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RaVDice | trade.tf

L1: Registered
Mar 2, 2017
45
1
It Happened Again. Got more images and a decompile log for you

Decomp Log


** 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_sandpit_a4.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
6 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_sandpit_a4.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_sandpit_a4/nature/blendgroundtograss009_wvt_patch
Patching WVT material: maps/koth_sandpit_a4/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/koth_sandpit_a4/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/koth_sandpit_a4/nature/blendgroundtograss007_reducedetail_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 44 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a4.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 (0) (630327 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2053 texinfos to 778
Reduced 37 texdatas to 31 (973 bytes to 811)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a4.bsp
Wrote ZIP buffer, estimated size 2321, actual size 1839
43 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a4"

Valve Software - vvis.exe (Aug 2 2018)
6 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a4.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a4.prt
3021 portalclusters
9095 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2469)
Optimized: 29345 visible clusters (1.54%)
Total clusters visible: 1911430
Average clusters visible: 632
Building PAS...
Average clusters audible: 2451
visdatasize:1727566 compressed from 2320128
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a4.bsp
41 minutes, 13 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -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_sandpit_a4"

Valve Software - vrad.exe SSE (Jul 18 2018)

Valve Radiosity Simulator
6 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_sandpit_a4.bsp
Setting up ray-trace acceleration structure... Done (0.89 seconds)
9533 faces
4 degenerate faces
1021655 square feet [147118384.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
9529 patches before subdivision
zero area child patch
zero area child patch
93563 patches after subdivision
sun extent from map=0.034899
36 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (23)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
transfers 12250170, max 1804
transfer lists: 93.5 megs
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Build Patch/Sample Hash Table(s).....Done<0.0318 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
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 (22)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 24/1024 1152/49152 ( 2.3%)
brushes 1786/8192 21432/98304 (21.8%)
brushsides 12937/65536 103496/524288 (19.7%)
planes 6752/65536 135040/1310720 (10.3%)
vertexes 15572/65536 186864/786432 (23.8%)
nodes 6066/65536 194112/2097152 ( 9.3%)
texinfos 778/12288 56016/884736 ( 6.3%)
texdata 31/2048 992/65536 ( 1.5%)
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 9533/65536 533848/3670016 (14.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4265/65536 238840/3670016 ( 6.5%)
leaves 6091/65536 194912/2097152 ( 9.3%)
leaffaces 11170/65536 22340/131072 (17.0%)
leafbrushes 6445/65536 12890/131072 ( 9.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 63488/512000 253952/2048000 (12.4%)
edges 35945/256000 143780/1024000 (14.0%)
LDR worldlights 36/8192 3168/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 930/32768 9300/327680 ( 2.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14694/65536 29388/131072 (22.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 18/512 6336/180224 ( 3.5%)
LDR lightdata [variable] 3621944/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1727566/16777216 (10.3%)
entdata [variable] 37491/393216 ( 9.5%)
LDR ambient table 6091/65536 24364/262144 ( 9.3%)
HDR ambient table 6091/65536 24364/262144 ( 9.3%)
LDR leaf ambient 18524/65536 518672/1835008 (28.3%)
HDR leaf ambient 6091/65536 170548/1835008 ( 9.3%)
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] 1/8956 ( 0.0%)
pakfile [variable] 1839/0 ( 0.0%)
physics [variable] 630327/4194304 (15.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 27405
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a4.bsp
1 minute, 39 seconds elapsed
Valve Software - vrad.exe SSE (Jul 18 2018)

Valve Radiosity Simulator
6 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_sandpit_a4.bsp
Setting up ray-trace acceleration structure... Done (0.88 seconds)
9533 faces
4 degenerate faces
1021655 square feet [147118384.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
9529 patches before subdivision
zero area child patch
zero area child patch
93563 patches after subdivision
sun extent from map=0.034899
36 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (30)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
transfers 12250170, max 1804
transfer lists: 93.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(nan, nan, nan)
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Bounce #10 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #23 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #29 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #36 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #37 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #38 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #39 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #40 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #41 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #42 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #43 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #44 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #45 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #46 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #47 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #48 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #49 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #50 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #51 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #52 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #53 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #54 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #55 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #56 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #57 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #58 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #59 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #60 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #61 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #62 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #63 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #64 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #65 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #66 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #67 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #68 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #69 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #70 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #71 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #72 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #73 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #74 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #75 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #76 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #77 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #78 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #79 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #80 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #81 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #82 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #83 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #84 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #85 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #86 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #87 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #88 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #89 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #90 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #91 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #92 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #93 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #94 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #95 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #96 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #97 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #98 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #99 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #100 added RGB(nan, nan, nan)
Build Patch/Sample Hash Table(s).....Done<0.0303 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
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 (22)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 24/1024 1152/49152 ( 2.3%)
brushes 1786/8192 21432/98304 (21.8%)
brushsides 12937/65536 103496/524288 (19.7%)
planes 6752/65536 135040/1310720 (10.3%)
vertexes 15572/65536 186864/786432 (23.8%)
nodes 6066/65536 194112/2097152 ( 9.3%)
texinfos 778/12288 56016/884736 ( 6.3%)
texdata 31/2048 992/65536 ( 1.5%)
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 9533/65536 533848/3670016 (14.5%)
hdr faces 9533/65536 533848/3670016 (14.5%)
origfaces 4265/65536 238840/3670016 ( 6.5%)
leaves 6091/65536 194912/2097152 ( 9.3%)
leaffaces 11170/65536 22340/131072 (17.0%)
leafbrushes 6445/65536 12890/131072 ( 9.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 63488/512000 253952/2048000 (12.4%)
edges 35945/256000 143780/1024000 (14.0%)
LDR worldlights 36/8192 3168/720896 ( 0.4%)
HDR worldlights 36/8192 3168/720896 ( 0.4%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 930/32768 9300/327680 ( 2.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14694/65536 29388/131072 (22.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 18/512 6336/180224 ( 3.5%)
LDR lightdata [variable] 3621944/0 ( 0.0%)
HDR lightdata [variable] 3621944/0 ( 0.0%)
visdata [variable] 1727566/16777216 (10.3%)
entdata [variable] 37491/393216 ( 9.5%)
LDR ambient table 6091/65536 24364/262144 ( 9.3%)
HDR ambient table 6091/65536 24364/262144 ( 9.3%)
LDR leaf ambient 18524/65536 518672/1835008 (28.3%)
HDR leaf ambient 3529/65536 98812/1835008 ( 5.4%)
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] 1/8956 ( 0.0%)
pakfile [variable] 1839/0 ( 0.0%)
physics [variable] 630327/4194304 (15.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 27405
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a4.bsp
1 minute, 45 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a4.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sandpit_a4.bsp"

Images

OMx44CN.jpg
 

RaVDice | trade.tf

L1: Registered
Mar 2, 2017
45
1
Info/Ideas i had to fix.

- Water was not in the map any way (that was what the problem was before)
- Having a brush on 0 0 0 (moved the entire map, didn't fix it)
- Tried to use a pointfile (none found)
- Removed Messed up brushes
- Moved the sun entity from clipping
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
In your compilelog, I can see this error for VRAD:
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(nan, nan, nan)

I've found that any light entities in brushes or models can cause it, so check them all using the Entity Report tool to see if that's the case
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974