Compile log is spammed with "added RGB(nan, nan, nan)" and there is no light in-game

EliMCGamerGuy

L1: Registered
Nov 10, 2019
2
0
For a while now i have been trying to fix this problem on my own, but i just can't do it myself. The map I have been making has worked most of the time, except today, for some reason.

last night, the lighting was fine, but it was sometime after I had tried to make a 3d skybox and had realized that there was a hole in my hastily slapped together skybox, and had patched it that all the lights kinda died. running mat_fullbright 1 in-game works fine, my custom textures show up fine. I also wanted my map to be set in space, so I'm not using a light_environment.

I had realized that using the cordon tool and clipping off the very bottom of the map, but not enough to disable any brushes except the skybox, fixes the lighting again, I honestly have no clue.

** Executing...
** Command: "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\tf" "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.vmf"

Valve Software - vbsp.exe (May 21 2020)
4 threads
materialPath: E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 102 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/spacebase_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/spacebase_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) (229673 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 679 texinfos to 416
Reduced 26 texdatas to 24 (716 bytes to 647)
Writing E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.bsp
Wrote ZIP buffer, estimated size 174389, actual size 173773
7 seconds elapsed

** Executing...
** Command: "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\tf" "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase"

Valve Software - vvis.exe (May 21 2020)
4 threads
reading e:\programs\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.bsp
reading e:\programs\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.prt
915 portalclusters
2621 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 (162)
Optimized: 4760 visible clusters (1.38%)
Total clusters visible: 345977
Average clusters visible: 378
Building PAS...
Average clusters audible: 902
visdatasize:200648 compressed from 219600
writing e:\programs\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.bsp
2 minutes, 43 seconds elapsed

** Executing...
** Command: "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\tf" "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase"

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

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading e:\programs\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.bsp
Setting up ray-trace acceleration structure... Done (0.30 seconds)
3800 faces
925148 square feet [133221424.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3800 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
63834 patches after subdivision
79 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 6539519, max 594
transfer lists: 49.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(146518, 144558, 143396)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(21810, 21771, 23953)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3354, 3447, 4354)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(520, 555, 830)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(82, 92, 167)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(13, 16, 35)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 3, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0369 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 32/1024 1536/49152 ( 3.1%)
brushes 667/8192 8004/98304 ( 8.1%)
brushsides 4248/65536 33984/524288 ( 6.5%)
planes 1236/65536 24720/1310720 ( 1.9%)
vertexes 5644/65536 67728/786432 ( 8.6%)
nodes 2032/65536 65024/2097152 ( 3.1%)
texinfos 416/12288 29952/884736 ( 3.4%)
texdata 24/2048 768/65536 ( 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 3800/65536 212800/3670016 ( 5.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1896/65536 106176/3670016 ( 2.9%)
leaves 2065/65536 66080/2097152 ( 3.2%)
leaffaces 4452/65536 8904/131072 ( 6.8%)
leafbrushes 2072/65536 4144/131072 ( 3.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 25815/512000 103260/2048000 ( 5.0%)
edges 15288/256000 61152/1024000 ( 6.0%)
LDR worldlights 79/8192 6952/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 575/32768 5750/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8409/65536 16818/131072 (12.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1447852/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 200648/16777216 ( 1.2%)
entdata [variable] 60040/393216 (15.3%)
LDR ambient table 2065/65536 8260/262144 ( 3.2%)
HDR ambient table 2065/65536 8260/262144 ( 3.2%)
LDR leaf ambient 9643/65536 270004/1835008 (14.7%)
HDR leaf ambient 2065/65536 57820/1835008 ( 3.2%)
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] 1/464 ( 0.2%)
pakfile [variable] 173773/0 ( 0.0%)
physics [variable] 229673/4194304 ( 5.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 10699
Writing e:\programs\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.bsp
36 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.bsp" "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\koth_spacebase.bsp"
** Executing...
** Command: "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\tf" "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.vmf"

Valve Software - vbsp.exe (May 21 2020)
4 threads
materialPath: E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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...
Merged 102 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/spacebase_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/spacebase_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) (227905 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 679 texinfos to 418
Reduced 26 texdatas to 24 (716 bytes to 647)
Writing E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.bsp
Wrote ZIP buffer, estimated size 174389, actual size 173773
4 seconds elapsed

** Executing...
** Command: "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\tf" "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase"

Valve Software - vvis.exe (May 21 2020)
4 threads
reading e:\programs\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.bsp
reading e:\programs\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.prt
939 portalclusters
2699 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 (235)
Optimized: 4999 visible clusters (1.37%)
Total clusters visible: 364454
Average clusters visible: 388
Building PAS...
Average clusters audible: 927
visdatasize:212782 compressed from 225360
writing e:\programs\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.bsp
3 minutes, 55 seconds elapsed

** Executing...
** Command: "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\tf" "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase"

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

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading e:\programs\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.bsp
Setting up ray-trace acceleration structure... Done (0.42 seconds)
3919 faces
1001098 square feet [144158240.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3919 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
69433 patches after subdivision
79 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15)
transfers 6941179, max 590
transfer lists: 53.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
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 (0)
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 (1)
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 (0)
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 (0)
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 (0)
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 (0)
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 (0)
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 (0)
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 (0)
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 (1)
Bounce #80 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
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 (1)
Bounce #94 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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)
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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<0.0681 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 32/1024 1536/49152 ( 3.1%)
brushes 662/8192 7944/98304 ( 8.1%)
brushsides 4218/65536 33744/524288 ( 6.4%)
planes 1118/65536 22360/1310720 ( 1.7%)
vertexes 5756/65536 69072/786432 ( 8.8%)
nodes 2062/65536 65984/2097152 ( 3.1%)
texinfos 418/12288 30096/884736 ( 3.4%)
texdata 24/2048 768/65536 ( 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 3919/65536 219464/3670016 ( 6.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1924/65536 107744/3670016 ( 2.9%)
leaves 2095/65536 67040/2097152 ( 3.2%)
leaffaces 4574/65536 9148/131072 ( 7.0%)
leafbrushes 1901/65536 3802/131072 ( 2.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 26493/512000 105972/2048000 ( 5.2%)
edges 15641/256000 62564/1024000 ( 6.1%)
LDR worldlights 79/8192 6952/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 581/32768 5810/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8454/65536 16908/131072 (12.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1561300/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 212782/16777216 ( 1.3%)
entdata [variable] 60041/393216 (15.3%)
LDR ambient table 2095/65536 8380/262144 ( 3.2%)
HDR ambient table 2095/65536 8380/262144 ( 3.2%)
LDR leaf ambient 1176/65536 32928/1835008 ( 1.8%)
HDR leaf ambient 2095/65536 58660/1835008 ( 3.2%)
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] 1/464 ( 0.2%)
pakfile [variable] 173773/0 ( 0.0%)
physics [variable] 227905/4194304 ( 5.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 11027
Writing e:\programs\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.bsp
47 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spacebase.bsp" "E:\Programs\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\koth_spacebase.bsp"
Clipping off the bottom of the map may work, but it's not a permanent solution, ᵖˡᵉᵃˢᵉ ʰᵉˡᵖ
 
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