** 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\tf\maps\plr_mountain_mine_a6" Valve Software - vbsp.exe (Jun 21 2018) 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\tf\maps\plr_mountain_mine_a6.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Patching WVT material: maps/plr_mountain_mine_a6/dev/dev_blendmeasure2_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...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\plr_mountain_mine_a6.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_hydro_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_hydro_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (100092 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 125 texinfos to 58 Reduced 15 texdatas to 13 (388 bytes to 344) Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\plr_mountain_mine_a6.bsp Wrote ZIP buffer, estimated size 106412, actual size 106064 0 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" "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\plr_mountain_mine_a6" Valve Software - vvis.exe (Jun 21 2018) 4 threads reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\plr_mountain_mine_a6.bsp reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\plr_mountain_mine_a6.prt 212 portalclusters 552 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 53 visible clusters (0.19%) Total clusters visible: 28031 Average clusters visible: 132 Building PAS... Average clusters audible: 211 visdatasize:13018 compressed from 13568 writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\plr_mountain_mine_a6.bsp 0 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" "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\plr_mountain_mine_a6" Valve Software - vrad.exe SSE (Jun 21 2018) 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\tf\maps\plr_mountain_mine_a6.bsp Setting up ray-trace acceleration structure... Done (0.10 seconds) 1970 faces 4 degenerate faces 947583 square feet [136452048.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1966 patches before subdivision 47602 patches after subdivision sun extent from map=0.008727 16 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2) transfers 4345395, max 489 transfer lists: 33.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(172771, 115596, 147121) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(18272, 6492, 11582) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(3306, 618, 1583) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(701, 68, 252) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(155, 8, 42) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(35, 1, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(8, 0, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0146 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 28/1024 1344/49152 ( 2.7%) brushes 270/8192 3240/98304 ( 3.3%) brushsides 2608/65536 20864/524288 ( 4.0%) planes 2506/65536 50120/1310720 ( 3.8%) vertexes 2500/65536 30000/786432 ( 3.8%) nodes 2228/65536 71296/2097152 ( 3.4%) texinfos 58/12288 4176/884736 ( 0.5%) texdata 13/2048 416/65536 ( 0.6%) 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 1970/65536 110320/3670016 ( 3.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 721/65536 40376/3670016 ( 1.1%) leaves 2257/65536 72224/2097152 ( 3.4%) leaffaces 2094/65536 4188/131072 ( 3.2%) leafbrushes 1480/65536 2960/131072 ( 2.3%) areas 2/256 16/2048 ( 0.8%) surfedges 11443/512000 45772/2048000 ( 2.2%) edges 6462/256000 25848/1024000 ( 2.5%) LDR worldlights 16/8192 1408/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 123/32768 1230/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1965/65536 3930/131072 ( 3.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 3/512 1056/180224 ( 0.6%) LDR lightdata [variable] 1271344/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 13018/16777216 ( 0.1%) entdata [variable] 27490/393216 ( 7.0%) LDR ambient table 2257/65536 9028/262144 ( 3.4%) HDR ambient table 2257/65536 9028/262144 ( 3.4%) LDR leaf ambient 7900/65536 221200/1835008 (12.1%) HDR leaf ambient 2257/65536 63196/1835008 ( 3.4%) 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] 1/2028 ( 0.0%) pakfile [variable] 106064/0 ( 0.0%) physics [variable] 100092/4194304 ( 2.4%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 4781 Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\plr_mountain_mine_a6.bsp 10 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\plr_mountain_mine_a6.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\plr_mountain_mine_a6.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe" ** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "plr_mountain_mine_a6"