Snowbat, from what I read a new full compile removes old cubemap data. I need to rebuild my cubemaps so I need the old ones to be deleted (I read that rebuilding cubemaps on top of old ones will just increase filesize). Or can I build cubemaps on a fast compile too?
Here's the log of a quick compile (don't know if it's usable? else I have to do a full one again)
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.vmf"
Valve Software - vbsp.exe (Sep 22 2015)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.vmf
Patching WVT material: maps/abandoned_prison/swamp/nature/blendswampmudtodirt001_wvt_patch
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 (1)
WARNING: node without a volume
WARNING: node without a volume
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 622 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (2447700 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4575 texinfos to 2238
Reduced 395 texdatas to 347 (19665 bytes to 17279)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
15 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison"
Valve Software - vvis.exe (Sep 22 2015)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.prt
4412 portalclusters
13154 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (7)
Optimized: 1226082 visible clusters (11.21%)
Total clusters visible: 10932585
Average clusters visible: 2477
Building PAS...
Average clusters audible: 4330
visdatasize:4134213 compressed from 4870848
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
8 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison"
Valve Software - vrad.exe SSE (Sep 22 2015)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
Setting up ray-trace acceleration structure... Done (6.95 seconds)
18850 faces
16 degenerate faces
871727 square feet [125528800.00 square inches]
92 Displacements
6858 Square Feet [987561.75 Square Inches]
18834 patches before subdivision
108456 patches after subdivision
sun extent from map=0.087156
243 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (62)
transfers 14139743, max 1303
transfer lists: 107.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(117774, 89898, 61112)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(43555, 27977, 15842)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(17294, 9428, 4553)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(6968, 3239, 1343)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2850, 1143, 415)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1180, 414, 133)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(495, 155, 45)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(211, 61, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(92, 25, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(41, 11, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(19, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(9, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0299 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (15)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 139/1024 6672/49152 (13.6%)
brushes 5136/8192 61632/98304 (62.7%)
brushsides 42279/65536 338232/524288 (64.5%)
planes 22902/65536 458040/1310720 (34.9%)
vertexes 34169/65536 410028/786432 (52.1%)
nodes 10714/65536 342848/2097152 (16.3%)
texinfos 2238/12288 161136/884736 (18.2%)
texdata 347/2048 11104/65536 (16.9%)
dispinfos 92/0 16192/0 ( 0.0%)
disp_verts 3572/0 71440/0 ( 0.0%)
disp_tris 5152/0 10304/0 ( 0.0%)
disp_lmsamples 21285/0 21285/0 ( 0.0%)
faces 18850/65536 1055600/3670016 (28.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 12317/65536 689752/3670016 (18.8%)
leaves 10854/65536 347328/2097152 (16.6%)
leaffaces 21274/65536 42548/131072 (32.5%)
leafbrushes 14656/65536 29312/131072 (22.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 137812/512000 551248/2048000 (26.9%)
edges 82063/256000 328252/1024000 (32.1%)
LDR worldlights 243/8192 21384/720896 ( 3.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2047/32768 20470/327680 ( 6.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 32922/65536 65844/131072 (50.2%)
cubemapsamples 119/1024 1904/16384 (11.6%)
overlays 76/512 26752/180224 (14.8%)
LDR lightdata [variable] 4312272/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 4134213/16777216 (24.6%)
entdata [variable] 399428/393216 (101.6%) VERY FULL!
LDR ambient table 10854/65536 43416/262144 (16.6%)
HDR ambient table 10854/65536 43416/262144 (16.6%)
LDR leaf ambient 29929/65536 838012/1835008 (45.7%)
HDR leaf ambient 10854/65536 303912/1835008 (16.6%)
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] 1/117716 ( 0.0%)
pakfile [variable] 103096/0 ( 0.0%)
physics [variable] 2447700/4194304 (58.4%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 52214
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
1 minute, 47 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\Abandoned_Prison.bsp"
And some screenshots
Top view of the map
There are three of these wings
And numerous rooms like this (looked at from the outside through nodraw faces)