Well here is my compile log on a normal compile. I have made like 120 maps from the past 3 years of mapping and i have never had a compile take this long. Can you take a look at it and tell me if anything looks out of the ordinary. I am removeing the map from it though in case one of my community members is reading this
** 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"
Valve Software - vbsp.exe (Jul 26 2016)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: nature/blendgroundtocobble003_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 (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 284 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing mapname.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_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 (1) (227987 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1162 texinfos to 585
Reduced 71 texdatas to 66 (1483 bytes to 1281)
Wrote ZIP buffer, estimated size 1998, actual size 1516
16 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"
Valve Software - vvis.exe (Jul 26 2016)
2 threads
reading mapname.bsp
reading mapname.prt
613 portalclusters
1644 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 (200)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 375769
Average clusters visible: 613
Building PAS...
Average clusters audible: 613
visdatasize:99310 compressed from 98080
3 minutes, 20 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "
Valve Software - vrad.exe SSE (Jul 26 2016)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Setting up ray-trace acceleration structure... Done (0.81 seconds)
6943 faces
8510894 square feet [1225568768.00 square inches]
63 Displacements
299300 Square Feet [43099224.00 Square Inches]
6943 patches before subdivision
511931 patches after subdivision
sun extent from map=0.087156
36 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (291)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (826)
transfers 187701433, max 2358
transfer lists: 1432.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #1 added RGB(44671, 51480, 19327)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #2 added RGB(14574, 14456, 4398)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #3 added RGB(5752, 4913, 1002)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #4 added RGB(1886, 1469, 231)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #5 added RGB(763, 543, 53)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #6 added RGB(254, 165, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #7 added RGB(104, 63, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #8 added RGB(35, 19, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #9 added RGB(14, 7, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #10 added RGB(5, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #11 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<1.7115 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (37)
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 (64)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 16/1024 768/49152 ( 1.6%)
brushes 581/8192 6972/98304 ( 7.1%)
brushsides 4052/65536 32416/524288 ( 6.2%)
planes 2758/65536 55160/1310720 ( 4.2%)
vertexes 9790/65536 117480/786432 (14.9%)
nodes 1485/65536 47520/2097152 ( 2.3%)
texinfos 585/12288 42120/884736 ( 4.8%)
texdata 66/2048 2112/65536 ( 3.2%)
dispinfos 63/0 11088/0 ( 0.0%)
disp_verts 1575/0 31500/0 ( 0.0%)
disp_tris 2016/0 4032/0 ( 0.0%)
disp_lmsamples 747284/0 747284/0 ( 0.0%)
faces 6943/65536 388808/3670016 (10.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2024/65536 113344/3670016 ( 3.1%)
leaves 1502/65536 48064/2097152 ( 2.3%)
leaffaces 11350/65536 22700/131072 (17.3%)
leafbrushes 3164/65536 6328/131072 ( 4.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 39191/512000 156764/2048000 ( 7.7%)
edges 22324/256000 89296/1024000 ( 8.7%)
LDR worldlights 36/8192 3168/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 313/32768 3130/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5655/65536 11310/131072 ( 8.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 25726832/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 99310/16777216 ( 0.6%)
entdata [variable] 33338/393216 ( 8.5%)
LDR ambient table 1502/65536 6008/262144 ( 2.3%)
HDR ambient table 1502/65536 6008/262144 ( 2.3%)
LDR leaf ambient 1996/65536 55888/1835008 ( 3.0%)
HDR leaf ambient 1502/65536 42056/1835008 ( 2.3%)
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] 1/2224 ( 0.0%)
pakfile [variable] 1516/0 ( 0.0%)
physics [variable] 227987/4194304 ( 5.4%)
physics terrain [variable] 11755/1048576 ( 1.1%)
Level flags = 0
Total triangle count: 17059
21 minutes, 19 seconds elapsed
** Executing...
** Command: Copy File
** 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" -heapsize 2097152 -novid -steam