** 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:\Users\User\Desktop\map\The_First.vmf"
Valve Software - vbsp.exe (Jun 10 2014)
2 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\User\Desktop\map\The_First.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/the_first/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/the_first/nature/blendrockgroundwallforest004_wvt_patch
Patching WVT material: maps/the_first/winter/blendgrasstograss002_wvt_patch
Patching WVT material: maps/the_first/egypt/sand_floor_blend_04_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...
Merged 18 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\User\Desktop\map\The_First.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_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) (85430 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 624 texinfos to 411
Reduced 48 texdatas to 43 (1249 bytes to 1104)
Writing C:\Users\User\Desktop\map\The_First.bsp
4 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" -fast "C:\Users\User\Desktop\map\The_First"
Valve Software - vvis.exe (Jun 10 2014)
fastvis = true
2 threads
reading c:\users\user\desktop\map\The_First.bsp
reading c:\users\user\desktop\map\The_First.prt
385 portalclusters
1124 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 5774 visible clusters (5.32%)
Total clusters visible: 108501
Average clusters visible: 281
Building PAS...
Average clusters audible: 377
visdatasize:40187 compressed from 43120
writing c:\users\user\desktop\map\The_First.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -noextra "C:\Users\User\Desktop\map\The_First"
Valve Software - vrad.exe SSE (Jun 10 2014)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\user\desktop\map\The_First.bsp
Setting up ray-trace acceleration structure... Done (0.19 seconds)
1429 faces
294021 square feet [42339096.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1429 patches before subdivision
22341 patches after subdivision
sun extent from map=0.087156
23 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 1468276, max 389
transfer lists: 11.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(20887, 14663, 11068)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4274, 2253, 1511)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1258, 502, 269)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(355, 116, 55)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(113, 30, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(36, 8, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(12, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0185 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 (5)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 17/1024 816/49152 ( 1.7%)
brushes 253/8192 3036/98304 ( 3.1%)
brushsides 1694/65536 13552/524288 ( 2.6%)
planes 864/65536 17280/1310720 ( 1.3%)
vertexes 2076/65536 24912/786432 ( 3.2%)
nodes 905/65536 28960/2097152 ( 1.4%)
texinfos 411/12288 29592/884736 ( 3.3%)
texdata 43/2048 1376/65536 ( 2.1%)
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 1429/65536 80024/3670016 ( 2.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 784/65536 43904/3670016 ( 1.2%)
leaves 923/65536 29536/2097152 ( 1.4%)
leaffaces 1798/65536 3596/131072 ( 2.7%)
leafbrushes 634/65536 1268/131072 ( 1.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 9842/512000 39368/2048000 ( 1.9%)
edges 5556/256000 22224/1024000 ( 2.2%)
LDR worldlights 23/8192 2024/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 142/32768 1420/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2295/65536 4590/131072 ( 3.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 660988/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 40187/16777216 ( 0.2%)
entdata [variable] 19377/393216 ( 4.9%)
LDR ambient table 923/65536 3692/262144 ( 1.4%)
HDR ambient table 923/65536 3692/262144 ( 1.4%)
LDR leaf ambient 3256/65536 91168/1835008 ( 5.0%)
HDR leaf ambient 923/65536 25844/1835008 ( 1.4%)
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] 1/4572 ( 0.0%)
pakfile [variable] 1730/0 ( 0.0%)
physics [variable] 85430/4194304 ( 2.0%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3955
Writing c:\users\user\desktop\map\The_First.bsp
19 seconds elapsed
Valve Software - vrad.exe SSE (Jun 10 2014)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\user\desktop\map\The_First.bsp
Setting up ray-trace acceleration structure... Done (0.23 seconds)
1429 faces
294021 square feet [42339096.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1429 patches before subdivision
22341 patches after subdivision
sun extent from map=0.087156
23 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 1468276, max 389
transfer lists: 11.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(20887, 14663, 11068)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4274, 2253, 1511)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1258, 502, 269)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(355, 116, 55)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(113, 30, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(36, 8, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(12, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0150 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 (5)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 17/1024 816/49152 ( 1.7%)
brushes 253/8192 3036/98304 ( 3.1%)
brushsides 1694/65536 13552/524288 ( 2.6%)
planes 864/65536 17280/1310720 ( 1.3%)
vertexes 2076/65536 24912/786432 ( 3.2%)
nodes 905/65536 28960/2097152 ( 1.4%)
texinfos 411/12288 29592/884736 ( 3.3%)
texdata 43/2048 1376/65536 ( 2.1%)
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 1429/65536 80024/3670016 ( 2.2%)
hdr faces 1429/65536 80024/3670016 ( 2.2%)
origfaces 784/65536 43904/3670016 ( 1.2%)
leaves 923/65536 29536/2097152 ( 1.4%)
leaffaces 1798/65536 3596/131072 ( 2.7%)
leafbrushes 634/65536 1268/131072 ( 1.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 9842/512000 39368/2048000 ( 1.9%)
edges 5556/256000 22224/1024000 ( 2.2%)
LDR worldlights 23/8192 2024/720896 ( 0.3%)
HDR worldlights 23/8192 2024/720896 ( 0.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 142/32768 1420/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2295/65536 4590/131072 ( 3.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 660988/0 ( 0.0%)
HDR lightdata [variable] 660988/0 ( 0.0%)
visdata [variable] 40187/16777216 ( 0.2%)
entdata [variable] 19377/393216 ( 4.9%)
LDR ambient table 923/65536 3692/262144 ( 1.4%)
HDR ambient table 923/65536 3692/262144 ( 1.4%)
LDR leaf ambient 3256/65536 91168/1835008 ( 5.0%)
HDR leaf ambient 3256/65536 91168/1835008 ( 5.0%)
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] 1/4572 ( 0.0%)
pakfile [variable] 1730/0 ( 0.0%)
physics [variable] 85430/4194304 ( 2.0%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3955
Writing c:\users\user\desktop\map\The_First.bsp
18 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\User\Desktop\map\The_First.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\The_First.bsp"