** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.vmf"
Valve Software - vbsp.exe (Mar 2 2016)
4 threads
materialPath: C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.prt...Building visibility clusters...
done (1)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
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) (77638 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 251 texinfos to 184
Reduced 5 texdatas to 5 (117 bytes to 117)
Writing C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
3 seconds elapsed
** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01"
Valve Software - vvis.exe (Mar 2 2016)
4 threads
reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.bsp
reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.prt
354 portalclusters
775 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 (1)
Optimized: 291 visible clusters (0.66%)
Total clusters visible: 43849
Average clusters visible: 123
Building PAS...
Average clusters audible: 319
visdatasize:30475 compressed from 33984
writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
2 seconds elapsed
** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01"
Valve Software - vrad.exe SSE (Mar 2 2016)
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\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.bsp
Setting up ray-trace acceleration structure... Done (0.09 seconds)
1497 faces
371979 square feet [53565068.00 square inches]
4 Displacements
19119 Square Feet [2753190.00 Square Inches]
1497 patches before subdivision
50997 patches after subdivision
sun extent from map=0.000000
39 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 6293530, max 504
transfer lists: 48.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(479906, 585159, 709106)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(48033, 69296, 99073)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4837, 8222, 14111)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(494, 972, 1997)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(52, 115, 285)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(6, 14, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 2, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0259 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 1/1024 48/49152 ( 0.1%)
brushes 211/8192 2532/98304 ( 2.6%)
brushsides 1327/65536 10616/524288 ( 2.0%)
planes 568/65536 11360/1310720 ( 0.9%)
vertexes 2639/65536 31668/786432 ( 4.0%)
nodes 876/65536 28032/2097152 ( 1.3%)
texinfos 184/12288 13248/884736 ( 1.5%)
texdata 5/2048 160/65536 ( 0.2%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 324/0 6480/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 45792/0 45792/0 ( 0.0%)
faces 1497/65536 83832/3670016 ( 2.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 569/65536 31864/3670016 ( 0.9%)
leaves 878/65536 28096/2097152 ( 1.3%)
leaffaces 1741/65536 3482/131072 ( 2.7%)
leafbrushes 759/65536 1518/131072 ( 1.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 9420/512000 37680/2048000 ( 1.8%)
edges 5404/256000 21616/1024000 ( 2.1%)
LDR worldlights 39/8192 3432/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 161/32768 1610/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2373/65536 4746/131072 ( 3.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 956372/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 30475/16777216 ( 0.2%)
entdata [variable] 12731/393216 ( 3.2%)
LDR ambient table 878/65536 3512/262144 ( 1.3%)
HDR ambient table 878/65536 3512/262144 ( 1.3%)
LDR leaf ambient 3944/65536 110432/1835008 ( 6.0%)
HDR leaf ambient 878/65536 24584/1835008 ( 1.3%)
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] 54/0 ( 0.0%)
physics [variable] 77638/4194304 ( 1.9%)
physics terrain [variable] 1152/1048576 ( 0.1%)
Level flags = 0
Total triangle count: 4153
Writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
15 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.bsp" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_computer_office_try02_a01.bsp"
** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" -windowed -novid -h 600 -w 800 +map "cp_computer_office_try02_a01" -steam