Hey guys, sorry for taking so long, but here is my compile log:
** Executing...
** Command: "c:\program files\steam\steamapps\techyworm\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\techyworm\team fortress 2\tf" "C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\techyworm\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.vmf
Patching WVT material: maps/ctf_internment_a4/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/ctf_internment_a4/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 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (1)
writing C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_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_badlands_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) (345031 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1493 texinfos to 901
Reduced 23 texdatas to 18 (739 bytes to 594)
Writing C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp
15 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\techyworm\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\techyworm\team fortress 2\tf" -fast "C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4"
Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp
reading c:\program files\steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.prt
2428 portalclusters
7625 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (8)
Optimized: 290692 visible clusters (0.00%)
Total clusters visible: 4962944
Average clusters visible: 2044
Building PAS...
Average clusters audible: 2427
visdatasize:1473776 compressed from 1476224
writing c:\program files\steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp
9 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\techyworm\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\techyworm\team fortress 2\tf" -noextra "C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp
Setting up ray-trace acceleration structure... Done (1.86 seconds)
8743 faces
4 degenerate faces
1812090 square feet [260941056.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8739 patches before subdivision
zero area child patch
109549 patches after subdivision
light has _fifty_percent_distance of 2381.000000 but _zero_percent_distance of 301.000000
119 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (26)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (98)
transfers 13047249, max 1201
transfer lists: 99.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(953292, 742855, 842015)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(123973, 73097, 98719)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(18303, 7245, 12252)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3019, 754, 1631)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(547, 79, 227)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(103, 8, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(21, 1, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 0, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0841 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (21)
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 (22)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 51/1024 2448/49152 ( 5.0%)
brushes 918/8192 11016/98304 (11.2%)
brushsides 6230/65536 49840/524288 ( 9.5%)
planes 5536/65536 110720/1310720 ( 8.4%)
vertexes 14092/65536 169104/786432 (21.5%)
nodes 5528/65536 176896/2097152 ( 8.4%)
texinfos 901/12288 64872/884736 ( 7.3%)
texdata 18/2048 576/65536 ( 0.9%)
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 8743/65536 489608/3670016 (13.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3251/65536 182056/3670016 ( 5.0%)
leaves 5580/65536 178560/2097152 ( 8.5%)
leaffaces 9816/65536 19632/131072 (15.0%)
leafbrushes 4981/65536 9962/131072 ( 7.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 55781/512000 223124/2048000 (10.9%)
edges 29903/256000 119612/1024000 (11.7%)
LDR worldlights 118/8192 10384/720896 ( 1.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 802/32768 8020/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11967/65536 23934/131072 (18.3%)
cubemapsamples 22/1024 352/16384 ( 2.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2883960/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1473776/16777216 ( 8.8%)
entdata [variable] 77098/393216 (19.6%)
LDR ambient table 5580/65536 22320/262144 ( 8.5%)
HDR ambient table 5580/65536 22320/262144 ( 8.5%)
LDR leaf ambient 20274/65536 567672/1835008 (30.9%)
HDR leaf ambient 5580/65536 156240/1835008 ( 8.5%)
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] 1/12516 ( 0.0%)
pakfile [variable] 2431927/0 ( 0.0%)
physics [variable] 345031/4194304 ( 8.2%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 25275
Writing c:\program files\steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp
2 minutes, 52 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp" "c:\program files\steam\steamapps\techyworm\team fortress 2\tf\maps\ctf_internment_a4.bsp"
I've put it into the error checker at Interlopers.net, and that came up empty, thanks in advance.
(Yes, I ran Fastvis, but I've compiled it with normal VVIS before, and it still crashed.)