Code: Select all
 Render_chunk 51 in ROOM_4 (closet / CAGE)
=========  FABRICATE Cage_wall_armaetus_bunker
{
  add_x = 1568
  add_y = -208
  add_z = -64
  bbox = table: 00000219443d7d60
  fitted_x = 256
  fitted_y = 272
  rotate = 180
}
Processing {
  deep = 16
  dir_name = games/doom/fabs
  file = cage/armaetus_bunker.wad
  height = 128
  kind = cage
  name = Cage_wall_armaetus_bunker
  prob = 300
  seed_h = 1
  seed_w = 2
  shape = U
  texture_pack = armaetus
  use_prob = 300
  where = seeds
  x_fit = table: 000002195f20db70
  y_fit = top
}
Loading wad-fab cage/armaetus_bunker.wad / *
AJPOLY: Opened WAD file : games/doom/fabs/cage/armaetus_bunker.wad
AJPOLY: Reading 12 dir entries at 0xB7D
AJPOLY: Loaded 33 vertices, 7 sectors, 36 sides, 29 lines, 2 things
Code: Select all
Fab_process_spots @ ROOM_3
=========  FABRICATE Wall_gtd_ribbed_lights_slump_two_color
{
  add_x = 32
  add_y = 176
  add_z = 0
  bbox = table: 000002193193c130
  fitted_x = 128
  fitted_y = 16
  fitted_z = 160
  rotate = 180
}
Processing {
  bound_z1 = 0
  bound_z2 = 128
  deep = 16
  dir_name = games/doom/fabs
  engine = zdoom
  file = wall/gtd_wall_ribbed_light_set.wad
  group = gtd_ribbed_lights_slump_two_color
  height = 128
  kind = wall
  map = MAP07
  name = Wall_gtd_ribbed_lights_slump_two_color
  prob = 50
  sector_1 = table: 0000021915b37740
  use_prob = 50
  where = edge
  z_fit = top
}
Loading wad-fab wall/gtd_wall_ribbed_light_set.wad / MAP07
AJPOLY: Opened WAD file : games/doom/fabs/wall/gtd_wall_ribbed_light_set.wadCode: Select all
Loading wad-fab item/gtd_item_key_alcove.wad / MAP01
AJPOLY: Opened WAD file : games/doom/fabs/item/gtd_item_key_alcove.wad
AJPOLY: Reading 11 dir entries at 0x1ED4
AJPOLY: Loaded 74 vertices, 15 sectors, 102 sides, 66 lines, 1 things
AJPOLY: Map goes from (-128,-128) to (384,384)
AJPOLY: Creating Edges...
AJPOLY: Built 44 POLYGONS, 232 EDGES, 23 SPLIT-VERTS
AJPOLY: 
bbox =
{
  dx = 256.0
  dy = 256.0
  dz = 144
  x1 = 0.0
  x2 = 256.0
  y1 = 0.0
  y2 = 256.0
  z1 = -32
  z2 = 112
}
Fab_process_spots @ ROOM_25
 Render_chunk 325 in ROOM_25 (closet / TRAP)
=========  FABRICATE Trap_closet_urban
{
  add_x = -4560
  add_y = -480
  add_z = -160
  bbox = table: 0000028a0109d560
  fitted_x = 384
  fitted_y = 144
  rotate = 90
}
Fab_process_spots @ ROOM_25
  got spot kind 'trap'
  got spot kind 'pickup'
  got spot kind 'pickup'
  got spot kind 'pickup'
  got spot kind 'trap'
  got spot kind 'trap'
 Render_chunk 740 in ROOM_18 (floor / DECORATION)
=========  FABRICATE Decor_litter3
{
  add_x = -96.0
  add_y = -96.0
  add_z = -128
  rotate = 270
}
Fab_process_spots @ ROOM_18
 Render_chunk 748 in ROOM_18 (floor / DECORATION)
=========  FABRICATE Decor_bench_n_trashcan
{
  add_x = 288.0
  add_y = -1120.0
  add_z = -264
  rotate = 270
}
Fab_process_spots @ ROOM_18
 Render_chunk 774 in ROOM_18 (floor / DECORATION)
=========  FABRICATE Decor_waiting_shed
{
  add_x = 544.0
  add_y = -288.0
  add_z = -264
  fitted_z = 296.0
  rotate = 180
}
Fab_process_spots @ ROOM_18
 Render_chunk 793 in ROOM_18 (ceil / DECORATION)
=========  FABRICATE Light_urban_TLITE65Y
{
  add_x = 864.0
  add_y = 96.0
  add_z = -32.0
  rotate = 0
}
Fab_process_spots @ ROOM_18
 Render_chunk 795 in ROOM_18 (ceil / DECORATION)
=========  FABRICATE Light_urban_TLITE65Y
{
  add_x = 864.0
  add_y = -160.0
  add_z = -32.0
  rotate = 0
}
Fab_process_spots @ ROOM_18
 Render_chunk 189 in ROOM_18 (closet / DECORATION)
=========  FABRICATE Pic_EPIC_box_bishop
{
  add_x = 912
  add_y = -864
  add_z = -256
  bbox = table: 00000289eac79720
  fitted_x = 256
  fitted_y = 256
  rotate = 270
}
Fab_process_spots @ ROOM_18




 
 
