That not what func_detail does at all.
@OP, how about posting your compile log?
Valve Software - vbsp.exe (Oct 14 2017)
8 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\tf\maps\rb_roadblock.vmf
Patching WVT material: maps/rb_roadblock/concrete/blendwetpavement001_wvt_patch
Patching WVT material: maps/rb_roadblock/swamp/nature/blendswampmudtodirt001_wvt_patch
Patching WVT material: maps/rb_roadblock/brick/blendtestwall003_watergate_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1616 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\rb_roadblock.prt...Building visibility clusters...
done (0)
bmodel 379 has no head node (class 'func_rotating', targetname 'lightspin1')
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\rb_roadblock"
Valve Software - vrad.exe SSE (Oct 14 2017)
Valve Radiosity Simulator
8 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\tf\maps\rb_roadblock.bsp
Setting up ray-trace acceleration structure... Done (3.18 seconds)
8110 faces
27 degenerate faces
1931763 square feet [278173888.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8083 patches before subdivision
145179 patches after subdivision
sun extent from map=0.000000
51 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (31)
transfers 9188368, max 1220
transfer lists: 70.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(105381, 46861, 13209)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(13583, 6212, 1145)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2575, 1175, 176)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(603, 269, 35)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(155, 66, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(43, 17, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(12, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0544 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (18)
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 (14)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 1751/8192 21012/98304 (21.4%)
brushsides 26646/65536 213168/524288 (40.7%)
planes 33498/65536 669960/1310720 (51.1%)
vertexes 12047/65536 144564/786432 (18.4%)
nodes 2832/65536 90624/2097152 ( 4.3%)
texinfos 744/12288 53568/884736 ( 6.1%)
texdata 62/2048 1984/65536 ( 3.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 8110/65536 454160/3670016 (12.4%)
hdr faces 8110/65536 454160/3670016 (12.4%)
origfaces 4929/65536 276024/3670016 ( 7.5%)
leaves 2837/65536 90784/2097152 ( 4.3%)
leaffaces 10231/65536 20462/131072 (15.6%)
leafbrushes 3871/65536 7742/131072 ( 5.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 60219/512000 240876/2048000 (11.8%)
edges 34166/256000 136664/1024000 (13.3%)
LDR worldlights 51/8192 4488/720896 ( 0.6%)
HDR worldlights 51/8192 4488/720896 ( 0.6%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 973/32768 9730/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16437/65536 32874/131072 (25.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 11950060/0 ( 0.0%)
HDR lightdata [variable] 11950060/0 ( 0.0%)
visdata [variable] 638426/16777216 ( 3.8%)
entdata [variable] 256121/393216 (65.1%)
LDR ambient table 2837/65536 11348/262144 ( 4.3%)
HDR ambient table 2837/65536 11348/262144 ( 4.3%)
LDR leaf ambient 13539/65536 379092/1835008 (20.7%)
HDR leaf ambient 13967/65536 391076/1835008 (21.3%)
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] 1/12 ( 8.3%)
pakfile [variable] 2417/0 ( 0.0%)
physics [variable] 613796/4194304 (14.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 24308
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.bsp
1 minute, 37 seconds elapsed
Valve Software - vrad.exe SSE (Oct 14 2017)
Valve Radiosity Simulator
8 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\tf\maps\rb_roadblock.bsp
Setting up ray-trace acceleration structure... Done (3.14 seconds)
8110 faces
27 degenerate faces
1931763 square feet [278173888.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8083 patches before subdivision
145179 patches after subdivision
sun extent from map=0.000000
51 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (30)
transfers 9188368, max 1220
transfer lists: 70.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(52953752, 42599240, 18607724)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4646313, 2882502, 951835)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(643037, 314367, 76575)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(100521, 38773, 7022)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(17412, 5476, 750)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(3177, 815, 87)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(599, 127, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(116, 21, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(23, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0814 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
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 (14)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 1751/8192 21012/98304 (21.4%)
brushsides 26646/65536 213168/524288 (40.7%)
planes 33498/65536 669960/1310720 (51.1%)
vertexes 12047/65536 144564/786432 (18.4%)
nodes 2832/65536 90624/2097152 ( 4.3%)
texinfos 744/12288 53568/884736 ( 6.1%)
texdata 62/2048 1984/65536 ( 3.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 8110/65536 454160/3670016 (12.4%)
hdr faces 8110/65536 454160/3670016 (12.4%)
origfaces 4929/65536 276024/3670016 ( 7.5%)
leaves 2837/65536 90784/2097152 ( 4.3%)
leaffaces 10231/65536 20462/131072 (15.6%)
leafbrushes 3871/65536 7742/131072 ( 5.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 60219/512000 240876/2048000 (11.8%)
edges 34166/256000 136664/1024000 (13.3%)
LDR worldlights 51/8192 4488/720896 ( 0.6%)
HDR worldlights 51/8192 4488/720896 ( 0.6%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 973/32768 9730/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16437/65536 32874/131072 (25.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 11950060/0 ( 0.0%)
HDR lightdata [variable] 11950060/0 ( 0.0%)
visdata [variable] 638426/16777216 ( 3.8%)
entdata [variable] 256121/393216 (65.1%)
LDR ambient table 2837/65536 11348/262144 ( 4.3%)
HDR ambient table 2837/65536 11348/262144 ( 4.3%)
LDR leaf ambient 13539/65536 379092/1835008 (20.7%)
HDR leaf ambient 13967/65536 391076/1835008 (21.3%)
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] 1/12 ( 8.3%)
pakfile [variable] 2417/0 ( 0.0%)
physics [variable] 613796/4194304 (14.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 24308
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.bsp
1 minute, 37 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\rb_roadblock.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\rb_roadblock.bsp"
Just compiled it and this is what I got.