- Nov 1, 2013
- 5
- 1
So, the problem is, the props, func_brush etc, are going invisible after nocliping trough wall, or teleporting to another location, it's getting pretty annoying, and I've tried everything, http://imgur.com/oEwjoqI&bWA7YxT#0 and http://imgur.com/oEwjoqI&bWA7YxT#1
I checked interlopers for errors in log, but still I couldnt find anything causing that;
Also, I've complied map with fast vvis, due to long compile on normal,
Also I've used func_occluder, since its suposed to be alike gm_bigcity, just with more props.
Cheers
I checked interlopers for errors in log, but still I couldnt find anything causing that;
Code:
** 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\tf\maps\njp_City_halloween_Alpha_v1.vmf"
Valve Software - vbsp.exe (Nov 7 2013)
4 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\tf\maps\njp_City_halloween_Alpha_v1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop cloth for material FREAK_FORTRESS_2/DARK_VADER/CAPE, using default
material "custom/donation3" not found.
Material not found!: CUSTOM/DONATION3
Can't find surfaceprop mudslipperyslime for material MINECRAFT_TEXTURES/MCLAVA, using default
Can't find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default
Patching WVT material: maps/njp_city_halloween_alpha_v1/swamp/concrete/blendswampconcrete001_wvt_patch
Patching WVT material: maps/njp_city_halloween_alpha_v1/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/njp_city_halloween_alpha_v1/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/njp_city_halloween_alpha_v1/egypt/sand_floor_blend_04_wvt_patch
Patching WVT material: maps/njp_city_halloween_alpha_v1/egypt/sand_grass_blend_02_wvt_patch
Patching WVT material: maps/njp_city_halloween_alpha_v1/nature/blendgroundtosnow001_wvt_patch
Patching WVT material: maps/njp_city_halloween_alpha_v1/nature/blendrockgroundwallsnow_wvt_patch
Patching WVT material: maps/njp_city_halloween_alpha_v1/koth_viaduct_event/blendgrasstodirt_viaduct001_wvt_patch
fixing up env_cubemap materials on brush sides...
Material MINECRAFT_TEXTURES/MCWATER is depending on itself through materialvar $bottommaterial! Ignoring...
Material MINECRAFT_TEXTURES/MCLAVA is depending on itself through materialvar $bottommaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6408.6 659.3 -1232.0)
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: Brush 11377:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2082.6 -2440.0 -1951.7)
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: Brush 5487:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2049.3 -2440.0 -1951.7)
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: Brush 5487:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2117.3 -2440.0 -1951.7)
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: Brush 5487:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2084.0 -2272.0 -1951.7)
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: Brush 5487:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1772.0 -2290.0 -1951.7)
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: Brush 5487:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1781.8 -2308.0 -1961.7)
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: Brush 5487:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1787.8 -2308.0 -1955.7)
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: Brush 5487:
*** Suppressing further FindPortalSide errors.... ***
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1740 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
Can't find surfaceprop mudslipperyslime for material maps/njp_city_halloween_alpha_v1/minecraft_textures/mclava_depth_32, using default
done (4)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\njp_City_halloween_Alpha_v1.prt...Building visibility clusters...
done (1)
error: material maps/njp_city_halloween_alpha_v1/egypt/sky_sand_waves_01_wvt_patch doesn't have a $bottommaterial
error: material maps/njp_city_halloween_alpha_v1/egypt/sky_sand_waves_01_wvt_patch doesn't have a $bottommaterial
error: material maps/njp_city_halloween_alpha_v1/egypt/sky_sand_waves_01_wvt_patch doesn't have a $bottommaterial
error: material maps/njp_city_halloween_alpha_v1/egypt/sky_sand_waves_01_wvt_patch doesn't have a $bottommaterial
*** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_stormfront_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_stormfront_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 1 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (3) (2301366 bytes)
Error! To use model "models/weapons/c_models/c_sandwich/c_sandwich.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_sandwich/c_sandwich.mdl"!
Error! To use model "models/weapons/c_models/c_energy_drink/c_energy_drink.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_energy_drink/c_energy_drink.mdl"!
Error! To use model "models/props_manor/grandfather_clock_01.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_manor/grandfather_clock_01.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
...9...10
Compacting texture/material tables...
Reduced 6607 texinfos to 4006
Reduced 250 texdatas to 204 (8663 bytes to 6692)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\njp_City_halloween_Alpha_v1.bsp
26 seconds elapsed
13.780170 3.625153 0.000000
13.780170 0.438848 0.000000
13.780170 3.509040 0.000000
13.001991 3.625151 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\njp_City_halloween_Alpha_v1"
Valve Software - vvis.exe (Nov 7 2013)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\njp_City_halloween_Alpha_v1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\njp_City_halloween_Alpha_v1.prt
8441 portalclusters
26837 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (46)
Optimized: 2847104 visible clusters (6.94%)
Total clusters visible: 41053400
Average clusters visible: 4863
Building PAS...
Average clusters audible: 6347
visdatasize:13049468 compressed from 17827392
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\njp_City_halloween_Alpha_v1.bsp
1 minute, 1 second 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\tf\maps\njp_City_halloween_Alpha_v1"
Valve Software - vrad.exe SSE (Nov 7 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\njp_City_halloween_Alpha_v1.bsp
Setting up ray-trace acceleration structure... Done (11.28 seconds)
33043 faces
35 degenerate faces
14470581 square feet [2083763584.00 square inches]
255 Displacements
1822019 Square Feet [262370784.00 Square Inches]
33008 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
97658 patches after subdivision
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 996.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
sun extent from map=0.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
sun extent from map=0.052336
sun extent from map=0.052336
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
337 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (119)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (267)
transfers 36084826, max 5078
transfer lists: 275.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(911808, 804179, 736966)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(167335, 129045, 99134)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(43510, 31794, 24096)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(13904, 8908, 5520)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(4939, 3178, 2646)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2161, 1233, 707)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(875, 547, 519)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(470, 258, 137)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(202, 132, 124)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(128, 71, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(57, 40, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(40, 23, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(19, 14, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(14, 9, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(7, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(5, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(3, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #19 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0689 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (54)
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 (117)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 131/1024 6288/49152 (12.8%)
brushes 6153/8192 73836/98304 (75.1%)
brushsides 44993/65536 359944/524288 (68.7%)
planes 24838/65536 496760/1310720 (37.9%)
vertexes 58081/65536 696972/786432 (88.6%) VERY FULL!
nodes 20566/65536 658112/2097152 (31.4%)
texinfos 4006/12288 288432/884736 (32.6%)
texdata 204/2048 6528/65536 (10.0%)
dispinfos 255/0 44880/0 ( 0.0%)
disp_verts 20599/0 411980/0 ( 0.0%)
disp_tris 32544/0 65088/0 ( 0.0%)
disp_lmsamples 531608/0 531608/0 ( 0.0%)
faces 33043/65536 1850408/3670016 (50.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 19181/65536 1074136/3670016 (29.3%)
leaves 20698/65536 662336/2097152 (31.6%)
leaffaces 40630/65536 81260/131072 (62.0%)
leafbrushes 20533/65536 41066/131072 (31.3%)
areas 10/256 80/2048 ( 3.9%)
surfedges 236033/512000 944132/2048000 (46.1%)
edges 142909/256000 571636/1024000 (55.8%)
LDR worldlights 335/8192 29480/720896 ( 4.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 11/32768 132/393216 ( 0.0%)
waterstrips 2794/32768 27940/327680 ( 8.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 57138/65536 114276/131072 (87.2%) VERY FULL!
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 19/512 6688/180224 ( 3.7%)
LDR lightdata [variable] 5719748/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 13049468/16777216 (77.8%)
entdata [variable] 226152/393216 (57.5%)
LDR ambient table 20698/65536 82792/262144 (31.6%)
HDR ambient table 20698/65536 82792/262144 (31.6%)
LDR leaf ambient 91282/65536 2555896/1835008 (139.3%) VERY FULL!
HDR leaf ambient 20698/65536 579544/1835008 (31.6%)
occluders 30/0 1200/0 ( 0.0%)
occluder polygons 684/0 8208/0 ( 0.0%)
occluder vert ind 3234/0 12936/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/98518 ( 0.0%)
pakfile [variable] 17933/0 ( 0.0%)
physics [variable] 2301366/4194304 (54.9%)
physics terrain [variable] 105427/1048576 (10.1%)
Level flags = 0
Total triangle count: 92773
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\njp_City_halloween_Alpha_v1.bsp
9 minutes, 38 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\njp_City_halloween_Alpha_v1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materialsrc\maps\njp_City_halloween_Alpha_v1.bsp"
Also, I've complied map with fast vvis, due to long compile on normal,
Also I've used func_occluder, since its suposed to be alike gm_bigcity, just with more props.
Cheers