Alright here is the compile process. Its a pretty basic map for now
** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\yelho\Desktop\PP Level\PP 2 2.vmf"
Valve Software - vbsp.exe (Oct 14 2017)
8 threads
materialPath: E:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\yelho\Desktop\PP Level\PP 2 2.vmf
Patching WVT material: maps/pp 2 2/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/pp 2 2/brick/blendcobbletocobblesnow001_wvt_patch
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\yelho\Desktop\PP Level\PP 2 2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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) (2959 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 29 texinfos to 6
Reduced 6 texdatas to 4 (213 bytes to 154)
Writing C:\Users\yelho\Desktop\PP Level\PP 2 2.bsp
Wrote ZIP buffer, estimated size 107107, actual size 106625
0 seconds elapsed
** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\yelho\Desktop\PP Level\PP 2 2"
Valve Software - vvis.exe (Oct 14 2017)
8 threads
reading c:\users\yelho\desktop\pp level\PP 2 2.bsp
reading c:\users\yelho\desktop\pp level\PP 2 2.prt
18 portalclusters
27 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: 0 visible clusters (0.00%)
Total clusters visible: 324
Average clusters visible: 18
Building PAS...
Average clusters audible: 18
visdatasize:256 compressed from 288
writing c:\users\yelho\desktop\pp level\PP 2 2.bsp
0 seconds elapsed
** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\yelho\Desktop\PP Level\PP 2 2"
Valve Software - vrad.exe SSE (Oct 14 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\yelho\desktop\pp level\PP 2 2.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
178 faces
153429 square feet [22093824.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
178 patches before subdivision
17038 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 2999896, max 497
transfer lists: 22.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0033 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 8/8192 96/98304 ( 0.1%)
brushsides 48/65536 384/524288 ( 0.1%)
planes 50/65536 1000/1310720 ( 0.1%)
vertexes 202/65536 2424/786432 ( 0.3%)
nodes 85/65536 2720/2097152 ( 0.1%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 4/2048 128/65536 ( 0.2%)
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 178/65536 9968/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8/65536 448/3670016 ( 0.0%)
leaves 87/65536 2784/2097152 ( 0.1%)
leaffaces 178/65536 356/131072 ( 0.3%)
leafbrushes 54/65536 108/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 760/512000 3040/2048000 ( 0.1%)
edges 394/256000 1576/1024000 ( 0.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 4/32768 40/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 48/65536 96/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 423656/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 256/16777216 ( 0.0%)
entdata [variable] 361/393216 ( 0.1%)
LDR ambient table 87/65536 348/262144 ( 0.1%)
HDR ambient table 87/65536 348/262144 ( 0.1%)
LDR leaf ambient 18/65536 504/1835008 ( 0.0%)
HDR leaf ambient 87/65536 2436/1835008 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 106625/0 ( 0.0%)
physics [variable] 2959/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 372
Writing c:\users\yelho\desktop\pp level\PP 2 2.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\yelho\Desktop\PP Level\PP 2 2.bsp" "E:\Steam\steamapps\common\Team Fortress 2\tf\maps\PP 2 2.bsp"
** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" +map "PP 2 2" -steam