** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
4 threads
materialPath: E:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_green_hill/map_textures/rock_sand_blend_wvt_patch
Patching WVT material: maps/koth_green_hill/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
Patching WVT material: maps/koth_green_hill/island/thatch_roof001_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 1156 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill.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 (1) (419835 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1788 texinfos to 1109
Reduced 107 texdatas to 100 (2797 bytes to 2517)
Writing E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill.bsp
Wrote ZIP buffer, estimated size 2943, actual size 2193
2 seconds elapsed
** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill"
Valve Software - vvis.exe (Aug 2 2018)
4 threads
reading e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.bsp
reading e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.prt
592 portalclusters
1898 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 (37)
Optimized: 2136 visible clusters (1.17%)
Total clusters visible: 182552
Average clusters visible: 308
Building PAS...
Average clusters audible: 586
visdatasize:89753 compressed from 94720
writing e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.bsp
37 seconds elapsed
** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill"
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.bsp
Setting up ray-trace acceleration structure... Done (1.30 seconds)
7007 faces
4 degenerate faces
1582006 square feet [227808960.00 square inches]
150 Displacements
39079 Square Feet [5627470.00 Square Inches]
7003 patches before subdivision
98857 patches after subdivision
sun extent from map=0.087156
60 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (20)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 6931544, max 859
transfer lists: 52.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(242378, 255593, 94770)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(26697, 18582, 8183)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3038, 1756, 835)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(401, 199, 122)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(58, 26, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(9, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0211 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (5)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 106/1024 5088/49152 (10.4%)
brushes 933/8192 11196/98304 (11.4%)
brushsides 10684/65536 85472/524288 (16.3%)
planes 12546/65536 250920/1310720 (19.1%)
vertexes 11217/65536 134604/786432 (17.1%)
nodes 3178/65536 101696/2097152 ( 4.8%)
texinfos 1109/12288 79848/884736 ( 9.0%)
texdata 100/2048 3200/65536 ( 4.9%)
dispinfos 150/0 26400/0 ( 0.0%)
disp_verts 10134/0 202680/0 ( 0.0%)
disp_tris 15744/0 31488/0 ( 0.0%)
disp_lmsamples 121604/0 121604/0 ( 0.0%)
faces 7007/65536 392392/3670016 (10.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4521/65536 253176/3670016 ( 6.9%)
leaves 3285/65536 105120/2097152 ( 5.0%)
leaffaces 8098/65536 16196/131072 (12.4%)
leafbrushes 2007/65536 4014/131072 ( 3.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 51427/512000 205708/2048000 (10.0%)
edges 29395/256000 117580/1024000 (11.5%)
LDR worldlights 60/8192 5280/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 898/32768 8980/327680 ( 2.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14388/65536 28776/131072 (22.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 97/512 34144/180224 (18.9%)
LDR lightdata [variable] 5886064/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 89753/16777216 ( 0.5%)
entdata [variable] 308663/393216 (78.5%)
LDR ambient table 3285/65536 13140/262144 ( 5.0%)
HDR ambient table 3285/65536 13140/262144 ( 5.0%)
LDR leaf ambient 12666/65536 354648/1835008 (19.3%)
HDR leaf ambient 3285/65536 91980/1835008 ( 5.0%)
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] 1/30190 ( 0.0%)
pakfile [variable] 2193/0 ( 0.0%)
physics [variable] 419835/4194304 (10.0%)
physics terrain [variable] 44954/1048576 ( 4.3%)
Level flags = 0
Total triangle count: 19488
Writing e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.bsp
41 seconds elapsed
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.bsp
Setting up ray-trace acceleration structure... Done (1.31 seconds)
7007 faces
4 degenerate faces
1582006 square feet [227808960.00 square inches]
150 Displacements
39079 Square Feet [5627470.00 Square Inches]
7003 patches before subdivision
98857 patches after subdivision
sun extent from map=0.087156
60 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (20)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 6931544, max 859
transfer lists: 52.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(242378, 255593, 94770)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(26697, 18582, 8183)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3038, 1756, 835)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(401, 199, 122)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(58, 26, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(9, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0243 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 (5)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 106/1024 5088/49152 (10.4%)
brushes 933/8192 11196/98304 (11.4%)
brushsides 10684/65536 85472/524288 (16.3%)
planes 12546/65536 250920/1310720 (19.1%)
vertexes 11217/65536 134604/786432 (17.1%)
nodes 3178/65536 101696/2097152 ( 4.8%)
texinfos 1109/12288 79848/884736 ( 9.0%)
texdata 100/2048 3200/65536 ( 4.9%)
dispinfos 150/0 26400/0 ( 0.0%)
disp_verts 10134/0 202680/0 ( 0.0%)
disp_tris 15744/0 31488/0 ( 0.0%)
disp_lmsamples 121604/0 121604/0 ( 0.0%)
faces 7007/65536 392392/3670016 (10.7%)
hdr faces 7007/65536 392392/3670016 (10.7%)
origfaces 4521/65536 253176/3670016 ( 6.9%)
leaves 3285/65536 105120/2097152 ( 5.0%)
leaffaces 8098/65536 16196/131072 (12.4%)
leafbrushes 2007/65536 4014/131072 ( 3.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 51427/512000 205708/2048000 (10.0%)
edges 29395/256000 117580/1024000 (11.5%)
LDR worldlights 60/8192 5280/720896 ( 0.7%)
HDR worldlights 60/8192 5280/720896 ( 0.7%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 898/32768 8980/327680 ( 2.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14388/65536 28776/131072 (22.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 97/512 34144/180224 (18.9%)
LDR lightdata [variable] 5886064/0 ( 0.0%)
HDR lightdata [variable] 5886064/0 ( 0.0%)
visdata [variable] 89753/16777216 ( 0.5%)
entdata [variable] 308663/393216 (78.5%)
LDR ambient table 3285/65536 13140/262144 ( 5.0%)
HDR ambient table 3285/65536 13140/262144 ( 5.0%)
LDR leaf ambient 12666/65536 354648/1835008 (19.3%)
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] 1/30190 ( 0.0%)
pakfile [variable] 2193/0 ( 0.0%)
physics [variable] 419835/4194304 (10.0%)
physics terrain [variable] 44954/1048576 ( 4.3%)
Level flags = 0
Total triangle count: 19488
Writing e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.bsp
41 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill.bsp" "E:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_green_hill.bsp"
** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" +map "koth_green_hill" -steam