- Nov 25, 2018
- 5
- 6
Hi, I am a recent tf2 mapper and I have been having problems with the hammer editor being unable to find the skybox whenever I am compiling the map. Additionally it also is saying it can't find the surfaceprop rock/wood material for some things, I was wondering what that was about that. It also mentions the skybox so maybe that has something to do with it? Not sure
The exact log is below
** 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\koth_pillars.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\koth_pillars.vmf
Can't find surfaceprop rock for material EGYPT/FLAT_WALL_02, using default
Can't find surfaceprop wood for material CP_MANOR/WOOD_BEAM03B_BURNT, using default
Can't find surfaceprop wood for material CP_MANOR/WOOD_FLOOR01, using default
Can't find surfaceprop wood for material WOOD/WOOD_FLOOR002_GRAY, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETEFLOOR005, using default
Can't find surfaceprop rock for material EGYPT/GROUND_BRICK_01, using default
Can't find surfaceprop sand for material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS, using default
Can't find surfaceprop tile for material SOHO/STREETFLOOR004, using default
Can't find surfaceprop default_silent for material TOOLS/TOOLSSKYBOX, using default
Can't find surfaceprop tile for material SOHO/STREETFLOOR004A, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop metal for material METAL/METALDOOR001, using default
Patching WVT material: maps/koth_pillars/egypt/sand_floor_blend_04_with_grass_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\koth_pillars.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_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) (194992 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 820 texinfos to 585
Reduced 26 texdatas to 25 (662 bytes to 625)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.bsp
Wrote ZIP buffer, estimated size 601, actual size 521
1 second 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars"
Valve Software - vvis.exe (Aug 2 2018)
2 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.prt
994 portalclusters
3070 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (918)
Optimized: 6042 visible clusters (1.43%)
Total clusters visible: 422694
Average clusters visible: 425
Building PAS...
Average clusters audible: 983
visdatasize:239620 compressed from 254464
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.bsp
15 minutes, 19 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars"
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\koth_pillars.bsp
Setting up ray-trace acceleration structure... Done (0.84 seconds)
3861 faces
2555288 square feet [367961536.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3861 patches before subdivision
105807 patches after subdivision
light has _fifty_percent_distance of 422.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
sun extent from map=0.087156
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 422.000000 but _zero_percent_distance of 0.000000
47 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (43)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (24)
transfers 10053687, max 1028
transfer lists: 76.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1772413, 1130731, 530144)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(327386, 195485, 92691)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(81628, 45532, 22524)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(26397, 14008, 7231)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(10151, 4915, 2482)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(4301, 1869, 898)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(1897, 724, 325)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(857, 286, 119)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(391, 113, 43)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(180, 45, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(83, 18, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(38, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(18, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(8, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0373 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (10)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 39/1024 1872/49152 ( 3.8%)
brushes 506/8192 6072/98304 ( 6.2%)
brushsides 3210/65536 25680/524288 ( 4.9%)
planes 1110/65536 22200/1310720 ( 1.7%)
vertexes 5926/65536 71112/786432 ( 9.0%)
nodes 2212/65536 70784/2097152 ( 3.4%)
texinfos 585/12288 42120/884736 ( 4.8%)
texdata 25/2048 800/65536 ( 1.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 3861/65536 216216/3670016 ( 5.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1940/65536 108640/3670016 ( 3.0%)
leaves 2252/65536 72064/2097152 ( 3.4%)
leaffaces 4300/65536 8600/131072 ( 6.6%)
leafbrushes 1335/65536 2670/131072 ( 2.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 26226/512000 104904/2048000 ( 5.1%)
edges 14421/256000 57684/1024000 ( 5.6%)
LDR worldlights 47/8192 4136/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 430/32768 4300/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7029/65536 14058/131072 (10.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5601216/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 239620/16777216 ( 1.4%)
entdata [variable] 40697/393216 (10.3%)
LDR ambient table 2252/65536 9008/262144 ( 3.4%)
HDR ambient table 2252/65536 9008/262144 ( 3.4%)
LDR leaf ambient 13731/65536 384468/1835008 (21.0%)
HDR leaf ambient 2252/65536 63056/1835008 ( 3.4%)
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] 1/58032 ( 0.0%)
pakfile [variable] 521/0 ( 0.0%)
physics [variable] 194992/4194304 ( 4.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 10748
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.bsp
1 minute, 28 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_pillars.bsp"
The exact log is below
** 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\koth_pillars.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\koth_pillars.vmf
Can't find surfaceprop rock for material EGYPT/FLAT_WALL_02, using default
Can't find surfaceprop wood for material CP_MANOR/WOOD_BEAM03B_BURNT, using default
Can't find surfaceprop wood for material CP_MANOR/WOOD_FLOOR01, using default
Can't find surfaceprop wood for material WOOD/WOOD_FLOOR002_GRAY, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETEFLOOR005, using default
Can't find surfaceprop rock for material EGYPT/GROUND_BRICK_01, using default
Can't find surfaceprop sand for material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS, using default
Can't find surfaceprop tile for material SOHO/STREETFLOOR004, using default
Can't find surfaceprop default_silent for material TOOLS/TOOLSSKYBOX, using default
Can't find surfaceprop tile for material SOHO/STREETFLOOR004A, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop metal for material METAL/METALDOOR001, using default
Patching WVT material: maps/koth_pillars/egypt/sand_floor_blend_04_with_grass_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\koth_pillars.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_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) (194992 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 820 texinfos to 585
Reduced 26 texdatas to 25 (662 bytes to 625)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.bsp
Wrote ZIP buffer, estimated size 601, actual size 521
1 second 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars"
Valve Software - vvis.exe (Aug 2 2018)
2 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.prt
994 portalclusters
3070 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (918)
Optimized: 6042 visible clusters (1.43%)
Total clusters visible: 422694
Average clusters visible: 425
Building PAS...
Average clusters audible: 983
visdatasize:239620 compressed from 254464
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.bsp
15 minutes, 19 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars"
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\koth_pillars.bsp
Setting up ray-trace acceleration structure... Done (0.84 seconds)
3861 faces
2555288 square feet [367961536.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3861 patches before subdivision
105807 patches after subdivision
light has _fifty_percent_distance of 422.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
sun extent from map=0.087156
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 422.000000 but _zero_percent_distance of 0.000000
47 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (43)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (24)
transfers 10053687, max 1028
transfer lists: 76.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1772413, 1130731, 530144)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(327386, 195485, 92691)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(81628, 45532, 22524)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(26397, 14008, 7231)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(10151, 4915, 2482)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(4301, 1869, 898)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(1897, 724, 325)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(857, 286, 119)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(391, 113, 43)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(180, 45, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(83, 18, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(38, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(18, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(8, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0373 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (10)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 39/1024 1872/49152 ( 3.8%)
brushes 506/8192 6072/98304 ( 6.2%)
brushsides 3210/65536 25680/524288 ( 4.9%)
planes 1110/65536 22200/1310720 ( 1.7%)
vertexes 5926/65536 71112/786432 ( 9.0%)
nodes 2212/65536 70784/2097152 ( 3.4%)
texinfos 585/12288 42120/884736 ( 4.8%)
texdata 25/2048 800/65536 ( 1.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 3861/65536 216216/3670016 ( 5.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1940/65536 108640/3670016 ( 3.0%)
leaves 2252/65536 72064/2097152 ( 3.4%)
leaffaces 4300/65536 8600/131072 ( 6.6%)
leafbrushes 1335/65536 2670/131072 ( 2.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 26226/512000 104904/2048000 ( 5.1%)
edges 14421/256000 57684/1024000 ( 5.6%)
LDR worldlights 47/8192 4136/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 430/32768 4300/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7029/65536 14058/131072 (10.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5601216/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 239620/16777216 ( 1.4%)
entdata [variable] 40697/393216 (10.3%)
LDR ambient table 2252/65536 9008/262144 ( 3.4%)
HDR ambient table 2252/65536 9008/262144 ( 3.4%)
LDR leaf ambient 13731/65536 384468/1835008 (21.0%)
HDR leaf ambient 2252/65536 63056/1835008 ( 3.4%)
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] 1/58032 ( 0.0%)
pakfile [variable] 521/0 ( 0.0%)
physics [variable] 194992/4194304 ( 4.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 10748
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.bsp
1 minute, 28 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_pillars.bsp"