** Executing...
** Command: "c:\program files\steam\steamapps\cameron_d\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\cameron_d\team fortress 2\tf" "C:\Users\Cameron\Desktop\Cp_diamond"
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files\steam\steamapps\cameron_d\team fortress 2\tf\materials
Loading C:\Users\Cameron\Desktop\Cp_diamond.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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Cameron\Desktop\Cp_diamond.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 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) (109850 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 260 texinfos to 168
Reduced 61 texdatas to 47 (1751 bytes to 1193)
Writing C:\Users\Cameron\Desktop\Cp_diamond.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\cameron_d\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\cameron_d\team fortress 2\tf" "C:\Users\Cameron\Desktop\Cp_diamond"
Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\users\cameron\desktop\Cp_diamond.bsp
reading c:\users\cameron\desktop\Cp_diamond.prt
646 portalclusters
2064 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 (949)
Optimized: 1729 visible clusters (0.00%)
Total clusters visible: 234923
Average clusters visible: 363
Building PAS...
Average clusters audible: 636
visdatasize:106038 compressed from 113696
writing c:\users\cameron\desktop\Cp_diamond.bsp
15 minutes, 49 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\cameron_d\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\cameron_d\team fortress 2\tf" "C:\Users\Cameron\Desktop\Cp_diamond"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\cameron\desktop\Cp_diamond.bsp
Setting up ray-trace acceleration structure... Done (0.60 seconds)
1974 faces
691318 square feet [99549920.00 square inches]
1 Displacements
120636 Square Feet [17371648.00 Square Inches]
1974 patches before subdivision
35696 patches after subdivision
sun extent from map=0.707107
37 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 3015747, max 465
transfer lists: 23.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(179044, 137762, 101151)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(40452, 25258, 16292)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(14961, 7414, 3865)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(5914, 2324, 991)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(2544, 790, 272)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1130, 277, 77)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(514, 99, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(237, 36, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(111, 13, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(52, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(25, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(12, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(3, 0, 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 (1)
Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0176 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (4)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 297/8192 3564/98304 ( 3.6%)
brushsides 1955/65536 15640/524288 ( 3.0%)
planes 976/65536 19520/1310720 ( 1.5%)
vertexes 2778/65536 33336/786432 ( 4.2%)
nodes 1256/65536 40192/2097152 ( 1.9%)
texinfos 168/12288 12096/884736 ( 1.4%)
texdata 47/2048 1504/65536 ( 2.3%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 71470/0 71470/0 ( 0.0%)
faces 1974/65536 110544/3670016 ( 3.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1041/65536 58296/3670016 ( 1.6%)
leaves 1270/65536 40640/2097152 ( 1.9%)
leaffaces 2339/65536 4678/131072 ( 3.6%)
leafbrushes 801/65536 1602/131072 ( 1.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 13538/512000 54152/2048000 ( 2.6%)
edges 7998/256000 31992/1024000 ( 3.1%)
LDR worldlights 37/8192 3256/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 155/32768 1550/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2394/65536 4788/131072 ( 3.7%)
cubemapsamples 18/1024 288/16384 ( 1.8%)
overlays 24/512 8448/180224 ( 4.7%)
LDR lightdata [variable] 1558496/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 106038/16777216 ( 0.6%)
entdata [variable] 35761/393216 ( 9.1%)
LDR ambient table 1270/65536 5080/262144 ( 1.9%)
HDR ambient table 1270/65536 5080/262144 ( 1.9%)
LDR leaf ambient 6229/65536 174412/1835008 ( 9.5%)
HDR leaf ambient 1270/65536 35560/1835008 ( 1.9%)
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] 1/16466 ( 0.0%)
pakfile [variable] 5721/0 ( 0.0%)
physics [variable] 109850/4194304 ( 2.6%)
physics terrain [variable] 130/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 5400
Writing c:\users\cameron\desktop\Cp_diamond.bsp
33 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Cameron\Desktop\Cp_diamond.bsp" "c:\program files\steam\steamapps\cameron_d\team fortress 2\tf\maps\Cp_diamond.bsp"
** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files\steam\steamapps\cameron_d\team fortress 2\tf" -toconsole -dev -console +sv_lan 1 +sv_cheats 1 +map "Cp_diamond"