** 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
2 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.vmf
Patching WVT material: maps/trade_island_a1/egypt/sky_sand_waves_01_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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/night_mountain*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/night_mountain*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 8 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Displacement 34 has bad geometry near -1856.00 -4992.00 -2728.03
Can't compile displacement physics, exiting. Texture is NATURE/GRASS_03
** 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1"
Valve Software - vvis.exe (Aug 2 2018)
2 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.prt
238 portalclusters
562 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 (2)
Optimized: 35 visible clusters (0.07%)
Total clusters visible: 50699
Average clusters visible: 213
Building PAS...
Average clusters audible: 238
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
DecompressVis: 0 repeat
** 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" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1"
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.bsp
Setting up ray-trace acceleration structure... Done (0.90 seconds)
1568 faces
3958852 square feet [570074752.00 square inches]
31 Displacements
997603 Square Feet [143654912.00 Square Inches]
1568 patches before subdivision
99724 patches after subdivision
sun extent from map=0.173648
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (22)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 4619892, max 913
transfer lists: 35.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(11427, 11649, 14718)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1575, 1570, 2035)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(492, 377, 258)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(115, 88, 60)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(41, 23, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(10, 6, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0977 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
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 (8)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 40/8192 480/98304 ( 0.5%)
brushsides 240/65536 1920/524288 ( 0.4%)
planes 202/65536 4040/1310720 ( 0.3%)
vertexes 1709/65536 20508/786432 ( 2.6%)
nodes 733/65536 23456/2097152 ( 1.1%)
texinfos 56/12288 4032/884736 ( 0.5%)
texdata 14/2048 448/65536 ( 0.7%)
dispinfos 31/0 5456/0 ( 0.0%)
disp_verts 2511/0 50220/0 ( 0.0%)
disp_tris 3968/0 7936/0 ( 0.0%)
disp_lmsamples 663760/0 663760/0 ( 0.0%)
faces 1568/65536 87808/3670016 ( 2.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 167/65536 9352/3670016 ( 0.3%)
leaves 743/65536 23776/2097152 ( 1.1%)
leaffaces 1576/65536 3152/131072 ( 2.4%)
leafbrushes 440/65536 880/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7270/512000 29080/2048000 ( 1.4%)
edges 3769/256000 15076/1024000 ( 1.5%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 30/32768 300/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 411/65536 822/131072 ( 0.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2968932/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 31649/16777216 ( 0.2%)
entdata [variable] 9138/393216 ( 2.3%)
LDR ambient table 743/65536 2972/262144 ( 1.1%)
HDR ambient table 743/65536 2972/262144 ( 1.1%)
LDR leaf ambient 2987/65536 83636/1835008 ( 4.6%)
HDR leaf ambient 743/65536 20804/1835008 ( 1.1%)
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] 1/2290 ( 0.0%)
pakfile [variable] 115975/0 ( 0.0%)
physics [variable] 16259/4194304 ( 0.4%)
physics terrain [variable] 2975/1048576 ( 0.3%)
Level flags = 0
Total triangle count: 3466
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.bsp
54 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\trade_island_a1.bsp"
** 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" +map "trade_island_a1" -steam