-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\REDACTED\Documents\mapsrc\cp_underground.vmf"
-------------------------------------------------------------------------------
Valve Software - vbsp.exe (Jun 18 2021)
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\REDACTED\Documents\mapsrc\cp_underground.log', but we don't own that location. Allowing.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\REDACTED\Documents\mapsrc\cp_underground.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\REDACTED\Documents\mapsrc\cp_underground.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_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) (127915 bytes)
Static prop models/props_vehicles/train_flatcar_container_01c.mdl outside the map (0.00, 0.00, 0.00)
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 91 texinfos to 73
Reduced 41 texdatas to 38 (945 bytes to 805)
Writing C:\Users\REDACTED\Documents\mapsrc\cp_underground.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\REDACTED\Documents\mapsrc\cp_underground.bsp', but we don't own that location. Allowing.
Wrote ZIP buffer, estimated size 1323, actual size 975
1 second elapsed
-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\REDACTED\Documents\mapsrc\cp_underground"
-------------------------------------------------------------------------------
Valve Software - vvis.exe (Jun 18 2021)
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\REDACTED\documents\mapsrc\cp_underground.log', but we don't own that location. Allowing.
12 threads
reading c:\users\REDACTED\documents\mapsrc\cp_underground.bsp
reading c:\users\REDACTED\documents\mapsrc\cp_underground.prt
148 portalclusters
310 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 (0)
Optimized: 14 visible clusters (0.34%)
Total clusters visible: 4176
Average clusters visible: 28
Building PAS...
Average clusters audible: 64
visdatasize:4805 compressed from 7104
writing c:\users\REDACTED\documents\mapsrc\cp_underground.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\REDACTED\documents\mapsrc\cp_underground.bsp', but we don't own that location. Allowing.
0 seconds elapsed
-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad_patch.exe" -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\REDACTED\Documents\mapsrc\cp_underground"
-------------------------------------------------------------------------------
Valve Software - vrad.exe SSE (Apr 15 2020)
Valve Time Waste Simulator
Multithreading patch by ficool2
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\REDACTED\documents\mapsrc\cp_underground.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\REDACTED\documents\mapsrc\cp_underground.bsp
Setting up ray-trace acceleration structure... Done (0.28 seconds)
1210 faces
453060 square feet [65240680.00 square inches]
360 Displacements
163850 Square Feet [23594400.00 Square Inches]
1210 patches before subdivision
75968 patches after subdivision
192 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 7183446, max 457
transfer lists: 54.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(48133, 28323, 20471)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(9442, 5591, 4275)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3084, 1804, 1251)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1276, 696, 431)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(571, 281, 150)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(269, 122, 56)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(131, 55, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(65, 26, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(33, 12, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(17, 6, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(9, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(5, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0164 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 192 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 357/8192 4284/98304 ( 4.4%)
brushsides 2492/65536 19936/524288 ( 3.8%)
planes 930/65536 18600/1310720 ( 1.4%)
vertexes 1587/65536 19044/786432 ( 2.4%)
nodes 499/65536 15968/2097152 ( 0.8%)
texinfos 73/12288 5256/884736 ( 0.6%)
texdata 38/2048 1216/65536 ( 1.9%)
dispinfos 360/0 63360/0 ( 0.0%)
disp_verts 9000/0 180000/0 ( 0.0%)
disp_tris 11520/0 23040/0 ( 0.0%)
disp_lmsamples 466560/0 466560/0 ( 0.0%)
faces 1210/65536 67760/3670016 ( 1.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 778/65536 43568/3670016 ( 1.2%)
leaves 504/65536 16128/2097152 ( 0.8%)
leaffaces 965/65536 1930/131072 ( 1.5%)
leafbrushes 688/65536 1376/131072 ( 1.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8452/512000 33808/2048000 ( 1.7%)
edges 4722/256000 18888/1024000 ( 1.8%)
LDR worldlights 192/8192 16896/720896 ( 2.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 71/32768 710/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 957/65536 1914/131072 ( 1.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3861228/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 4805/16777216 ( 0.0%)
entdata [variable] 2547/393216 ( 0.6%)
LDR ambient table 504/65536 2016/262144 ( 0.8%)
HDR ambient table 504/65536 2016/262144 ( 0.8%)
LDR leaf ambient 925/65536 25900/1835008 ( 1.4%)
HDR leaf ambient 504/65536 14112/1835008 ( 0.8%)
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] 1/8846 ( 0.0%)
pakfile [variable] 975/0 ( 0.0%)
physics [variable] 127915/4194304 ( 3.0%)
physics terrain [variable] 55608/1048576 ( 5.3%)
Level flags = 0
Total triangle count: 2920
Writing c:\users\REDACTED\documents\mapsrc\cp_underground.bsp
4 seconds elapsed
Valve Software - vrad.exe SSE (Apr 15 2020)
Valve Time Waste Simulator
Multithreading patch by ficool2
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\REDACTED\documents\mapsrc\cp_underground.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\REDACTED\documents\mapsrc\cp_underground.bsp
Setting up ray-trace acceleration structure... Done (0.28 seconds)
1210 faces
453060 square feet [65240680.00 square inches]
360 Displacements
163850 Square Feet [23594400.00 Square Inches]
1210 patches before subdivision
75968 patches after subdivision
192 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 7183446, max 457
transfer lists: 54.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(48133, 28323, 20471)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(9442, 5591, 4275)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3084, 1804, 1251)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1276, 696, 431)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(571, 281, 150)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(269, 122, 56)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(131, 55, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(65, 26, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(33, 12, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(17, 6, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(9, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(5, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0176 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 192 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 357/8192 4284/98304 ( 4.4%)
brushsides 2492/65536 19936/524288 ( 3.8%)
planes 930/65536 18600/1310720 ( 1.4%)
vertexes 1587/65536 19044/786432 ( 2.4%)
nodes 499/65536 15968/2097152 ( 0.8%)
texinfos 73/12288 5256/884736 ( 0.6%)
texdata 38/2048 1216/65536 ( 1.9%)
dispinfos 360/0 63360/0 ( 0.0%)
disp_verts 9000/0 180000/0 ( 0.0%)
disp_tris 11520/0 23040/0 ( 0.0%)
disp_lmsamples 466560/0 466560/0 ( 0.0%)
faces 1210/65536 67760/3670016 ( 1.8%)
hdr faces 1210/65536 67760/3670016 ( 1.8%)
origfaces 778/65536 43568/3670016 ( 1.2%)
leaves 504/65536 16128/2097152 ( 0.8%)
leaffaces 965/65536 1930/131072 ( 1.5%)
leafbrushes 688/65536 1376/131072 ( 1.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8452/512000 33808/2048000 ( 1.7%)
edges 4722/256000 18888/1024000 ( 1.8%)
LDR worldlights 192/8192 16896/720896 ( 2.3%)
HDR worldlights 192/8192 16896/720896 ( 2.3%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 71/32768 710/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 957/65536 1914/131072 ( 1.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3861228/0 ( 0.0%)
HDR lightdata [variable] 3861228/0 ( 0.0%)
visdata [variable] 4805/16777216 ( 0.0%)
entdata [variable] 2547/393216 ( 0.6%)
LDR ambient table 504/65536 2016/262144 ( 0.8%)
HDR ambient table 504/65536 2016/262144 ( 0.8%)
LDR leaf ambient 925/65536 25900/1835008 ( 1.4%)
HDR leaf ambient 925/65536 25900/1835008 ( 1.4%)
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] 1/8846 ( 0.0%)
pakfile [variable] 975/0 ( 0.0%)
physics [variable] 127915/4194304 ( 3.0%)
physics terrain [variable] 55608/1048576 ( 5.3%)
Level flags = 0
Total triangle count: 2920
Writing c:\users\REDACTED\documents\mapsrc\cp_underground.bsp
5 seconds elapsed
-------------------------------------------------------------------------------
Running command: copy "C:\Users\REDACTED\Documents\mapsrc\cp_underground.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_underground.bsp"
-------------------------------------------------------------------------------