** 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\Rasmus Korhonen\Desktop\Source SDK -Mapping\MAPS\SFM\desert_trainstation\sfm_desert_trainstation.vmf"
Valve Software - vbsp.exe (Jan 19 2016)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Rasmus Korhonen\Desktop\Source SDK -Mapping\MAPS\SFM\desert_trainstation\sfm_desert_trainstation.vmf
Patching WVT material: maps/sfm_desert_trainstation/nature/blendrockground008_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 80 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Rasmus Korhonen\Desktop\Source SDK -Mapping\MAPS\SFM\desert_trainstation\sfm_desert_trainstation.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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...
done (0) (68275 bytes)
Error! To use model "models/player/hwm/sniper.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/hwm/sniper.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 181 texinfos to 145
Reduced 36 texdatas to 33 (903 bytes to 747)
Writing C:\Users\Rasmus Korhonen\Desktop\Source SDK -Mapping\MAPS\SFM\desert_trainstation\sfm_desert_trainstation.bsp
Wrote ZIP buffer, estimated size 107033, actual size 106551
3 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" "C:\Users\Rasmus Korhonen\Desktop\Source SDK -Mapping\MAPS\SFM\desert_trainstation\sfm_desert_trainstation"
Valve Software - vvis.exe (Jan 19 2016)
8 threads
reading c:\users\rasmus korhonen\desktop\source sdk -mapping\maps\sfm\desert_trainstation\sfm_desert_trainstation.bsp
reading c:\users\rasmus korhonen\desktop\source sdk -mapping\maps\sfm\desert_trainstation\sfm_desert_trainstation.prt
116 portalclusters
290 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 (0)
Optimized: 12 visible clusters (0.12%)
Total clusters visible: 9986
Average clusters visible: 86
Building PAS...
Average clusters audible: 114
visdatasize:4432 compressed from 3712
writing c:\users\rasmus korhonen\desktop\source sdk -mapping\maps\sfm\desert_trainstation\sfm_desert_trainstation.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" "C:\Users\Rasmus Korhonen\Desktop\Source SDK -Mapping\MAPS\SFM\desert_trainstation\sfm_desert_trainstation"
Valve Software - vrad.exe SSE (Jan 19 2016)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\rasmus korhonen\desktop\source sdk -mapping\maps\sfm\desert_trainstation\sfm_desert_trainstation.bsp
Setting up ray-trace acceleration structure... Done (0.67 seconds)
1462 faces
1465221 square feet [210991888.00 square inches]
67 Displacements
278197 Square Feet [40060476.00 Square Inches]
1462 patches before subdivision
105704 patches after subdivision
sun extent from map=0.008727
2 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 (4)
transfers 6900609, max 485
transfer lists: 52.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(5469, 5616, 7978)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(812, 855, 1240)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(129, 137, 200)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(29, 30, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(7, 7, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0291 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 179/8192 2148/98304 ( 2.2%)
brushsides 1163/65536 9304/524288 ( 1.8%)
planes 604/65536 12080/1310720 ( 0.9%)
vertexes 2410/65536 28920/786432 ( 3.7%)
nodes 320/65536 10240/2097152 ( 0.5%)
texinfos 145/12288 10440/884736 ( 1.2%)
texdata 33/2048 1056/65536 ( 1.6%)
dispinfos 67/0 11792/0 ( 0.0%)
disp_verts 5427/0 108540/0 ( 0.0%)
disp_tris 8576/0 17152/0 ( 0.0%)
disp_lmsamples 1124160/0 1124160/0 ( 0.0%)
faces 1462/65536 81872/3670016 ( 2.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 697/65536 39032/3670016 ( 1.1%)
leaves 322/65536 10304/2097152 ( 0.5%)
leaffaces 1558/65536 3116/131072 ( 2.4%)
leafbrushes 409/65536 818/131072 ( 0.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 10123/512000 40492/2048000 ( 2.0%)
edges 6332/256000 25328/1024000 ( 2.5%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 222/32768 2220/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3945/65536 7890/131072 ( 6.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 9727324/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 4432/16777216 ( 0.0%)
entdata [variable] 1104/393216 ( 0.3%)
LDR ambient table 322/65536 1288/262144 ( 0.5%)
HDR ambient table 322/65536 1288/262144 ( 0.5%)
LDR leaf ambient 1682/65536 47096/1835008 ( 2.6%)
HDR leaf ambient 322/65536 9016/1835008 ( 0.5%)
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] 1/28748 ( 0.0%)
pakfile [variable] 106551/0 ( 0.0%)
physics [variable] 68275/4194304 ( 1.6%)
physics terrain [variable] 17273/1048576 ( 1.6%)
Level flags = 0
Total triangle count: 4380
Writing c:\users\rasmus korhonen\desktop\source sdk -mapping\maps\sfm\desert_trainstation\sfm_desert_trainstation.bsp
16 seconds elapsed
Valve Software - vrad.exe SSE (Jan 19 2016)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\rasmus korhonen\desktop\source sdk -mapping\maps\sfm\desert_trainstation\sfm_desert_trainstation.bsp
Setting up ray-trace acceleration structure... Done (0.67 seconds)
1462 faces
1465221 square feet [210991888.00 square inches]
67 Displacements
278197 Square Feet [40060476.00 Square Inches]
1462 patches before subdivision
105704 patches after subdivision
sun extent from map=0.008727
2 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 (4)
transfers 6900609, max 485
transfer lists: 52.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(5469, 5616, 7978)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(812, 855, 1240)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(129, 137, 200)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(29, 30, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(7, 7, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0315 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 179/8192 2148/98304 ( 2.2%)
brushsides 1163/65536 9304/524288 ( 1.8%)
planes 604/65536 12080/1310720 ( 0.9%)
vertexes 2410/65536 28920/786432 ( 3.7%)
nodes 320/65536 10240/2097152 ( 0.5%)
texinfos 145/12288 10440/884736 ( 1.2%)
texdata 33/2048 1056/65536 ( 1.6%)
dispinfos 67/0 11792/0 ( 0.0%)
disp_verts 5427/0 108540/0 ( 0.0%)
disp_tris 8576/0 17152/0 ( 0.0%)
disp_lmsamples 1124160/0 1124160/0 ( 0.0%)
faces 1462/65536 81872/3670016 ( 2.2%)
hdr faces 1462/65536 81872/3670016 ( 2.2%)
origfaces 697/65536 39032/3670016 ( 1.1%)
leaves 322/65536 10304/2097152 ( 0.5%)
leaffaces 1558/65536 3116/131072 ( 2.4%)
leafbrushes 409/65536 818/131072 ( 0.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 10123/512000 40492/2048000 ( 2.0%)
edges 6332/256000 25328/1024000 ( 2.5%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 2/8192 176/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 222/32768 2220/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3945/65536 7890/131072 ( 6.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 9727324/0 ( 0.0%)
HDR lightdata [variable] 9727324/0 ( 0.0%)
visdata [variable] 4432/16777216 ( 0.0%)
entdata [variable] 1104/393216 ( 0.3%)
LDR ambient table 322/65536 1288/262144 ( 0.5%)
HDR ambient table 322/65536 1288/262144 ( 0.5%)
LDR leaf ambient 1682/65536 47096/1835008 ( 2.6%)
HDR leaf ambient 1682/65536 47096/1835008 ( 2.6%)
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] 1/28748 ( 0.0%)
pakfile [variable] 106551/0 ( 0.0%)
physics [variable] 68275/4194304 ( 1.6%)
physics terrain [variable] 17273/1048576 ( 1.6%)
Level flags = 0
Total triangle count: 4380
Writing c:\users\rasmus korhonen\desktop\source sdk -mapping\maps\sfm\desert_trainstation\sfm_desert_trainstation.bsp
15 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Rasmus Korhonen\Desktop\Source SDK -Mapping\MAPS\SFM\desert_trainstation\sfm_desert_trainstation.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\sfm_desert_trainstation.bsp"