Map not updating when compile process is done

ARC8DE

L1: Registered
Jan 25, 2021
34
1
Hey, it's me again. Hammer has not been good to me lately.
I'm really really close to being done with my map, and need to fix some shitty clipping. However, hammer has stopped updating my map when I'm done compiling. Before you ask, yes I'm saving before I compile, and no, I'm not loading the wrong file. I made a large block to test if Hammer was updating and it did not show up in game.

I will include the compile log in a text file as to not make the post too long.
 

Attachments

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Your compile is failing with this error:

Brush 0: File c:\hammerautosave\mvm_daybreak_v1.vmm, line 1: Invalid argument
Side 0
Texture:

Did you mean to turn your vmf into a map manifest file?
 

ARC8DE

L1: Registered
Jan 25, 2021
34
1
Your compile is failing with this error:

Brush 0: File c:\hammerautosave\mvm_daybreak_v1.vmm, line 1: Invalid argument
Side 0
Texture:

Did you mean to turn your vmf into a map manifest file?
I noticed that in the compile log but chose to not mention it so I didn't look like an idiot. However I don't even know what a map manifest file is so I'm going to look like an idiot anyway. To answer your question, no.
How do I fix it?
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
I noticed that in the compile log but chose to not mention it so I didn't look like an idiot
You're not going to look like an idiot because everyone has gone through one or other minor issue at some point. All errors should be mentioned to easier identify the problem.

However I don't even know what a map manifest file is so I'm going to look like an idiot anyway. To answer your question, no.
How do I fix it?
You're trying to compile a portion of the map with a .VMM file (done by going Instancing>Create manifest); you have to compile the .VMF file instead.
 

ARC8DE

L1: Registered
Jan 25, 2021
34
1
you have to compile the .VMF file instead.
how do I compile the vmf exactly? compiling it regularly doesn't update the map as i said earlier
edit: i'm not trying to compile the vmm. i have the vmf file loaded in hammer and compiling does not change the bsp file
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
how do I compile the vmf exactly? compiling it regularly doesn't update the map as i said earlier
If you go into your VMF's folder, look for a subfolder with the same name as your bsp - if there is one, open the vmf in it and use that instead. If there isn't a subfolder, look for a vmf with the same name as your .vmm file in the same directory and compile + edit that
 

ARC8DE

L1: Registered
Jan 25, 2021
34
1
If you go into your VMF's folder, look for a subfolder with the same name as your bsp - if there is one, open the vmf in it and use that instead. If there isn't a subfolder, look for a vmf with the same name as your .vmm file in the same directory and compile + edit that
I think there's a bit on confusion here.
I am already updating the vmf file. All of these files are stored in HammerAutosave. Updating, saving, and compiling mvm_daybreak_v1.vmf does not change mvm_daybreak_v1.bsp.
 

Attachments

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Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
What does the compile log look like when you compile mvm_daybreak_v1.vmf?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
That's the compile log from compiling the vmm file. I want to know what happens when you compile the vmf file.
 

ARC8DE

L1: Registered
Jan 25, 2021
34
1
That's the compile log from compiling the vmm file. I want to know what happens when you compile the vmf file.
I opened Hammer, loaded the vmf file into hammer, and compiled it, but here's another compile log anyway.


** 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:\HammerAutosave\mvm_daybreak_v1.vmf"

Valve Software - vbsp.exe (May 21 2020)
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'C:\HammerAutosave\mvm_daybreak_v1.log', but we don't own that location. Allowing.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\HammerAutosave\mvm_daybreak_v1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Error: displacement found on a(n) func_detail entity - not supported (entity 598, brush 0)


** 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:\HammerAutosave\mvm_daybreak_v1"

Valve Software - vvis.exe (May 21 2020)
MSG_FILEWRITE - Filesystem was asked to write to 'c:\hammerautosave\mvm_daybreak_v1.log', but we don't own that location. Allowing.
12 threads
reading c:\hammerautosave\mvm_daybreak_v1.bsp
reading c:\hammerautosave\mvm_daybreak_v1.prt
LoadPortals: couldn't read c:\hammerautosave\mvm_daybreak_v1.prt


** 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:\HammerAutosave\mvm_daybreak_v1"

Valve Software - vrad.exe SSE (May 21 2020)

Valve Radiosity Simulator
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\hammerautosave\mvm_daybreak_v1.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\hammerautosave\mvm_daybreak_v1.bsp
Setting up ray-trace acceleration structure... Done (3.67 seconds)
4447 faces
3118355 square feet [449043200.00 square inches]
1748 Displacements
1319413 Square Feet [189995552.00 Square Inches]
4447 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
145235 patches after subdivision
sun extent from map=0.087156
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 6798234, max 691
transfer lists: 51.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(207786, 187942, 199632)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(19916, 15451, 13906)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2125, 1421, 1145)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(302, 175, 124)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(49, 25, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(9, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 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<0.0584 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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/1024 576/49152 ( 1.2%)
brushes 358/8192 4296/98304 ( 4.4%)
brushsides 2665/65536 21320/524288 ( 4.1%)
planes 3804/65536 76080/1310720 ( 5.8%)
vertexes 5297/65536 63564/786432 ( 8.1%)
nodes 1489/65536 47648/2097152 ( 2.3%)
texinfos 785/12288 56520/884736 ( 6.4%)
texdata 48/2048 1536/65536 ( 2.3%)
dispinfos 1748/0 307648/0 ( 0.0%)
disp_verts 134268/0 2685360/0 ( 0.0%)
disp_tris 211360/0 422720/0 ( 0.0%)
disp_lmsamples 3227052/0 3227052/0 ( 0.0%)
faces 4447/65536 249032/3670016 ( 6.8%)
hdr faces 4447/65536 249032/3670016 ( 6.8%)
origfaces 2774/65536 155344/3670016 ( 4.2%)
leaves 1502/65536 48064/2097152 ( 2.3%)
leaffaces 3578/65536 7156/131072 ( 5.5%)
leafbrushes 1722/65536 3444/131072 ( 2.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 30704/512000 122816/2048000 ( 6.0%)
edges 16509/256000 66036/1024000 ( 6.4%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 5/8192 440/720896 ( 0.1%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 248/32768 2480/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3735/65536 7470/131072 ( 5.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 17855712/0 ( 0.0%)
HDR lightdata [variable] 17855712/0 ( 0.0%)
visdata [variable] 111998/16777216 ( 0.7%)
entdata [variable] 33459/393216 ( 8.5%)
LDR ambient table 1502/65536 6008/262144 ( 2.3%)
HDR ambient table 1502/65536 6008/262144 ( 2.3%)
LDR leaf ambient 7780/65536 217840/1835008 (11.9%)
HDR leaf ambient 7806/65536 218568/1835008 (11.9%)
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] 1/38448 ( 0.0%)
pakfile [variable] 6617716/0 ( 0.0%)
physics [variable] 23438650/4194304 (558.8%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 10740
Writing c:\hammerautosave\mvm_daybreak_v1.bsp
41 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\HammerAutosave\mvm_daybreak_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_daybreak_v1.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" -novid +map "mvm_daybreak_v1" -steam
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Error: displacement found on a(n) func_detail entity - not supported (entity 598, brush 0)
Here you go, this is the problem. Displacements cannot be turned into any sort of entity, not even func_detail. (Displacements inherently act as func_detail anyway, so explicitly turning them into func_detail both breaks the map and is redundant.) The best way to find it is to turn off all visgroups except func_detail, find the displacement, and turn it back toWorld.
 

ARC8DE

L1: Registered
Jan 25, 2021
34
1
Here you go, this is the problem. Displacements cannot be turned into any sort of entity, not even func_detail. (Displacements inherently act as func_detail anyway, so explicitly turning them into func_detail both breaks the map and is redundant.) The best way to find it is to turn off all visgroups except func_detail, find the displacement, and turn it back toWorld.
I probably accidentally selected a displacement when turning some complicated geometry into details. Thanks
 

ARC8DE

L1: Registered
Jan 25, 2021
34
1
Here you go, this is the problem. Displacements cannot be turned into any sort of entity, not even func_detail. (Displacements inherently act as func_detail anyway, so explicitly turning them into func_detail both breaks the map and is redundant.) The best way to find it is to turn off all visgroups except func_detail, find the displacement, and turn it back toWorld.
Found a displacement that was a detail and that was the only one that I found. Error still persists. I see a lot of errors in here.


** 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:\HammerAutosave\mvm_daybreak_v1.vmf"

Valve Software - vbsp.exe (May 21 2020)
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'C:\HammerAutosave\mvm_daybreak_v1.log', but we don't own that location. Allowing.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\HammerAutosave\mvm_daybreak_v1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/mvm_daybreak_v1/nature/blendgroundtograss008_nodetail_wvt_patch
Patching WVT material: maps/mvm_daybreak_v1/nature/blendgroundtocobble003_wvt_patch
Patching WVT material: maps/mvm_daybreak_v1/cp_sunshine/nature/blendrocktograss001_wvt_patch
Patching WVT material: maps/mvm_daybreak_v1/cp_mountainlab/nature/blendrocktograss002_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)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1508.0 4301.9 633.2)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 96058:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1508.0 4302.2 633.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 96058:

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 152 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing C:\HammerAutosave\mvm_daybreak_v1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 1098 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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (22930514 bytes)
Placing detail props : 0...1...2...3...4...5...6...7.Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
.Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
.8...9...10
Compacting texture/material tables...
Reduced 1079 texinfos to 664
Reduced 49 texdatas to 47 (1463 bytes to 1321)
Writing C:\HammerAutosave\mvm_daybreak_v1.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'C:\HammerAutosave\mvm_daybreak_v1.bsp', but we don't own that location. Allowing.
Wrote ZIP buffer, estimated size 2462, actual size 1980
3 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" "C:\HammerAutosave\mvm_daybreak_v1"

Valve Software - vvis.exe (May 21 2020)
MSG_FILEWRITE - Filesystem was asked to write to 'c:\hammerautosave\mvm_daybreak_v1.log', but we don't own that location. Allowing.
12 threads
reading c:\hammerautosave\mvm_daybreak_v1.bsp
reading c:\hammerautosave\mvm_daybreak_v1.prt
665 portalclusters
2197 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 (60)
Optimized: 2712 visible clusters (0.88%)
Total clusters visible: 306951
Average clusters visible: 461
Building PAS...
Average clusters audible: 662
visdatasize:118533 compressed from 117040
writing c:\hammerautosave\mvm_daybreak_v1.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'c:\hammerautosave\mvm_daybreak_v1.bsp', but we don't own that location. Allowing.
1 minute, 0 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" "C:\HammerAutosave\mvm_daybreak_v1"

Valve Software - vrad.exe SSE (May 21 2020)

Valve Radiosity Simulator
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\hammerautosave\mvm_daybreak_v1.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\hammerautosave\mvm_daybreak_v1.bsp
Setting up ray-trace acceleration structure... Done (3.45 seconds)
4405 faces
3134434 square feet [451358528.00 square inches]
1612 Displacements
1262113 Square Feet [181744400.00 Square Inches]
4405 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
146971 patches after subdivision
sun extent from map=0.087156
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 7429904, max 739
transfer lists: 56.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(229852, 207318, 219036)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(23304, 17806, 15941)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2652, 1735, 1398)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(402, 225, 160)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(69, 33, 21)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(13, 6, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0713 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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/1024 576/49152 ( 1.2%)
brushes 350/8192 4200/98304 ( 4.3%)
brushsides 2616/65536 20928/524288 ( 4.0%)
planes 2990/65536 59800/1310720 ( 4.6%)
vertexes 5077/65536 60924/786432 ( 7.7%)
nodes 1491/65536 47712/2097152 ( 2.3%)
texinfos 664/12288 47808/884736 ( 5.4%)
texdata 47/2048 1504/65536 ( 2.3%)
dispinfos 1612/0 283712/0 ( 0.0%)
disp_verts 130868/0 2617360/0 ( 0.0%)
disp_tris 207008/0 414016/0 ( 0.0%)
disp_lmsamples 3195596/0 3195596/0 ( 0.0%)
faces 4405/65536 246680/3670016 ( 6.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2673/65536 149688/3670016 ( 4.1%)
leaves 1504/65536 48128/2097152 ( 2.3%)
leaffaces 3689/65536 7378/131072 ( 5.6%)
leafbrushes 1764/65536 3528/131072 ( 2.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 30217/512000 120868/2048000 ( 5.9%)
edges 16008/256000 64032/1024000 ( 6.3%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 267/32768 2670/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3906/65536 7812/131072 ( 6.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 18101316/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 118533/16777216 ( 0.7%)
entdata [variable] 98329/393216 (25.0%)
LDR ambient table 1504/65536 6016/262144 ( 2.3%)
HDR ambient table 1504/65536 6016/262144 ( 2.3%)
LDR leaf ambient 7983/65536 223524/1835008 (12.2%)
HDR leaf ambient 1504/65536 42112/1835008 ( 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] 1/28580 ( 0.0%)
pakfile [variable] 1980/0 ( 0.0%)
physics [variable] 22930514/4194304 (546.7%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 10738
Writing c:\hammerautosave\mvm_daybreak_v1.bsp
40 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\HammerAutosave\mvm_daybreak_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_daybreak_v1.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" -novid +map "mvm_daybreak_v1" -steam