here's my compile log:
** Executing...
** Command: "d:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3"
Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: d:\program files\steam\steamapps\the_prey\team fortress 2\tf\materials
Loading D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.vmf
Patching WVT material: maps/test3/nature/blendgroundtograss007_nodetail_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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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) (17803 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 60 texinfos to 51
Reduced 12 texdatas to 11 (302 bytes to 243)
Writing D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp
5 seconds elapsed
** Executing...
** Command: "d:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3"
Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp
reading d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.prt
146 portalclusters
605 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 (10)
Optimized: 136 visible clusters (0.00%)
Total clusters visible: 17094
Average clusters visible: 117
Building PAS...
Average clusters audible: 146
visdatasize:6672 compressed from 7008
writing d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp
10 seconds elapsed
** Executing...
** Command: "d:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp
Setting up ray-trace acceleration structure... Done (0.84 seconds)
2532 faces
126548 square feet [18223028.00 square inches]
10 Displacements
21294 Square Feet [3066414.00 Square Inches]
2532 patches before subdivision
224786 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (52)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
transfers 23310728, max 788
transfer lists: 177.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(1714658, 1125478, 826800)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(99892, 42855, 25187)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(13870, 4346, 1583)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1262, 282, 79)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(204, 39, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(25, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(5, 1, 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<0.2519 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
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 1/1024 48/49152 ( 0.1%)
brushes 45/8192 540/98304 ( 0.5%)
brushsides 312/65536 2496/524288 ( 0.5%)
planes 320/65536 6400/1310720 ( 0.5%)
vertexes 3626/65536 43512/786432 ( 5.5%)
nodes 263/65536 8416/2097152 ( 0.4%)
texinfos 51/12288 3672/884736 ( 0.4%)
texdata 11/2048 352/65536 ( 0.5%)
dispinfos 10/0 1760/0 ( 0.0%)
disp_verts 2890/0 57800/0 ( 0.0%)
disp_tris 5120/0 10240/0 ( 0.0%)
disp_lmsamples 108052/0 108052/0 ( 0.0%)
faces 2532/65536 141792/3670016 ( 3.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 220/65536 12320/3670016 ( 0.3%)
leaves 265/65536 8480/2097152 ( 0.4%)
leaffaces 3038/65536 6076/131072 ( 4.6%)
leafbrushes 132/65536 264/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 13273/512000 53092/2048000 ( 2.6%)
edges 6710/256000 26840/1024000 ( 2.6%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 470/32768 4700/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5979/65536 11958/131072 ( 9.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 14806944/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 6672/16777216 ( 0.0%)
entdata [variable] 16733/393216 ( 4.3%)
LDR ambient table 265/65536 1060/262144 ( 0.4%)
HDR ambient table 265/65536 1060/262144 ( 0.4%)
LDR leaf ambient 1185/65536 33180/1835008 ( 1.8%)
HDR leaf ambient 265/65536 7420/1835008 ( 0.4%)
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] 1/13620 ( 0.0%)
pakfile [variable] 106114/0 ( 0.0%)
physics [variable] 17803/4194304 ( 0.4%)
physics terrain [variable] 1646/1048576 ( 0.2%)
Level flags = 0
Total triangle count: 7319
Writing d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp
1 minute, 40 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp" "d:\program files\steam\steamapps\the_prey\team fortress 2\tf\maps\test3.bsp"
** Executing...
** Command: "d:\program files\steam\steamapps\the_prey\team fortress 2\hl2.exe"
** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" +map "test3"