- Feb 9, 2016
- 10
- 0
I added displacements and I loaded the map up. I loaded the point file and saw that a prop was leaking, yet it was inside the map. The leak was going through a displacement. It was not going through a yellow line, I used power 4 of displacements. Here is the compile 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:\Users\Drew\Desktop\trade_hourglass_v2_rc8.vmf"
Valve Software - vbsp.exe (Mar 2 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Drew\Desktop\trade_hourglass_v2_rc8.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_hourglass_v2_rc8/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_dynamic (-2107.00 -392.00 147.00) leaked! // How do I goto cords?
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 3072.0 -128.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2456.0 3072.0 1127.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2968.0 3072.0 1127.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 3219.5 -119.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 3731.5 -119.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 4096.0 -119.5)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 3584.0 -119.5)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1536.0 3072.0 -591.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (2685579 bytes)
Error! To use model "models/player/hwm/spy.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/hwm/spy.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1039 texinfos to 688
Reduced 63 texdatas to 56 (1615 bytes to 1314)
Writing C:\Users\Drew\Desktop\trade_hourglass_v2_rc8.bsp
Wrote ZIP buffer, estimated size 214272, actual size 213120
5 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" -fast "C:\Users\Drew\Desktop\trade_hourglass_v2_rc8"
Valve Software - vvis.exe (Mar 2 2016)
fastvis = true
4 threads
reading c:\users\drew\desktop\trade_hourglass_v2_rc8.bsp
reading c:\users\drew\desktop\trade_hourglass_v2_rc8.prt
LoadPortals: couldn't read c:\users\drew\desktop\trade_hourglass_v2_rc8.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" -noextra "C:\Users\Drew\Desktop\trade_hourglass_v2_rc8"
Valve Software - vrad.exe SSE (Mar 2 2016)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\drew\desktop\trade_hourglass_v2_rc8.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.20 seconds)
6479 faces
5 degenerate faces
1793561 square feet [258272864.00 square inches]
42 Displacements
187500 Square Feet [27000128.00 Square Inches]
sun extent from map=0.000000
234 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12)
Build Patch/Sample Hash Table(s).....Done<0.0259 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
4 of 8 (50% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 52/1024 2496/49152 ( 5.1%)
brushes 1120/8192 13440/98304 (13.7%)
brushsides 7630/65536 61040/524288 (11.6%)
planes 4126/65536 82520/1310720 ( 6.3%)
vertexes 9148/65536 109776/786432 (14.0%)
nodes 4236/65536 135552/2097152 ( 6.5%)
texinfos 688/12288 49536/884736 ( 5.6%)
texdata 56/2048 1792/65536 ( 2.7%)
dispinfos 42/0 7392/0 ( 0.0%)
disp_verts 12138/0 242760/0 ( 0.0%)
disp_tris 21504/0 43008/0 ( 0.0%)
disp_lmsamples 268508/0 268508/0 ( 0.0%)
faces 6479/65536 362824/3670016 ( 9.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2563/65536 143528/3670016 ( 3.9%)
leaves 4289/65536 137248/2097152 ( 6.5%)
leaffaces 7432/65536 14864/131072 (11.3%)
leafbrushes 2597/65536 5194/131072 ( 4.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 41021/512000 164084/2048000 ( 8.0%)
edges 22484/256000 89936/1024000 ( 8.8%)
LDR worldlights 234/8192 20592/720896 ( 2.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 688/32768 6880/327680 ( 2.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10383/65536 20766/131072 (15.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4879992/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 118445/393216 (30.1%)
LDR ambient table 4289/65536 17156/262144 ( 6.5%)
HDR ambient table 4289/65536 17156/262144 ( 6.5%)
LDR leaf ambient 23181/65536 649068/1835008 (35.4%)
HDR leaf ambient 4289/65536 120092/1835008 ( 6.5%)
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] 1/29198 ( 0.0%)
pakfile [variable] 213120/0 ( 0.0%)
physics [variable] 2685579/4194304 (64.0%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 17777
Writing c:\users\drew\desktop\trade_hourglass_v2_rc8.bsp
22 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Drew\Desktop\trade_hourglass_v2_rc8.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\trade_hourglass_v2_rc8.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" -windowed -noborder -w 1600 -h 900 -novid +map "trade_hourglass_v2_rc8" -steam
** 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:\Users\Drew\Desktop\trade_hourglass_v2_rc8.vmf"
Valve Software - vbsp.exe (Mar 2 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Drew\Desktop\trade_hourglass_v2_rc8.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_hourglass_v2_rc8/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_dynamic (-2107.00 -392.00 147.00) leaked! // How do I goto cords?
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 3072.0 -128.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2456.0 3072.0 1127.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2968.0 3072.0 1127.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 3219.5 -119.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 3731.5 -119.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 4096.0 -119.5)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 3584.0 -119.5)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1536.0 3072.0 -591.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (2685579 bytes)
Error! To use model "models/player/hwm/spy.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/hwm/spy.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1039 texinfos to 688
Reduced 63 texdatas to 56 (1615 bytes to 1314)
Writing C:\Users\Drew\Desktop\trade_hourglass_v2_rc8.bsp
Wrote ZIP buffer, estimated size 214272, actual size 213120
5 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" -fast "C:\Users\Drew\Desktop\trade_hourglass_v2_rc8"
Valve Software - vvis.exe (Mar 2 2016)
fastvis = true
4 threads
reading c:\users\drew\desktop\trade_hourglass_v2_rc8.bsp
reading c:\users\drew\desktop\trade_hourglass_v2_rc8.prt
LoadPortals: couldn't read c:\users\drew\desktop\trade_hourglass_v2_rc8.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" -noextra "C:\Users\Drew\Desktop\trade_hourglass_v2_rc8"
Valve Software - vrad.exe SSE (Mar 2 2016)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\drew\desktop\trade_hourglass_v2_rc8.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.20 seconds)
6479 faces
5 degenerate faces
1793561 square feet [258272864.00 square inches]
42 Displacements
187500 Square Feet [27000128.00 Square Inches]
sun extent from map=0.000000
234 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12)
Build Patch/Sample Hash Table(s).....Done<0.0259 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
4 of 8 (50% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 52/1024 2496/49152 ( 5.1%)
brushes 1120/8192 13440/98304 (13.7%)
brushsides 7630/65536 61040/524288 (11.6%)
planes 4126/65536 82520/1310720 ( 6.3%)
vertexes 9148/65536 109776/786432 (14.0%)
nodes 4236/65536 135552/2097152 ( 6.5%)
texinfos 688/12288 49536/884736 ( 5.6%)
texdata 56/2048 1792/65536 ( 2.7%)
dispinfos 42/0 7392/0 ( 0.0%)
disp_verts 12138/0 242760/0 ( 0.0%)
disp_tris 21504/0 43008/0 ( 0.0%)
disp_lmsamples 268508/0 268508/0 ( 0.0%)
faces 6479/65536 362824/3670016 ( 9.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2563/65536 143528/3670016 ( 3.9%)
leaves 4289/65536 137248/2097152 ( 6.5%)
leaffaces 7432/65536 14864/131072 (11.3%)
leafbrushes 2597/65536 5194/131072 ( 4.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 41021/512000 164084/2048000 ( 8.0%)
edges 22484/256000 89936/1024000 ( 8.8%)
LDR worldlights 234/8192 20592/720896 ( 2.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 688/32768 6880/327680 ( 2.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10383/65536 20766/131072 (15.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4879992/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 118445/393216 (30.1%)
LDR ambient table 4289/65536 17156/262144 ( 6.5%)
HDR ambient table 4289/65536 17156/262144 ( 6.5%)
LDR leaf ambient 23181/65536 649068/1835008 (35.4%)
HDR leaf ambient 4289/65536 120092/1835008 ( 6.5%)
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] 1/29198 ( 0.0%)
pakfile [variable] 213120/0 ( 0.0%)
physics [variable] 2685579/4194304 (64.0%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 17777
Writing c:\users\drew\desktop\trade_hourglass_v2_rc8.bsp
22 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Drew\Desktop\trade_hourglass_v2_rc8.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\trade_hourglass_v2_rc8.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" -windowed -noborder -w 1600 -h 900 -novid +map "trade_hourglass_v2_rc8" -steam