- Aug 4, 2017
- 15
- 1
** 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\Gamer\Documents\AD_Trainyard.vmf"
Valve Software - vbsp.exe (Mar 6 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Gamer\Documents\AD_Trainyard.vmf
Patching WVT material: maps/ad_trainyard/nature/blendgroundtograss006_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)
Chop Details...done (0)
Find Visible Detail Sides...Bad detail brush side
** 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\Gamer\Documents\AD_Trainyard"
Valve Software - vvis.exe (Mar 6 2018)
fastvis = true
4 threads
reading c:\users\gamer\documents\AD_Trainyard.bsp
reading c:\users\gamer\documents\AD_Trainyard.prt
LoadPortals: couldn't read c:\users\gamer\documents\AD_Trainyard.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\Gamer\Documents\AD_Trainyard"
Valve Software - vrad.exe SSE (Mar 6 2018)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\gamer\documents\AD_Trainyard.bsp
Setting up ray-trace acceleration structure... Done (0.60 seconds)
2118 faces
2609062 square feet [375704992.00 square inches]
112 Displacements
186879 Square Feet [26910590.00 Square Inches]
2118 patches before subdivision
37660 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 2496553, max 571
transfer lists: 19.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(12272, 6533, 4725)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1313, 313, 132)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(288, 31, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(96, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(40, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0148 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 431/8192 5172/98304 ( 5.3%)
brushsides 2908/65536 23264/524288 ( 4.4%)
planes 1320/65536 26400/1310720 ( 2.0%)
vertexes 3854/65536 46248/786432 ( 5.9%)
nodes 1947/65536 62304/2097152 ( 3.0%)
texinfos 126/12288 9072/884736 ( 1.0%)
texdata 37/2048 1184/65536 ( 1.8%)
dispinfos 112/0 19712/0 ( 0.0%)
disp_verts 9072/0 181440/0 ( 0.0%)
disp_tris 14336/0 28672/0 ( 0.0%)
disp_lmsamples 516592/0 516592/0 ( 0.0%)
faces 2118/65536 118608/3670016 ( 3.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 913/65536 51128/3670016 ( 1.4%)
leaves 1949/65536 62368/2097152 ( 3.0%)
leaffaces 2309/65536 4618/131072 ( 3.5%)
leafbrushes 1323/65536 2646/131072 ( 2.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 13273/512000 53092/2048000 ( 2.6%)
edges 7865/256000 31460/1024000 ( 3.1%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 173/32768 1730/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2904/65536 5808/131072 ( 4.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 2732672/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 268481/16777216 ( 1.6%)
entdata [variable] 3081/393216 ( 0.8%)
LDR ambient table 1949/65536 7796/262144 ( 3.0%)
HDR ambient table 1949/65536 7796/262144 ( 3.0%)
LDR leaf ambient 8728/65536 244384/1835008 (13.3%)
HDR leaf ambient 1949/65536 54572/1835008 ( 3.0%)
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] 1/96 ( 1.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/5148 ( 0.0%)
pakfile [variable] 549/0 ( 0.0%)
physics [variable] 150037/4194304 ( 3.6%)
physics terrain [variable] 39188/1048576 ( 3.7%)
Level flags = 0
Total triangle count: 5351
Writing c:\users\gamer\documents\AD_Trainyard.bsp
20 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Gamer\Documents\AD_Trainyard.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\AD_Trainyard.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" +map "AD_Trainyard" -steam
Any suggestions as to why this is happening?
** 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\Gamer\Documents\AD_Trainyard.vmf"
Valve Software - vbsp.exe (Mar 6 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Gamer\Documents\AD_Trainyard.vmf
Patching WVT material: maps/ad_trainyard/nature/blendgroundtograss006_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)
Chop Details...done (0)
Find Visible Detail Sides...Bad detail brush side
** 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\Gamer\Documents\AD_Trainyard"
Valve Software - vvis.exe (Mar 6 2018)
fastvis = true
4 threads
reading c:\users\gamer\documents\AD_Trainyard.bsp
reading c:\users\gamer\documents\AD_Trainyard.prt
LoadPortals: couldn't read c:\users\gamer\documents\AD_Trainyard.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\Gamer\Documents\AD_Trainyard"
Valve Software - vrad.exe SSE (Mar 6 2018)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\gamer\documents\AD_Trainyard.bsp
Setting up ray-trace acceleration structure... Done (0.60 seconds)
2118 faces
2609062 square feet [375704992.00 square inches]
112 Displacements
186879 Square Feet [26910590.00 Square Inches]
2118 patches before subdivision
37660 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 2496553, max 571
transfer lists: 19.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(12272, 6533, 4725)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1313, 313, 132)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(288, 31, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(96, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(40, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0148 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 431/8192 5172/98304 ( 5.3%)
brushsides 2908/65536 23264/524288 ( 4.4%)
planes 1320/65536 26400/1310720 ( 2.0%)
vertexes 3854/65536 46248/786432 ( 5.9%)
nodes 1947/65536 62304/2097152 ( 3.0%)
texinfos 126/12288 9072/884736 ( 1.0%)
texdata 37/2048 1184/65536 ( 1.8%)
dispinfos 112/0 19712/0 ( 0.0%)
disp_verts 9072/0 181440/0 ( 0.0%)
disp_tris 14336/0 28672/0 ( 0.0%)
disp_lmsamples 516592/0 516592/0 ( 0.0%)
faces 2118/65536 118608/3670016 ( 3.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 913/65536 51128/3670016 ( 1.4%)
leaves 1949/65536 62368/2097152 ( 3.0%)
leaffaces 2309/65536 4618/131072 ( 3.5%)
leafbrushes 1323/65536 2646/131072 ( 2.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 13273/512000 53092/2048000 ( 2.6%)
edges 7865/256000 31460/1024000 ( 3.1%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 173/32768 1730/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2904/65536 5808/131072 ( 4.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 2732672/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 268481/16777216 ( 1.6%)
entdata [variable] 3081/393216 ( 0.8%)
LDR ambient table 1949/65536 7796/262144 ( 3.0%)
HDR ambient table 1949/65536 7796/262144 ( 3.0%)
LDR leaf ambient 8728/65536 244384/1835008 (13.3%)
HDR leaf ambient 1949/65536 54572/1835008 ( 3.0%)
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] 1/96 ( 1.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/5148 ( 0.0%)
pakfile [variable] 549/0 ( 0.0%)
physics [variable] 150037/4194304 ( 3.6%)
physics terrain [variable] 39188/1048576 ( 3.7%)
Level flags = 0
Total triangle count: 5351
Writing c:\users\gamer\documents\AD_Trainyard.bsp
20 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Gamer\Documents\AD_Trainyard.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\AD_Trainyard.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" +map "AD_Trainyard" -steam
Any suggestions as to why this is happening?