My vmf dont get compile, always stcuk in 60%, here the log:
Starting a 'Normal' compile.
Starting compilation of C:\Users\Alex\Desktop\TMB\Hammer Maps\Maps\arena_ixem (2CP)\Project\arena_ixem_a13.vmf
Valve Software - vbsp.exe (Mar 2 2016)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Alex\Desktop\TMB\Hammer Maps\Maps\arena_ixem (2CP)\Project\arena_ixem_a13.vmf
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Alex\Desktop\TMB\Hammer Maps\Maps\arena_ixem (2CP)\Project\arena_ixem_a13.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_ixem_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_ixem_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) (173314 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 67 texinfos to 52
Reduced 33 texdatas to 27 (936 bytes to 666)
Writing C:\Users\Alex\Desktop\TMB\Hammer Maps\Maps\arena_ixem (2CP)\Project\arena_ixem_a13.bsp
Wrote ZIP buffer, estimated size 872744, actual size 869314
0 seconds elapsed
Valve Software - vvis.exe (Mar 2 2016)
8 threads
reading c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.bsp
reading c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.prt
636 portalclusters
2046 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 (62)
Optimized: 748 visible clusters (0.30%)
Total clusters visible: 250018
Average clusters visible: 393
Building PAS...
Average clusters audible: 635
visdatasize:105421 compressed from 101760
writing c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.bsp
1 minute, 2 seconds elapsed
Valve Software - vrad.exe SSE (Mar 2 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\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.bsp
Setting up ray-trace acceleration structure... Done (0.19 seconds)
2899 faces
812846 square feet [117049904.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2899 patches before subdivision
49743 patches after subdivision
sun extent from map=0.000000
17 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 (2)
transfers 4294870, max 937
transfer lists: 32.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(330947, 186814, 138135)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(71012, 25312, 12860)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(23015, 5366, 2189)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(9035, 1454, 464)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3941, 421, 110)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1900, 140, 30)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(972, 47, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(520, 17, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(287, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(161, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(92, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(53, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(30, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #19 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0079 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 7/1024 336/49152 ( 0.7%)
brushes 462/8192 5544/98304 ( 5.6%)
brushsides 3503/65536 28024/524288 ( 5.3%)
planes 1716/65536 34320/1310720 ( 2.6%)
vertexes 3494/65536 41928/786432 ( 5.3%)
nodes 1155/65536 36960/2097152 ( 1.8%)
texinfos 52/12288 3744/884736 ( 0.4%)
texdata 27/2048 864/65536 ( 1.3%)
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 2899/65536 162344/3670016 ( 4.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1423/65536 79688/3670016 ( 2.2%)
leaves 1163/65536 37216/2097152 ( 1.8%)
leaffaces 3250/65536 6500/131072 ( 5.0%)
leafbrushes 1202/65536 2404/131072 ( 1.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 19332/512000 77328/2048000 ( 3.8%)
edges 10971/256000 43884/1024000 ( 4.3%)
LDR worldlights 17/8192 1496/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 229/32768 2290/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3660/65536 7320/131072 ( 5.6%)
cubemapsamples 9/1024 144/16384 ( 0.9%)
overlays 6/512 2112/180224 ( 1.2%)
LDR lightdata [variable] 1390848/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 105421/16777216 ( 0.6%)
entdata [variable] 29846/393216 ( 7.6%)
LDR ambient table 1163/65536 4652/262144 ( 1.8%)
HDR ambient table 1163/65536 4652/262144 ( 1.8%)
LDR leaf ambient 7425/65536 207900/1835008 (11.3%)
HDR leaf ambient 1163/65536 32564/1835008 ( 1.8%)
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] 1/4338 ( 0.0%)
pakfile [variable] 869314/0 ( 0.0%)
physics [variable] 173314/4194304 ( 4.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 7740
Writing c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.bsp
8 seconds elapsed
Finding sources of game content...
Found search paths...
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Starting compilation of C:\Users\Alex\Desktop\TMB\Hammer Maps\Maps\arena_ixem (2CP)\Project\arena_ixem_a13.vmf
Valve Software - vbsp.exe (Mar 2 2016)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Alex\Desktop\TMB\Hammer Maps\Maps\arena_ixem (2CP)\Project\arena_ixem_a13.vmf
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Alex\Desktop\TMB\Hammer Maps\Maps\arena_ixem (2CP)\Project\arena_ixem_a13.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_ixem_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_ixem_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) (173314 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 67 texinfos to 52
Reduced 33 texdatas to 27 (936 bytes to 666)
Writing C:\Users\Alex\Desktop\TMB\Hammer Maps\Maps\arena_ixem (2CP)\Project\arena_ixem_a13.bsp
Wrote ZIP buffer, estimated size 872744, actual size 869314
0 seconds elapsed
Valve Software - vvis.exe (Mar 2 2016)
8 threads
reading c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.bsp
reading c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.prt
636 portalclusters
2046 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 (62)
Optimized: 748 visible clusters (0.30%)
Total clusters visible: 250018
Average clusters visible: 393
Building PAS...
Average clusters audible: 635
visdatasize:105421 compressed from 101760
writing c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.bsp
1 minute, 2 seconds elapsed
Valve Software - vrad.exe SSE (Mar 2 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\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.bsp
Setting up ray-trace acceleration structure... Done (0.19 seconds)
2899 faces
812846 square feet [117049904.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2899 patches before subdivision
49743 patches after subdivision
sun extent from map=0.000000
17 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 (2)
transfers 4294870, max 937
transfer lists: 32.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(330947, 186814, 138135)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(71012, 25312, 12860)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(23015, 5366, 2189)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(9035, 1454, 464)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3941, 421, 110)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1900, 140, 30)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(972, 47, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(520, 17, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(287, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(161, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(92, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(53, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(30, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #19 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0079 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 7/1024 336/49152 ( 0.7%)
brushes 462/8192 5544/98304 ( 5.6%)
brushsides 3503/65536 28024/524288 ( 5.3%)
planes 1716/65536 34320/1310720 ( 2.6%)
vertexes 3494/65536 41928/786432 ( 5.3%)
nodes 1155/65536 36960/2097152 ( 1.8%)
texinfos 52/12288 3744/884736 ( 0.4%)
texdata 27/2048 864/65536 ( 1.3%)
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 2899/65536 162344/3670016 ( 4.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1423/65536 79688/3670016 ( 2.2%)
leaves 1163/65536 37216/2097152 ( 1.8%)
leaffaces 3250/65536 6500/131072 ( 5.0%)
leafbrushes 1202/65536 2404/131072 ( 1.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 19332/512000 77328/2048000 ( 3.8%)
edges 10971/256000 43884/1024000 ( 4.3%)
LDR worldlights 17/8192 1496/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 229/32768 2290/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3660/65536 7320/131072 ( 5.6%)
cubemapsamples 9/1024 144/16384 ( 0.9%)
overlays 6/512 2112/180224 ( 1.2%)
LDR lightdata [variable] 1390848/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 105421/16777216 ( 0.6%)
entdata [variable] 29846/393216 ( 7.6%)
LDR ambient table 1163/65536 4652/262144 ( 1.8%)
HDR ambient table 1163/65536 4652/262144 ( 1.8%)
LDR leaf ambient 7425/65536 207900/1835008 (11.3%)
HDR leaf ambient 1163/65536 32564/1835008 ( 1.8%)
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] 1/4338 ( 0.0%)
pakfile [variable] 869314/0 ( 0.0%)
physics [variable] 173314/4194304 ( 4.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 7740
Writing c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.bsp
8 seconds elapsed
Finding sources of game content...
Found search paths...
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
Reading BSP...