Hi, it's me again. I try to test my map, and here's what happens.
] map Departmentstore_
]
Host_EndGame: Map coordinate extents are too large!!
Check for errors!
I'm not really sure what it means, becuase my map isn't that large.
Here's my log.
*********************************************************************************************************
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.vmf"
Valve Software - vbsp.exe (Oct 31 2012)
6 threads
materialPath: c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.vmf
Patching WVT material: maps/departmentstore_/swamp/nature/blendswampdirttograss001_wvt_patch
Patching WVT material: maps/departmentstore_/nature/blenddirtgrass008b_lowfriction_wvt_patch
Patching WVT material: maps/departmentstore_/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity func_door (-10699.00 -10747.60 136.72) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 7168.0 1579.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 6656.0 1579.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 5632.0 1579.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 7168.0 1579.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1536.0 7168.0 1579.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 4608.0 1579.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 3584.0 1579.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 2560.0 1579.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
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)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (719782 bytes)
Error loading studio model ""!
Error! To use model "models/weapons/w_models/custom/w_pokeball_blu.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/w_models/custom/w_pokeball_blu.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! To use model "models/freak_fortress_2/heavysauce/heavysauce.mdl"
with detail_prop, it must be compiled with $staticprop!
Error loading studio model "models/freak_fortress_2/heavysauce/heavysauce.mdl"!
10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 328 texinfos to 248
Reduced 72 texdatas to 64 (2022 bytes to 1727)
Writing C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.bsp
5 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_"
Valve Software - vvis.exe (Oct 31 2012)
6 threads
reading c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.bsp
reading c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_"
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.23 seconds)
9936 faces
30 degenerate faces
17696064 square feet [2548233216.00 square inches]
19 Displacements
275714 Square Feet [39702876.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
Build Patch/Sample Hash Table(s).....Done<0.2325 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (53)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 19/1024 912/49152 ( 1.9%)
brushes 493/8192 5916/98304 ( 6.0%)
brushsides 4588/65536 36704/524288 ( 7.0%)
planes 4840/65536 96800/1310720 ( 7.4%)
vertexes 13196/65536 158352/786432 (20.1%)
nodes 5427/65536 173664/2097152 ( 8.3%)
texinfos 248/12288 17856/884736 ( 2.0%)
texdata 64/2048 2048/65536 ( 3.1%)
dispinfos 19/0 3344/0 ( 0.0%)
disp_verts 2787/0 55740/0 ( 0.0%)
disp_tris 4736/0 9472/0 ( 0.0%)
disp_lmsamples 108996/0 108996/0 ( 0.0%)
faces 9936/65536 556416/3670016 (15.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1954/65536 109424/3670016 ( 3.0%)
leaves 5447/65536 174304/2097152 ( 8.3%)
leaffaces 10633/65536 21266/131072 (16.2%)
leafbrushes 3028/65536 6056/131072 ( 4.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 53426/512000 213704/2048000 (10.4%)
edges 28275/256000 113100/1024000 (11.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 774/32768 7740/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10509/65536 21018/131072 (16.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 11587688/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 12479/393216 ( 3.2%)
LDR ambient table 5447/65536 21788/262144 ( 8.3%)
HDR ambient table 5447/65536 21788/262144 ( 8.3%)
LDR leaf ambient 3192/65536 89376/1835008 ( 4.9%)
HDR leaf ambient 5447/65536 152516/1835008 ( 8.3%)
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] 1/21798 ( 0.0%)
pakfile [variable] 213833/0 ( 0.0%)
physics [variable] 719782/4194304 (17.2%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 25630
Writing c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.bsp
1 minute, 5 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.bsp" "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf\maps\Departmentstore_.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" +map "Departmentstore_"
*********************************************************************************************************
I notice near the beginning it says I have a leaked entity, but I'm not sure which Door it is. Thanks!
] map Departmentstore_
]
Host_EndGame: Map coordinate extents are too large!!
Check for errors!
I'm not really sure what it means, becuase my map isn't that large.
Here's my log.
*********************************************************************************************************
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.vmf"
Valve Software - vbsp.exe (Oct 31 2012)
6 threads
materialPath: c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.vmf
Patching WVT material: maps/departmentstore_/swamp/nature/blendswampdirttograss001_wvt_patch
Patching WVT material: maps/departmentstore_/nature/blenddirtgrass008b_lowfriction_wvt_patch
Patching WVT material: maps/departmentstore_/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity func_door (-10699.00 -10747.60 136.72) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 7168.0 1579.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 6656.0 1579.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 5632.0 1579.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 7168.0 1579.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1536.0 7168.0 1579.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 4608.0 1579.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 3584.0 1579.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 2560.0 1579.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
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)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (719782 bytes)
Error loading studio model ""!
Error! To use model "models/weapons/w_models/custom/w_pokeball_blu.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/w_models/custom/w_pokeball_blu.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! To use model "models/freak_fortress_2/heavysauce/heavysauce.mdl"
with detail_prop, it must be compiled with $staticprop!
Error loading studio model "models/freak_fortress_2/heavysauce/heavysauce.mdl"!
10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 328 texinfos to 248
Reduced 72 texdatas to 64 (2022 bytes to 1727)
Writing C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.bsp
5 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_"
Valve Software - vvis.exe (Oct 31 2012)
6 threads
reading c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.bsp
reading c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_"
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.23 seconds)
9936 faces
30 degenerate faces
17696064 square feet [2548233216.00 square inches]
19 Displacements
275714 Square Feet [39702876.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
Build Patch/Sample Hash Table(s).....Done<0.2325 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (53)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 19/1024 912/49152 ( 1.9%)
brushes 493/8192 5916/98304 ( 6.0%)
brushsides 4588/65536 36704/524288 ( 7.0%)
planes 4840/65536 96800/1310720 ( 7.4%)
vertexes 13196/65536 158352/786432 (20.1%)
nodes 5427/65536 173664/2097152 ( 8.3%)
texinfos 248/12288 17856/884736 ( 2.0%)
texdata 64/2048 2048/65536 ( 3.1%)
dispinfos 19/0 3344/0 ( 0.0%)
disp_verts 2787/0 55740/0 ( 0.0%)
disp_tris 4736/0 9472/0 ( 0.0%)
disp_lmsamples 108996/0 108996/0 ( 0.0%)
faces 9936/65536 556416/3670016 (15.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1954/65536 109424/3670016 ( 3.0%)
leaves 5447/65536 174304/2097152 ( 8.3%)
leaffaces 10633/65536 21266/131072 (16.2%)
leafbrushes 3028/65536 6056/131072 ( 4.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 53426/512000 213704/2048000 (10.4%)
edges 28275/256000 113100/1024000 (11.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 774/32768 7740/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10509/65536 21018/131072 (16.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 11587688/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 12479/393216 ( 3.2%)
LDR ambient table 5447/65536 21788/262144 ( 8.3%)
HDR ambient table 5447/65536 21788/262144 ( 8.3%)
LDR leaf ambient 3192/65536 89376/1835008 ( 4.9%)
HDR leaf ambient 5447/65536 152516/1835008 ( 8.3%)
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] 1/21798 ( 0.0%)
pakfile [variable] 213833/0 ( 0.0%)
physics [variable] 719782/4194304 (17.2%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 25630
Writing c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.bsp
1 minute, 5 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\Departmentstore_.bsp" "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf\maps\Departmentstore_.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" +map "Departmentstore_"
*********************************************************************************************************
I notice near the beginning it says I have a leaked entity, but I'm not sure which Door it is. Thanks!