** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.vmf"
Valve Software - vbsp.exe (Jul 2 2015)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.vmf
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)
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 290 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.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...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (1860506 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2786 texinfos to 1829
Reduced 62 texdatas to 56 (1547 bytes to 1303)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
11 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison"
Valve Software - vvis.exe (Jul 2 2015)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.prt
5477 portalclusters
16590 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (9)
Optimized: 1624140 visible clusters (7.25%)
Total clusters visible: 22404330
Average clusters visible: 4090
Building PAS...
Average clusters audible: 5476
visdatasize:7150646 compressed from 7536352
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
13 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison"
Valve Software - vrad.exe SSE (Jul 2 2015)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
Setting up ray-trace acceleration structure... Done (3.71 seconds)
23643 faces
24 degenerate faces
1690597 square feet [243445984.00 square inches]
55 Displacements
554 Square Feet [79823.10 Square Inches]
23619 patches before subdivision
151863 patches after subdivision
sun extent from map=0.087156
83 direct lights
BuildFacelights: 0...1...2...3.. warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
.4...5...6...7...8...9...10 (9)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (80)
transfers 20044399, max 1962
transfer lists: 152.9 megs
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Bounce #1 added RGB(1, 1, 1)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #92 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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Bounce #100 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0395 sec>
FinalLightFace: 0...1...2...3.. warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
SampleRadial: Punting, Waiting for fix
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
.4...5...6...7...8...9...10 (14)
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 (10)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 28/1024 1344/49152 ( 2.7%)
brushes 5361/8192 64332/98304 (65.4%)
brushsides 45404/65536 363232/524288 (69.3%)
planes 22924/65536 458480/1310720 (35.0%)
vertexes 38702/65536 464424/786432 (59.1%)
nodes 12637/65536 404384/2097152 (19.3%)
texinfos 1829/12288 131688/884736 (14.9%)
texdata 56/2048 1792/65536 ( 2.7%)
dispinfos 55/0 9680/0 ( 0.0%)
disp_verts 1823/0 36460/0 ( 0.0%)
disp_tris 2528/0 5056/0 ( 0.0%)
disp_lmsamples 3060/0 3060/0 ( 0.0%)
faces 23643/65536 1324008/3670016 (36.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 13254/65536 742224/3670016 (20.2%)
leaves 12666/65536 405312/2097152 (19.3%)
leaffaces 26507/65536 53014/131072 (40.4%)
leafbrushes 18608/65536 37216/131072 (28.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 168248/512000 672992/2048000 (32.9%)
edges 96850/256000 387400/1024000 (37.8%)
LDR worldlights 83/8192 7304/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2131/32768 21310/327680 ( 6.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 34590/65536 69180/131072 (52.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 3/512 1056/180224 ( 0.6%)
LDR lightdata [variable] 5299056/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 7150646/16777216 (42.6%)
entdata [variable] 86661/393216 (22.0%)
LDR ambient table 12666/65536 50664/262144 (19.3%)
HDR ambient table 12666/65536 50664/262144 (19.3%)
LDR leaf ambient 19335/65536 541380/1835008 (29.5%)
HDR leaf ambient 12666/65536 354648/1835008 (19.3%)
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] 1/54406 ( 0.0%)
pakfile [variable] 1089/0 ( 0.0%)
physics [variable] 1860506/4194304 (44.4%)
physics terrain [variable] 5241/1048576 ( 0.5%)
Level flags = 0
Total triangle count: 69109
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
2 minutes, 6 seconds elapsed
Valve Software - vrad.exe SSE (Jul 2 2015)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
Setting up ray-trace acceleration structure... Done (3.73 seconds)
23643 faces
24 degenerate faces
1690597 square feet [243445984.00 square inches]
55 Displacements
554 Square Feet [79823.10 Square Inches]
23619 patches before subdivision
151863 patches after subdivision
sun extent from map=0.087156
83 direct lights
BuildFacelights: 0...1...2...3.. warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
.4...5...6...7...8...9...10 (9)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (72)
transfers 20044399, max 1962
transfer lists: 152.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1, 1, 1)
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Build Patch/Sample Hash Table(s).....Done<0.0405 sec>
FinalLightFace: 0...1...2...3.. warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
SampleRadial: Punting, Waiting for fix
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
.4...5...6...7...8...9...10 (13)
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 (10)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 28/1024 1344/49152 ( 2.7%)
brushes 5361/8192 64332/98304 (65.4%)
brushsides 45404/65536 363232/524288 (69.3%)
planes 22924/65536 458480/1310720 (35.0%)
vertexes 38702/65536 464424/786432 (59.1%)
nodes 12637/65536 404384/2097152 (19.3%)
texinfos 1829/12288 131688/884736 (14.9%)
texdata 56/2048 1792/65536 ( 2.7%)
dispinfos 55/0 9680/0 ( 0.0%)
disp_verts 1823/0 36460/0 ( 0.0%)
disp_tris 2528/0 5056/0 ( 0.0%)
disp_lmsamples 3060/0 3060/0 ( 0.0%)
faces 23643/65536 1324008/3670016 (36.1%)
hdr faces 23643/65536 1324008/3670016 (36.1%)
origfaces 13254/65536 742224/3670016 (20.2%)
leaves 12666/65536 405312/2097152 (19.3%)
leaffaces 26507/65536 53014/131072 (40.4%)
leafbrushes 18608/65536 37216/131072 (28.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 168248/512000 672992/2048000 (32.9%)
edges 96850/256000 387400/1024000 (37.8%)
LDR worldlights 83/8192 7304/720896 ( 1.0%)
HDR worldlights 83/8192 7304/720896 ( 1.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2131/32768 21310/327680 ( 6.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 34590/65536 69180/131072 (52.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 3/512 1056/180224 ( 0.6%)
LDR lightdata [variable] 5299056/0 ( 0.0%)
HDR lightdata [variable] 5299056/0 ( 0.0%)
visdata [variable] 7150646/16777216 (42.6%)
entdata [variable] 86661/393216 (22.0%)
LDR ambient table 12666/65536 50664/262144 (19.3%)
HDR ambient table 12666/65536 50664/262144 (19.3%)
LDR leaf ambient 19335/65536 541380/1835008 (29.5%)
HDR leaf ambient 19335/65536 541380/1835008 (29.5%)
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] 1/54406 ( 0.0%)
pakfile [variable] 1089/0 ( 0.0%)
physics [variable] 1860506/4194304 (44.4%)
physics terrain [variable] 5241/1048576 ( 0.5%)
Level flags = 0
Total triangle count: 69109
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
1 minute, 56 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\Abandoned_Prison.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -sw -novid -w 1920 -h 1080 -noborder +sv_cheats 1 +map "Abandoned_Prison" -steam