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.wad
Code: 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