I cant find it beacous it crashes if it compiles for more than 10min so I don't know whats wrong , but when I use the normal,fast,fast type I get this :
** Executing...
** Command: "D:\Program files\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Program files\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\BUREAUBLAD\IGG\cp_choke_v1_16.vmf"
Valve Software - vbsp.exe (Jan 19 2016)
8 threads
materialPath: D:\Program files\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading D:\BUREAUBLAD\IGG\cp_choke_v1_16.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5Brush 148: WARNING, microbrush
...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5Brush 148: WARNING, microbrush
...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\BUREAUBLAD\IGG\cp_choke_v1_16.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (183457 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1044 texinfos to 554
Reduced 11 texdatas to 11 (213 bytes to 213)
Writing D:\BUREAUBLAD\IGG\cp_choke_v1_16.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed
** Executing...
** Command: "D:\Program files\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Program files\SteamLibrary\steamapps\common\Team Fortress 2\tf" -fast "D:\BUREAUBLAD\IGG\cp_choke_v1_16"
Valve Software - vvis.exe (Jan 19 2016)
fastvis = true
8 threads
reading d:\bureaublad\igg\cp_choke_v1_16.bsp
reading d:\bureaublad\igg\cp_choke_v1_16.prt
1013 portalclusters
2991 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 21224 visible clusters (2.33%)
Total clusters visible: 910867
Average clusters visible: 899
Building PAS...
Average clusters audible: 1012
visdatasize:262003 compressed from 259328
writing d:\bureaublad\igg\cp_choke_v1_16.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed
** Executing...
** Command: "D:\Program files\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Program files\SteamLibrary\steamapps\common\Team Fortress 2\tf" -noextra "D:\BUREAUBLAD\IGG\cp_choke_v1_16"
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 d:\bureaublad\igg\cp_choke_v1_16.bsp
Setting up ray-trace acceleration structure... Done (0.15 seconds)
3097 faces
10 degenerate faces
500895 square feet [72129008.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3087 patches before subdivision
49909 patches after subdivision
sun extent from map=0.008727
69 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 5110896, max 717
transfer lists: 39.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1713164, 677085, 266989)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(875186, 134060, 3411)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(455542, 27765, 259)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(250175, 5907, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(137498, 1272, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(77411, 277, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(43593, 61, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(24876, 13, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(14212, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(8185, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4723, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2741, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1594, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(931, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(545, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(320, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(189, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(112, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(66, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(40, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(24, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(14, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0095 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 (4)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 47/1024 2256/49152 ( 4.6%)
brushes 686/8192 8232/98304 ( 8.4%)
brushsides 5458/65536 43664/524288 ( 8.3%)
planes 2846/65536 56920/1310720 ( 4.3%)
vertexes 4794/65536 57528/786432 ( 7.3%)
nodes 2143/65536 68576/2097152 ( 3.3%)
texinfos 554/12288 39888/884736 ( 4.5%)
texdata 11/2048 352/65536 ( 0.5%)
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 3097/65536 173432/3670016 ( 4.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1504/65536 84224/3670016 ( 2.3%)
leaves 2191/65536 70112/2097152 ( 3.3%)
leaffaces 3625/65536 7250/131072 ( 5.5%)
leafbrushes 1480/65536 2960/131072 ( 2.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 20613/512000 82452/2048000 ( 4.0%)
edges 11825/256000 47300/1024000 ( 4.6%)
LDR worldlights 69/8192 6072/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 321/32768 3210/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4929/65536 9858/131072 ( 7.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1427596/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 262003/16777216 ( 1.6%)
entdata [variable] 64938/393216 (16.5%)
LDR ambient table 2191/65536 8764/262144 ( 3.3%)
HDR ambient table 2191/65536 8764/262144 ( 3.3%)
LDR leaf ambient 13750/65536 385000/1835008 (21.0%)
HDR leaf ambient 2191/65536 61348/1835008 ( 3.3%)
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] 1/12 ( 8.3%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 183457/4194304 ( 4.4%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 8439
Writing d:\bureaublad\igg\cp_choke_v1_16.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
14 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\BUREAUBLAD\IGG\cp_choke_v1_16.bsp" "D:\Program files\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\cp_choke_v1_16.bsp"