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    McCracker007

    Hiho . :) Ich lass mal nen Lieben Gruss da

    12:28
    Physicus

    Vielen Dank schönen Gruß zurück 8o erstmal alles upgraden xD usw Danke Woltlab für den schnellen Support <3

    21:19
    Physicus

    Twitch-Box 6.2.0 in Arbeit :thumbup::thumbup:

    13:47
    McCracker007

    Muss ich auch alles machen . :) Kratze gerade alles an geld zusammen was ich auftreiben kann . :) Muss 50 für einige Plugins haben und dann noch mal 65 für Forum Update. :)

    09:25
    Physicus

    Ja bei mir sind es 130 € für Woltlab und Plugins und Designs auch so um locker flockig 50-60 € <X ätzend, wie schnell alles einem aus der Tasche gezogen wird

    12:07
    McCracker007

    Ja das ist echt wild. Vor allem wenn man innerhalb 2 Jahre das Forum Update kauft kostet es nur die hälfte .

    11:18
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mg_harero_ Diskussion

  • CooLiiN-*
  • 1. Januar 2018 um 15:50
  • CooLiiN-*
    Schüler
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    86
    • 1. Januar 2018 um 15:50
    • #1

    Da die Map eigtl. nur im Pool gelandet ist, weil man dachte, dass das "Kreuz" umgeändert wurde, es jedoch einige Spieler als größere Herausforderung sehen die Map zu meistern. Möchte ich gerne eine Diskussion darüber starten.

    Soll die Map solange im Pool bleiben bis eine Überarbeitung da ist oder soll die Map solange entfernt werden bis eine Überarbeitung zu Verfügung steht.

    Meine persönliche Meinung dazu ist, mich stört es nicht, jedoch denke ich das es auf langer Sicht den Ruf des Servers schadet.

    Was meint ihr dazu?

    Liebe Grüße,
    CooLiiN-*


    PS: Bitte Sachlich bleiben!!!

    Einmal editiert, zuletzt von CooLiiN-* (1. Januar 2018 um 15:56)

  • SoulFister
    Fortgeschrittener
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    156
    • 1. Januar 2018 um 15:56
    • #2

    Die muss meiner Meinung nach weg, solange diese Symbole existieren.
    Weiß nicht genau die Rechtslage, aber denke es macht den Server angreifbar. Außerdem schadet es dem Ruf in der Community.

  • Winni Brew
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    230
    • 1. Januar 2018 um 16:27
    • #3

    ist das die map mit Den KREUZEN ist die aus dem video was hier mal war?!......

    .... dann sollte sie dringend entfernt werden und von jemanden überarbeitet werden.
    denke das ändern sollte kein problem sein.

  • Physicus
    Administrator
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    986
    • 1. Januar 2018 um 22:52
    • #4

    ich finde die Map richtig geill gemacht , nur sehe ich zu sehr das ihr mit Admin Rechte spielt um die map zu schaffen
    das ist nicht das Ziel der Map !! Was mich auch nervt ist das der mapper die map zwar gefixt hat aber die Hakenkreuze drin gelassen hat richtig scheiße
    darum habe ich heute entschlossen die map wieder aus dem mappool zu entfernen .

  • Tazy Q
    Schüler
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    149
    • 2. Januar 2018 um 00:34
    • #5

    Kann ein Änfänger Mapper nicht einfach eine schwarze Box um die Hakenkreuze machen und einen Tp von der einen zur anderen Seite machen? Dann ist der kurze Part ugly aber das sollte ja nicht weiter stören. Die map ist halt wirklich nice

  • Manuska
    Profi
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    363
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    852
    • 2. Januar 2018 um 00:54
    • #6

    Wenn noch wer Kontakt hat einfach mal @WL_ anschreiben ;D

  • Physicus
    Administrator
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    986
    • 2. Januar 2018 um 01:06
    • #7

    glaub nicht das er das macht er schafft es doch nicht mal seine eigene MG Map zu fixen

  • Starwick
    Schüler
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    82
    • 2. Januar 2018 um 02:34
    • #8

    Das ist ja nicht mal schwer da es mit dem Hammer editor sehr simple ist wenn man sich da rein fuchst einfach mal videos gucken und selber es machen man muss die Kreuze nicht entfern man kann sie auch überarbeiten :)

  • Winni Brew
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    • 2. Januar 2018 um 12:59
    • #9

    wenn mir einer die map schickt kann ich das mal machen. ich nehm dann die kreuze einfach raus

  • CooLiiN-*
    Schüler
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    • 2. Januar 2018 um 13:18
    • #10
    Zitat von Winni Brew

    wenn mir einer die map schickt kann ich das mal machen. ich nehm dann die kreuze einfach raus

    https://gamebanana.com/maps/197569

  • Winni Brew
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    • 2. Januar 2018 um 20:31
    • #11

    Map ist gefixt. wer bekommt die?

  • Physicus
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    • 2. Januar 2018 um 23:21
    • #12

    ist dann doch nicht so einfach die map ist komplett schwarz @Winni Brew habe ein Link gefunden die Datei in bsp umwandeln.

    http://www.4players.de/cs.php/faq/-/1431/1638/index.html

    Spoiler anzeigen


    materialPath: F:\Program Files (x86)\steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
    Loading c:\users\physicus\downloads\mg_harero_.vmf
    Map revision 1228
    Material not found!: SKYRIM/ICECAVE_ROCKS
    Material not found!: REALWORLDTEXTURES2/WALL/BRICK_WALL_23
    Material not found!: COLOR/WHITE
    Material not found!: SILKROAD/GROUND/MONG_SAND_01
    Material not found!: REALWORLDTEXTURES2/GROUND/LAVA_MAGMA_05
    Material not found!: BHOP_LYKABUTTERFLY/CAVEROOF_BLEND
    Material not found!: SILKROAD/SAMARKAND/GRASS_SAND_BLEND
    Material not found!: NATURE/WATER_RIVERBED04
    Material not found!: NATURE/WATER_EPIC_OCEAN
    Material not found!: SASPATOON/PLASTER/PLASTERSEAMLESSDARKGREY
    Material not found!: SKYRIM/ICECAVE_FROZEN
    Material not found!: REALWORLDTEXTURES/NEWER/0/SNOW_0_02
    Material not found!: REALWORLDTEXTURES2/ROCK/WALL/ROCK_WALL_01
    Material not found!: REALWORLDTEXTURES2/ROOF/WOOD_ROOF_04
    Material not found!: REALWORLDTEXTURES2/CONCRETE/GROUND/CONCRETE_02
    Material not found!: DE_TIDES/BLEND_CONCRETE_DIRT
    Material not found!: UNLIT/SMOOTHCARPETBLACK
    Material not found!: MG_HARERO/SMOOTHLIGHTBLUE
    Material not found!: MG_HARERO/SMOOTHWHITE
    Material not found!: MG_HARERO/GOLDTIER
    Material not found!: MG_HARERO/SMOOTHDARKBLUE
    Material not found!: REALWORLDTEXTURES2/WALL/BRICK_WALL_36
    Material not found!: REALWORLDTEXTURES2/WALL/BRICK_WALL_20
    Material not found!: REALWORLDTEXTURES/NEWER/0/BRICKS_0_22
    Material not found!: MG_HARERO/SONGLIST_HARERO
    Material not found!: MG_HARERO/TRASH_HARERO
    Material not found!: MG_HARERO/ENDINGCHOICESIGN
    Material not found!: REALWORLDTEXTURES2/WOOD/WOOD_06
    Material not found!: REALWORLDTEXTURES2/WOOD/WOOD_05
    Material not found!: SASPATOON/GLASS/GLASSYELLOW
    Material not found!: SILKROAD/FGWORLD/STONE02
    Material not found!: UNLIT/SMOOTHLIGHTBLUE
    Material not found!: UNLIT/SMOOTHWHITE
    Material not found!: UNLIT/SMOOTHDARKBLUE
    Material not found!: SASPATOON/CARPET/SMOOTH/SMOOTHCARPETRED
    Material not found!: REALWORLDTEXTURES2/WALL/BRICK_WALL_62
    Material not found!: REALWORLDTEXTURES2/CONCRETE/GROUND/CONCRETE_13
    Material not found!: UNLIT/SMOOTHCARPETLIGHTGREY
    Material not found!: UNLIT/SMOOTHCARPETGREY
    Material not found!: UNLIT/SMOOTHCARPETPURPLE
    Material not found!: UNLIT/SMOOTHCARPETDARKPURPLE
    Material not found!: CUSTOM/PLATINUMTIER5
    Material not found!: REALWORLDTEXTURES/GLASS/GLASS_01_P
    Material not found!: REALWORLDTEXTURES/NEWER/0/BRICKS_0_18
    Material not found!: REALWORLDTEXTURES/NEWER/0/BRICKS_0_21
    Material not found!: SASPATOON/CARPET/SMOOTH/SMOOTHCARPETBROWN
    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...error: material NATURE/WATER_EPIC_OCEAN doesn't have a $bottommaterial
    done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1324 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
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    NODRAW on terrain surface!
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    writing c:\users\physicus\downloads\mg_harero_.prt...Building visibility clusters...
    done (0)
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (4) (1722274 bytes)
    Error loading studio model "models/zz/harero_archstep.mdl"!
    Error loading studio model "models/zz/harero_spike.mdl"!
    Error loading studio model "models/zz/tunnel_skate_v2.mdl"!
    Error loading studio model "models/zz/harero_name_end.mdl"!
    Error loading studio model "models/foliage/rock04_giant.mdl"!
    Error loading studio model "models/domitibingen/foliage/deciduous_tree/default_tree_02/normal_tree_sm_02_o.mdl"!
    Error loading studio model "models/zz/pokemon_statue.mdl"!
    Error loading studio model "models/zz/sphere_bl_swirl.mdl"!
    Error loading studio model "models/zz/rock_arch.mdl"!
    Error loading studio model "models/zz/steel_support.mdl"!
    Error loading studio model "models/zz/rock_arch_medium.mdl"!
    Error loading studio model "models/zz/pokemon_crest_metal.mdl"!
    Error loading studio model "models/zz/rock_arch_tall.mdl"!
    Error loading studio model "models/zz/tunnel_metal_v2.mdl"!
    Error loading studio model "models/zz/water_grate.mdl"!
    Error loading studio model "models/zz/surf_straight.mdl"!
    Error loading studio model "models/zz/cube_large_cyan.mdl"!
    Error loading studio model "models/zz/cube_small_lightblue.mdl"!
    Error loading studio model "models/zz/cube_small_cyan.mdl"!
    Error loading studio model "models/zz/cube_med_cyan.mdl"!
    Error loading studio model "models/zz/cube_small_purple.mdl"!
    Error loading studio model "models/zz/cube_med_purple.mdl"!
    Error loading studio model "models/zz/cube_large_purple.mdl"!
    Error loading studio model "models/zz/cube_small_green.mdl"!
    Error loading studio model "models/zz/cube_med_green.mdl"!
    Error loading studio model "models/zz/cube_large_green.mdl"!
    Error loading studio model "models/zz/cube_small_orange.mdl"!
    Error loading studio model "models/zz/cube_small_yellow.mdl"!
    Error loading studio model "models/zz/cube_med_yellow.mdl"!
    Error loading studio model "models/zz/cube_med_orange.mdl"!
    Error loading studio model "models/zz/cube_small_red.mdl"!
    Error loading studio model "models/zz/cube_med_red.mdl"!
    Error loading studio model "models/zz/cube_med_lightblue.mdl"!
    Error loading studio model "models/zz/cube_large_red.mdl"!
    Error loading studio model "models/zz/sphere_redunlit_180u.mdl"!
    Error loading studio model "models/zz/sphere_red_cage.mdl"!
    Error loading studio model "models/zz/sphere_blue_1088u.mdl"!
    Error loading studio model "models/zz/sphere_yellow_64u.mdl"!
    Error loading studio model "models/zz/cube_med_grey.mdl"!
    Error loading studio model "models/zz/cube_small_grey.mdl"!
    Error loading studio model "models/zz/tower_ring.mdl"!
    Error loading studio model "models/zz/laser_base.mdl"!
    Error loading studio model "models/zz/ring_booster.mdl"!
    Error loading studio model "models/plantlife/fern/jn_hollyfern_01.mdl"!
    Error loading studio model "models/z-o-m-b-i-e/st/trees/st_trees_ugly_02.mdl"!
    Error loading studio model "models/fragmodels/pilzport.mdl"!
    Error loading studio model "models/fragmodels/pilz3.mdl"!
    Error loading studio model "models/foliage/rock08_epic.mdl"!
    Error loading studio model "models/foliage/rock03_giant.mdl"!
    Error loading studio model "models/temple/statue_erhu.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 12064 texinfos to 7558
    Reduced 77 texdatas to 72 (2206 bytes to 2034)
    Writing c:\users\physicus\downloads\mg_harero_.bsp
    10 seconds elapsed


    12 threads
    reading c:\users\physicus\downloads\mg_harero_.bsp
    reading c:\users\physicus\downloads\mg_harero_.prt
    954 portalclusters
    1989 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 322 visible clusters (0.00%)
    Total clusters visible: 92469
    Average clusters visible: 96
    Building PAS...
    Average clusters audible: 138
    visdatasize:66850 compressed from 228960
    writing c:\users\physicus\downloads\mg_harero_.bsp
    0 seconds elapsed


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


    Loading c:\users\physicus\downloads\mg_harero_.bsp
    Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf
    Patch Sample Radius Clamped!
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    20045 faces
    8 degenerate faces
    41350288 square feet [5954441216.00 square inches]
    359 Displacements
    1226689 Square Feet [176643312.00 Square Inches]
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    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
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    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 80.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 90.000000 but _zero_percent_distance of 0.000000
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    light has _fifty_percent_distance of 90.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 400.000000 but _zero_percent_distance of 0.000000
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    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
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    light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
    282 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3321424, max 903
    transfer lists: 25.3 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(4309, 4162, 2418)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(438, 431, 196)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(60, 58, 23)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(8, 8, 3)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0491 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
    Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
    Ready to Finish


    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 334/1024 16032/49152 (32.6%)
    brushes 4183/8192 50196/98304 (51.1%)
    brushsides 43030/65536 344240/524288 (65.7%)
    planes 54994/65536 1099880/1310720 (83.9%) VERY FULL!
    vertexes 29637/65536 355644/786432 (45.2%)
    nodes 8588/65536 274816/2097152 (13.1%)
    texinfos 7558/12288 544176/884736 (61.5%)
    texdata 72/2048 2304/65536 ( 3.5%)
    dispinfos 359/0 63184/0 ( 0.0%)
    disp_verts 29079/0 581580/0 ( 0.0%)
    disp_tris 45952/0 91904/0 ( 0.0%)
    disp_multiblend 0/0 0/0 ( 0.0%)
    disp_lmsamples 99188/0 99188/0 ( 0.0%)
    faces 20045/65536 1122520/3670016 (30.6%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 16446/65536 920976/3670016 (25.1%)
    facebrushes 618/0 1236/0 ( 0.0%)
    facebrushlists 20045/0 80180/0 ( 0.0%)
    leaves 8923/65536 285536/2097152 (13.6%)
    leaffaces 22416/65536 44832/131072 (34.2%)
    leafbrushes 8024/65536 16048/131072 (12.2%)
    areas 13/1024 104/8192 ( 1.3%)
    surfedges 153022/512000 612088/2048000 (29.9%)
    edges 86526/256000 346104/1024000 (33.8%)
    LDR worldlights 282/8192 28200/819200 ( 3.4%)
    HDR worldlights 0/8192 0/819200 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 635/32768 6350/327680 ( 1.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 12123/65536 24246/131072 (18.5%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 14/1024 4928/360448 ( 1.4%)
    LDR lightdata [variable] 3052488/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 66850/16777216 ( 0.4%)
    entdata [variable] 321480/393216 (81.8%) VERY FULL!
    LDR ambient table 8923/65536 35692/262144 (13.6%)
    HDR ambient table 8923/65536 35692/262144 (13.6%)
    LDR leaf ambient 18936/65536 530208/1835008 (28.9%)
    HDR leaf ambient 8923/65536 249844/1835008 (13.6%)
    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] 1/7226 ( 0.0%)
    pakfile [variable] 2186941/0 ( 0.0%)
    physics [variable] 1722274/4194304 (41.1%)
    physics terrain [variable] 156901/1048576 (15.0%)


    Level flags = 7d


    Total triangle count: 46359
    Writing c:\users\physicus\downloads\mg_harero_.bsp
    2 minutes, 38 seconds elapsed


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


    Loading c:\users\physicus\downloads\mg_harero_.bsp
    Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
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    Patch Sample Radius Clamped!
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    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
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    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
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    Patch Sample Radius Clamped!
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    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
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    Patch Sample Radius Clamped!
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    Patch Sample Radius Clamped!
    Loaded alpha texture materials\de_nuke\nuke_metalgrate_01.vtf
    20045 faces
    8 degenerate faces
    41350288 square feet [5954441216.00 square inches]
    359 Displacements
    1226689 Square Feet [176643312.00 Square Inches]
    20037 patches before subdivision
    65541 patches after subdivision
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 350.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 400.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 400.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 40.000000
    light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 40.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
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    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
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    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 700.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 75.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 80.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 90.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 90.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 90.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 400.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
    282 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3321424, max 903
    transfer lists: 25.3 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(4309, 4162, 2418)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(438, 431, 196)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(60, 58, 23)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(8, 8, 3)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0714 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
    Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
    Ready to Finish


    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 334/1024 16032/49152 (32.6%)
    brushes 4183/8192 50196/98304 (51.1%)
    brushsides 43030/65536 344240/524288 (65.7%)
    planes 54994/65536 1099880/1310720 (83.9%) VERY FULL!
    vertexes 29637/65536 355644/786432 (45.2%)
    nodes 8588/65536 274816/2097152 (13.1%)
    texinfos 7558/12288 544176/884736 (61.5%)
    texdata 72/2048 2304/65536 ( 3.5%)
    dispinfos 359/0 63184/0 ( 0.0%)
    disp_verts 29079/0 581580/0 ( 0.0%)
    disp_tris 45952/0 91904/0 ( 0.0%)
    disp_multiblend 0/0 0/0 ( 0.0%)
    disp_lmsamples 99188/0 99188/0 ( 0.0%)
    faces 20045/65536 1122520/3670016 (30.6%)
    hdr faces 20045/65536 1122520/3670016 (30.6%)
    origfaces 16446/65536 920976/3670016 (25.1%)
    facebrushes 618/0 1236/0 ( 0.0%)
    facebrushlists 20045/0 80180/0 ( 0.0%)
    leaves 8923/65536 285536/2097152 (13.6%)
    leaffaces 22416/65536 44832/131072 (34.2%)
    leafbrushes 8024/65536 16048/131072 (12.2%)
    areas 13/1024 104/8192 ( 1.3%)
    surfedges 153022/512000 612088/2048000 (29.9%)
    edges 86526/256000 346104/1024000 (33.8%)
    LDR worldlights 282/8192 28200/819200 ( 3.4%)
    HDR worldlights 282/8192 28200/819200 ( 3.4%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 635/32768 6350/327680 ( 1.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 12123/65536 24246/131072 (18.5%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 14/1024 4928/360448 ( 1.4%)
    LDR lightdata [variable] 3052488/0 ( 0.0%)
    HDR lightdata [variable] 3052488/0 ( 0.0%)
    visdata [variable] 66850/16777216 ( 0.4%)
    entdata [variable] 321480/393216 (81.8%) VERY FULL!
    LDR ambient table 8923/65536 35692/262144 (13.6%)
    HDR ambient table 8923/65536 35692/262144 (13.6%)
    LDR leaf ambient 18936/65536 530208/1835008 (28.9%)
    HDR leaf ambient 18936/65536 530208/1835008 (28.9%)
    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] 1/7226 ( 0.0%)
    pakfile [variable] 4299809/0 ( 0.0%)
    physics [variable] 1722274/4194304 (41.1%)
    physics terrain [variable] 156901/1048576 (15.0%)


    Level flags = 7f


    Total triangle count: 46359
    Writing c:\users\physicus\downloads\mg_harero_.bsp
    3 minutes, 8 seconds elapsed

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