How do I know when I hit Hammer's limit of processing?

Discussion in 'Mapping Questions & Discussion' started by MoonFox, Oct 22, 2015.

  1. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    736
    Positive Ratings:
    72
    Welp, I've hit the insane load times
     
  2. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

    Messages:
    1,264
    Positive Ratings:
    748
    open the log file in a text editor. it should show the current status of the compile. if its stuck in vvis you might need to find a guide on how to optimize your map.

    the vvis step in the log looks like
    Code:
    2383 portalclusters
    6791 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 10052 visible clusters (1.11%)
    Total clusters visible: 908268
    Average clusters visible: 381
    Building PAS...
    Average clusters audible: 1138
    visdatasize:1025360  compressed from 1448864
    
    Where in your case it prob would be stuck at something like
    Code:
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7.
    
    Depending on how far it is and the time it did take it can give you an idea of how unoptimized it is as any time above 15 minutes in that case can be considered long.
     
  3. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    736
    Positive Ratings:
    72
    Its frozen at 0 and a dot... sooo I guess pretty unoptimized
     
  4. worMatty

    aa worMatty Repacking Evangelist

    Messages:
    1,072
    Positive Ratings:
    834
    Hammer doesn't have a 'limit of processing'. It just compiles until there is nothing left to compile. It won't be able to complete a compile if your map uses too many things, though, such as brushes. You can see how 'full' your map is of the limiting things at the end of each compile, in a table in the compile log. You can do a fast compile just to find that information out.

    When you compile with Hammer, Windows thinks it's locked up and so replaces the windows with an image of them, with their own buttons so the user thinks the application is still responsive and can press its window buttons, but this covers up the compile progress, so people think it's crashed. If you use a different application to compile your map such as CompilePal or VBCT, you will be able to see the progression of the compile without obstruction and in the case of CompilePal can cancel the compile if VVIS is taking too long.
     
  5. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    736
    Positive Ratings:
    72
    this isn't for final compile or testing... this is simply just used as a light scan to make sure proper lighting queues are being shown at the right time
     
  6. wiseguy149

    wiseguy149 Emperor of Entities and Amateur of Aesthetics

    Messages:
    103
    Positive Ratings:
    160
    As worMatty said, there is no hard limit on processing that prevents your map from compiling. Hammer just locks up (but still runs) until the compiling is finished, which, in a unoptimized map, can end up taking hours.

    Your options are to run a fast compile and see if everything still works and if you problem was in visibility calculation, or try to run a full compile and check the logs to see where it slows down.
    You could use an external tool like CompilePal (which won't lock up as much, letting you monitor it more easily), but Hammer will also work. Even if it locks up, it still generates a text file in real time of the compile log, which you can find right next to your vmf.
     
  7. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    736
    Positive Ratings:
    72
    took me a bit to find it
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.vmf
    Patching WVT material: maps/pl_cooler/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtogravel001_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtoconcrete002_wvt_patch
    Patching WVT material: maps/pl_cooler/egypt/sand_cliff_blend_01_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (142681 bytes)
    Error! To use model "models/bots/heavy/bot_heavy.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/bots/heavy/bot_heavy.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 481 texinfos to 356
    Reduced 39 texdatas to 32 (1082 bytes to 848)
    Writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.bsp
    1 second elapsed



    8 threads
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.prt
    1098 portalclusters
    3538 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 5063 visible clusters (1.22%)
    Total clusters visible: 414906
    Average clusters visible: 377
    Building PAS...
    Average clusters audible: 1089
    visdatasize:275139 compressed from 316224
    writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    2 minutes, 5 seconds elapsed



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    3201 faces
    1587005 square feet [228528752.00 square inches]
    32 Displacements
    26520 Square Feet [3819014.00 Square Inches]
    3201 patches before subdivision
    51021 patches after subdivision
    54 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3369378, max 558
    transfer lists: 25.7 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(363666, 244463, 170165)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(77811, 39144, 21406)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(18670, 7305, 3405)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(4781, 1482, 611)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1285, 318, 120)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(360, 72, 25)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(104, 17, 6)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(31, 4, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(10, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0093 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 8/1024 384/49152 ( 0.8%)
    brushes 382/8192 4584/98304 ( 4.7%)
    brushsides 2789/65536 22312/524288 ( 4.3%)
    planes 2050/65536 41000/1310720 ( 3.1%)
    vertexes 4564/65536 54768/786432 ( 7.0%)
    nodes 2146/65536 68672/2097152 ( 3.3%)
    texinfos 356/12288 25632/884736 ( 2.9%)
    texdata 32/2048 1024/65536 ( 1.6%)
    dispinfos 32/0 5632/0 ( 0.0%)
    disp_verts 2592/0 51840/0 ( 0.0%)
    disp_tris 4096/0 8192/0 ( 0.0%)
    disp_lmsamples 65632/0 65632/0 ( 0.0%)
    faces 3201/65536 179256/3670016 ( 4.9%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1495/65536 83720/3670016 ( 2.3%)
    leaves 2155/65536 68960/2097152 ( 3.3%)
    leaffaces 3727/65536 7454/131072 ( 5.7%)
    leafbrushes 1349/65536 2698/131072 ( 2.1%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 21291/512000 85164/2048000 ( 4.2%)
    edges 11577/256000 46308/1024000 ( 4.5%)
    LDR worldlights 54/8192 4752/720896 ( 0.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 258/32768 2580/327680 ( 0.8%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 3957/65536 7914/131072 ( 6.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 1/512 352/180224 ( 0.2%)
    LDR lightdata [variable] 3146980/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 275139/16777216 ( 1.6%)
    entdata [variable] 63251/393216 (16.1%)
    LDR ambient table 2155/65536 8620/262144 ( 3.3%)
    HDR ambient table 2155/65536 8620/262144 ( 3.3%)
    LDR leaf ambient 11890/65536 332920/1835008 (18.1%)
    HDR leaf ambient 2155/65536 60340/1835008 ( 3.3%)
    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] 1/14890 ( 0.0%)
    pakfile [variable] 2248/0 ( 0.0%)
    physics [variable] 142681/4194304 ( 3.4%)
    physics terrain [variable] 6416/1048576 ( 0.6%)

    Level flags = 0

    Total triangle count: 8899
    Writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    11 seconds elapsed



    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.vmf
    Patching WVT material: maps/pl_cooler/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtogravel001_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtoconcrete002_wvt_patch
    Patching WVT material: maps/pl_cooler/egypt/sand_cliff_blend_01_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (146393 bytes)
    Error! To use model "models/bots/heavy/bot_heavy.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/bots/heavy/bot_heavy.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 495 texinfos to 371
    Reduced 39 texdatas to 32 (1082 bytes to 848)
    Writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.bsp
    1 second elapsed



    8 threads
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.prt
    1138 portalclusters
    3701 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 5154 visible clusters (1.17%)
    Total clusters visible: 441669
    Average clusters visible: 388
    Building PAS...
    Average clusters audible: 1131
    visdatasize:293229 compressed from 327744
    writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    3 minutes, 30 seconds elapsed



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    3303 faces
    1590090 square feet [228972976.00 square inches]
    32 Displacements
    26520 Square Feet [3819014.00 Square Inches]
    3303 patches before subdivision
    51631 patches after subdivision
    55 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3434844, max 566
    transfer lists: 26.2 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(359943, 241983, 169323)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(77119, 38598, 21090)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(18623, 7217, 3342)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(4816, 1474, 598)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1308, 319, 118)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(371, 72, 25)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(109, 17, 6)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(33, 4, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(10, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0129 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 8/1024 384/49152 ( 0.8%)
    brushes 392/8192 4704/98304 ( 4.8%)
    brushsides 2873/65536 22984/524288 ( 4.4%)
    planes 2150/65536 43000/1310720 ( 3.3%)
    vertexes 4739/65536 56868/786432 ( 7.2%)
    nodes 2218/65536 70976/2097152 ( 3.4%)
    texinfos 371/12288 26712/884736 ( 3.0%)
    texdata 32/2048 1024/65536 ( 1.6%)
    dispinfos 32/0 5632/0 ( 0.0%)
    disp_verts 2592/0 51840/0 ( 0.0%)
    disp_tris 4096/0 8192/0 ( 0.0%)
    disp_lmsamples 65632/0 65632/0 ( 0.0%)
    faces 3303/65536 184968/3670016 ( 5.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1536/65536 86016/3670016 ( 2.3%)
    leaves 2227/65536 71264/2097152 ( 3.4%)
    leaffaces 3804/65536 7608/131072 ( 5.8%)
    leafbrushes 1374/65536 2748/131072 ( 2.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 22003/512000 88012/2048000 ( 4.3%)
    edges 11965/256000 47860/1024000 ( 4.7%)
    LDR worldlights 55/8192 4840/720896 ( 0.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 281/32768 2810/327680 ( 0.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4257/65536 8514/131072 ( 6.5%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 1/512 352/180224 ( 0.2%)
    LDR lightdata [variable] 3182384/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 293229/16777216 ( 1.7%)
    entdata [variable] 68340/393216 (17.4%)
    LDR ambient table 2227/65536 8908/262144 ( 3.4%)
    HDR ambient table 2227/65536 8908/262144 ( 3.4%)
    LDR leaf ambient 12333/65536 345324/1835008 (18.8%)
    HDR leaf ambient 2227/65536 62356/1835008 ( 3.4%)
    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] 1/16122 ( 0.0%)
    pakfile [variable] 2248/0 ( 0.0%)
    physics [variable] 146393/4194304 ( 3.5%)
    physics terrain [variable] 6416/1048576 ( 0.6%)

    Level flags = 0

    Total triangle count: 9235
    Writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    10 seconds elapsed



    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.vmf
    Patching WVT material: maps/pl_cooler/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtogravel001_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtoconcrete002_wvt_patch
    Patching WVT material: maps/pl_cooler/egypt/sand_cliff_blend_01_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (146393 bytes)
    Error! To use model "models/bots/heavy/bot_heavy.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/bots/heavy/bot_heavy.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 495 texinfos to 371
    Reduced 39 texdatas to 32 (1082 bytes to 848)
    Writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.bsp
    1 second elapsed



    8 threads
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.prt
    1138 portalclusters
    3701 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 5154 visible clusters (1.17%)
    Total clusters visible: 441669
    Average clusters visible: 388
    Building PAS...
    Average clusters audible: 1131
    visdatasize:293229 compressed from 327744
    writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    3 minutes, 30 seconds elapsed



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    3303 faces
    1590090 square feet [228972976.00 square inches]
    32 Displacements
    26520 Square Feet [3819014.00 Square Inches]
    3303 patches before subdivision
    51631 patches after subdivision
    55 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3434844, max 566
    transfer lists: 26.2 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(359940, 241980, 169318)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(77119, 38598, 21090)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(18623, 7217, 3342)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(4816, 1474, 598)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1308, 319, 118)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(371, 72, 25)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(109, 17, 6)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(33, 4, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(10, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0122 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 8/1024 384/49152 ( 0.8%)
    brushes 392/8192 4704/98304 ( 4.8%)
    brushsides 2873/65536 22984/524288 ( 4.4%)
    planes 2150/65536 43000/1310720 ( 3.3%)
    vertexes 4739/65536 56868/786432 ( 7.2%)
    nodes 2218/65536 70976/2097152 ( 3.4%)
    texinfos 371/12288 26712/884736 ( 3.0%)
    texdata 32/2048 1024/65536 ( 1.6%)
    dispinfos 32/0 5632/0 ( 0.0%)
    disp_verts 2592/0 51840/0 ( 0.0%)
    disp_tris 4096/0 8192/0 ( 0.0%)
    disp_lmsamples 65632/0 65632/0 ( 0.0%)
    faces 3303/65536 184968/3670016 ( 5.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1536/65536 86016/3670016 ( 2.3%)
    leaves 2227/65536 71264/2097152 ( 3.4%)
    leaffaces 3804/65536 7608/131072 ( 5.8%)
    leafbrushes 1374/65536 2748/131072 ( 2.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 22003/512000 88012/2048000 ( 4.3%)
    edges 11965/256000 47860/1024000 ( 4.7%)
    LDR worldlights 55/8192 4840/720896 ( 0.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 281/32768 2810/327680 ( 0.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4257/65536 8514/131072 ( 6.5%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 1/512 352/180224 ( 0.2%)
    LDR lightdata [variable] 3182384/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 293229/16777216 ( 1.7%)
    entdata [variable] 68340/393216 (17.4%)
    LDR ambient table 2227/65536 8908/262144 ( 3.4%)
    HDR ambient table 2227/65536 8908/262144 ( 3.4%)
    LDR leaf ambient 12333/65536 345324/1835008 (18.8%)
    HDR leaf ambient 2227/65536 62356/1835008 ( 3.4%)
    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] 1/16122 ( 0.0%)
    pakfile [variable] 2248/0 ( 0.0%)
    physics [variable] 146393/4194304 ( 3.5%)
    physics terrain [variable] 6416/1048576 ( 0.6%)

    Level flags = 0

    Total triangle count: 9235
    Writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    10 seconds elapsed



    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.vmf
    Patching WVT material: maps/pl_cooler/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtogravel001_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtoconcrete002_wvt_patch
    Patching WVT material: maps/pl_cooler/egypt/sand_cliff_blend_01_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (146505 bytes)
    Error! To use model "models/bots/heavy/bot_heavy.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/bots/heavy/bot_heavy.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 498 texinfos to 374
    Reduced 40 texdatas to 33 (1104 bytes to 870)
    Writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.bsp
    1 second elapsed



    8 threads
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.prt
    1140 portalclusters
    3717 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 5198 visible clusters (1.16%)
    Total clusters visible: 447687
    Average clusters visible: 392
    Building PAS...
    Average clusters audible: 1133
    visdatasize:293933 compressed from 328320
    writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    4 minutes, 23 seconds elapsed



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    3309 faces
    1590073 square feet [228970544.00 square inches]
    32 Displacements
    26520 Square Feet [3819014.00 Square Inches]
    3309 patches before subdivision
    51541 patches after subdivision
    55 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3432047, max 569
    transfer lists: 26.2 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(359065, 241071, 168684)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(76852, 38393, 20984)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(18549, 7171, 3324)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(4798, 1464, 596)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1305, 317, 117)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(371, 72, 25)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(109, 17, 6)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(33, 4, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(10, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0095 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 8/1024 384/49152 ( 0.8%)
    brushes 392/8192 4704/98304 ( 4.8%)
    brushsides 2872/65536 22976/524288 ( 4.4%)
    planes 2164/65536 43280/1310720 ( 3.3%)
    vertexes 4750/65536 57000/786432 ( 7.2%)
    nodes 2216/65536 70912/2097152 ( 3.4%)
    texinfos 374/12288 26928/884736 ( 3.0%)
    texdata 33/2048 1056/65536 ( 1.6%)
    dispinfos 32/0 5632/0 ( 0.0%)
    disp_verts 2592/0 51840/0 ( 0.0%)
    disp_tris 4096/0 8192/0 ( 0.0%)
    disp_lmsamples 65632/0 65632/0 ( 0.0%)
    faces 3309/65536 185304/3670016 ( 5.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1538/65536 86128/3670016 ( 2.3%)
    leaves 2225/65536 71200/2097152 ( 3.4%)
    leaffaces 3821/65536 7642/131072 ( 5.8%)
    leafbrushes 1371/65536 2742/131072 ( 2.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 22041/512000 88164/2048000 ( 4.3%)
    edges 11984/256000 47936/1024000 ( 4.7%)
    LDR worldlights 55/8192 4840/720896 ( 0.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 282/32768 2820/327680 ( 0.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4254/65536 8508/131072 ( 6.5%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 1/512 352/180224 ( 0.2%)
    LDR lightdata [variable] 3182820/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 293933/16777216 ( 1.8%)
    entdata [variable] 68340/393216 (17.4%)
    LDR ambient table 2225/65536 8900/262144 ( 3.4%)
    HDR ambient table 2225/65536 8900/262144 ( 3.4%)
    LDR leaf ambient 12315/65536 344820/1835008 (18.8%)
    HDR leaf ambient 2225/65536 62300/1835008 ( 3.4%)
    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] 1/16122 ( 0.0%)
    pakfile [variable] 2248/0 ( 0.0%)
    physics [variable] 146505/4194304 ( 3.5%)
    physics terrain [variable] 6416/1048576 ( 0.6%)

    Level flags = 0

    Total triangle count: 9253
    Writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    11 seconds elapsed



    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.vmf
    Patching WVT material: maps/pl_cooler/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtogravel001_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtoconcrete002_wvt_patch
    Patching WVT material: maps/pl_cooler/egypt/sand_cliff_blend_01_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (146913 bytes)
    Error! To use model "models/bots/heavy/bot_heavy.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/bots/heavy/bot_heavy.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 501 texinfos to 378
    Reduced 40 texdatas to 33 (1104 bytes to 870)
    Writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.bsp
    1 second elapsed



    8 threads
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.prt
    1139 portalclusters
    3724 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 5254 visible clusters (1.17%)
    Total clusters visible: 448688
    Average clusters visible: 393
    Building PAS...
    Average clusters audible: 1132
    visdatasize:294236 compressed from 328032
    writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    4 minutes, 46 seconds elapsed



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    3316 faces
    1 degenerate faces
    1591061 square feet [229112912.00 square inches]
    32 Displacements
    26520 Square Feet [3819014.00 Square Inches]
    3315 patches before subdivision
    51649 patches after subdivision
    55 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3455048, max 574
    transfer lists: 26.4 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(360591, 241364, 168494)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(77168, 38483, 20985)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(18622, 7181, 3319)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(4817, 1466, 595)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1307, 316, 117)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(371, 72, 25)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(109, 17, 6)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(33, 4, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(10, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0097 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 8/1024 384/49152 ( 0.8%)
    brushes 393/8192 4716/98304 ( 4.8%)
    brushsides 2877/65536 23016/524288 ( 4.4%)
    planes 2166/65536 43320/1310720 ( 3.3%)
    vertexes 4766/65536 57192/786432 ( 7.3%)
    nodes 2218/65536 70976/2097152 ( 3.4%)
    texinfos 378/12288 27216/884736 ( 3.1%)
    texdata 33/2048 1056/65536 ( 1.6%)
    dispinfos 32/0 5632/0 ( 0.0%)
    disp_verts 2592/0 51840/0 ( 0.0%)
    disp_tris 4096/0 8192/0 ( 0.0%)
    disp_lmsamples 65632/0 65632/0 ( 0.0%)
    faces 3316/65536 185696/3670016 ( 5.1%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1546/65536 86576/3670016 ( 2.4%)
    leaves 2227/65536 71264/2097152 ( 3.4%)
    leaffaces 3833/65536 7666/131072 ( 5.8%)
    leafbrushes 1376/65536 2752/131072 ( 2.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 22135/512000 88540/2048000 ( 4.3%)
    edges 12030/256000 48120/1024000 ( 4.7%)
    LDR worldlights 55/8192 4840/720896 ( 0.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 285/32768 2850/327680 ( 0.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4287/65536 8574/131072 ( 6.5%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 1/512 352/180224 ( 0.2%)
    LDR lightdata [variable] 3185972/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 294236/16777216 ( 1.8%)
    entdata [variable] 68883/393216 (17.5%)
    LDR ambient table 2227/65536 8908/262144 ( 3.4%)
    HDR ambient table 2227/65536 8908/262144 ( 3.4%)
    LDR leaf ambient 12305/65536 344540/1835008 (18.8%)
    HDR leaf ambient 2227/65536 62356/1835008 ( 3.4%)
    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] 1/16330 ( 0.0%)
    pakfile [variable] 2248/0 ( 0.0%)
    physics [variable] 146913/4194304 ( 3.5%)
    physics terrain [variable] 6416/1048576 ( 0.6%)

    Level flags = 0

    Total triangle count: 9301
    Writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    11 seconds elapsed



    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.vmf
    Patching WVT material: maps/pl_cooler/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtogravel001_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtoconcrete002_wvt_patch
    Patching WVT material: maps/pl_cooler/egypt/sand_cliff_blend_01_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (147009 bytes)
    Error! To use model "models/bots/heavy/bot_heavy.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/bots/heavy/bot_heavy.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 506 texinfos to 383
    Reduced 40 texdatas to 33 (1104 bytes to 870)
    Writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.bsp
    1 second elapsed



    8 threads
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.prt
    1137 portalclusters
    3732 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 5291 visible clusters (1.15%)
    Total clusters visible: 460434
    Average clusters visible: 404
    Building PAS...
    Average clusters audible: 1126
    visdatasize:295463 compressed from 327456
    writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    8 minutes, 36 seconds elapsed



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    3304 faces
    1 degenerate faces
    1589352 square feet [228866784.00 square inches]
    32 Displacements
    26520 Square Feet [3819014.00 Square Inches]
    3303 patches before subdivision
    51339 patches after subdivision
    55 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3507891, max 561
    transfer lists: 26.8 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(362739, 243539, 170288)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(77549, 38808, 21246)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(18701, 7239, 3357)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(4841, 1478, 601)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1313, 319, 118)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(373, 73, 25)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(109, 17, 6)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(33, 4, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(10, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0138 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 8/1024 384/49152 ( 0.8%)
    brushes 393/8192 4716/98304 ( 4.8%)
    brushsides 2877/65536 23016/524288 ( 4.4%)
    planes 2162/65536 43240/1310720 ( 3.3%)
    vertexes 4754/65536 57048/786432 ( 7.3%)
    nodes 2214/65536 70848/2097152 ( 3.4%)
    texinfos 383/12288 27576/884736 ( 3.1%)
    texdata 33/2048 1056/65536 ( 1.6%)
    dispinfos 32/0 5632/0 ( 0.0%)
    disp_verts 2592/0 51840/0 ( 0.0%)
    disp_tris 4096/0 8192/0 ( 0.0%)
    disp_lmsamples 65632/0 65632/0 ( 0.0%)
    faces 3304/65536 185024/3670016 ( 5.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1547/65536 86632/3670016 ( 2.4%)
    leaves 2223/65536 71136/2097152 ( 3.4%)
    leaffaces 3841/65536 7682/131072 ( 5.9%)
    leafbrushes 1372/65536 2744/131072 ( 2.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 22075/512000 88300/2048000 ( 4.3%)
    edges 11995/256000 47980/1024000 ( 4.7%)
    LDR worldlights 55/8192 4840/720896 ( 0.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 284/32768 2840/327680 ( 0.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4293/65536 8586/131072 ( 6.6%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 1/512 352/180224 ( 0.2%)
    LDR lightdata [variable] 3282792/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 295463/16777216 ( 1.8%)
    entdata [variable] 68888/393216 (17.5%)
    LDR ambient table 2223/65536 8892/262144 ( 3.4%)
    HDR ambient table 2223/65536 8892/262144 ( 3.4%)
    LDR leaf ambient 12340/65536 345520/1835008 (18.8%)
    HDR leaf ambient 2223/65536 62244/1835008 ( 3.4%)
    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] 1/16324 ( 0.0%)
    pakfile [variable] 2248/0 ( 0.0%)
    physics [variable] 147009/4194304 ( 3.5%)
    physics terrain [variable] 6416/1048576 ( 0.6%)

    Level flags = 0

    Total triangle count: 9261
    Writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    11 seconds elapsed



    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.vmf
    Patching WVT material: maps/pl_cooler/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtogravel001_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtoconcrete002_wvt_patch
    Patching WVT material: maps/pl_cooler/egypt/sand_cliff_blend_01_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (172569 bytes)
    Error! To use model "models/bots/heavy/bot_heavy.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/bots/heavy/bot_heavy.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 585 texinfos to 451
    Reduced 41 texdatas to 34 (1124 bytes to 890)
    Writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.bsp
    1 second elapsed



    8 threads
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.prt
    1253 portalclusters
    4138 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...


    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.vmf
    Patching WVT material: maps/pl_cooler/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtogravel001_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtoconcrete002_wvt_patch
    Patching WVT material: maps/pl_cooler/egypt/sand_cliff_blend_01_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (172569 bytes)
    Error! To use model "models/bots/heavy/bot_heavy.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/bots/heavy/bot_heavy.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 585 texinfos to 451
    Reduced 41 texdatas to 34 (1124 bytes to 890)
    Writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.bsp
    3 seconds elapsed



    8 threads
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.prt
    1253 portalclusters
    4118 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 6344 visible clusters (1.11%)
    Total clusters visible: 573302
    Average clusters visible: 457
    Building PAS...
    Average clusters audible: 1241
    visdatasize:356392 compressed from 400960
    writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    1 hour, 58 minutes, 53 seconds elapsed
    10Optimized: 6316 visible clusters (1.10%)
    Total clusters visible: 573074
    Average clusters visible: 457
    Building PAS...
    Average clusters audible: 1241
    visdatasize:356385 compressed from 400960
    writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    1 hour, 56 minutes, 17 seconds elapsed
     
  8. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,219
    Wait, why is it running the whole process several times?
     
  9. killohurtz

    aa killohurtz Distinction in Applied Carving

    Messages:
    1,003
    Positive Ratings:
    1,155
    I assume he copied the contents of the log file. It looks like he doesn't version his map so every compile he ever did would be stored in the same one.

    The table of engine limits you're looking for starts with this:
    Code:
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  -------- 
    Compile logs are appended to the end of the log file, so the one at the bottom is the most recent.
     
  10. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    736
    Positive Ratings:
    72
    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 8/1024 384/49152 ( 0.8%)
    brushes 392/8192 4704/98304 ( 4.8%)
    brushsides 2872/65536 22976/524288 ( 4.4%)
    planes 2164/65536 43280/1310720 ( 3.3%)
    vertexes 4750/65536 57000/786432 ( 7.2%)
    nodes 2216/65536 70912/2097152 ( 3.4%)
    texinfos 374/12288 26928/884736 ( 3.0%)
    texdata 33/2048 1056/65536 ( 1.6%)
    dispinfos 32/0 5632/0 ( 0.0%)
    disp_verts 2592/0 51840/0 ( 0.0%)
    disp_tris 4096/0 8192/0 ( 0.0%)
    disp_lmsamples 65632/0 65632/0 ( 0.0%)
    faces 3309/65536 185304/3670016 ( 5.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1538/65536 86128/3670016 ( 2.3%)
    leaves 2225/65536 71200/2097152 ( 3.4%)
    leaffaces 3821/65536 7642/131072 ( 5.8%)
    leafbrushes 1371/65536 2742/131072 ( 2.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 22041/512000 88164/2048000 ( 4.3%)
    edges 11984/256000 47936/1024000 ( 4.7%)
    LDR worldlights 55/8192 4840/720896 ( 0.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 282/32768 2820/327680 ( 0.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4254/65536 8508/131072 ( 6.5%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 1/512 352/180224 ( 0.2%)
    LDR lightdata [variable] 3182820/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 293933/16777216 ( 1.8%)
    entdata [variable] 68340/393216 (17.4%)
    LDR ambient table 2225/65536 8900/262144 ( 3.4%)
    HDR ambient table 2225/65536 8900/262144 ( 3.4%)
    LDR leaf ambient 12315/65536 344820/1835008 (18.8%)
    HDR leaf ambient 2225/65536 62300/1835008 ( 3.4%)
    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] 1/16122 ( 0.0%)
    pakfile [variable] 2248/0 ( 0.0%)
    physics [variable] 146505/4194304 ( 3.5%)
    physics terrain [variable] 6416/1048576 ( 0.6%)

    Level flags = 0

    Total triangle count: 9253
    Writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    11 seconds elapsed



    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.vmf
    Patching WVT material: maps/pl_cooler/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtogravel001_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtoconcrete002_wvt_patch
    Patching WVT material: maps/pl_cooler/egypt/sand_cliff_blend_01_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (146913 bytes)
    Error! To use model "models/bots/heavy/bot_heavy.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/bots/heavy/bot_heavy.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 501 texinfos to 378
    Reduced 40 texdatas to 33 (1104 bytes to 870)
    Writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.bsp
    1 second elapsed



    8 threads
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.prt
    1139 portalclusters
    3724 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 5254 visible clusters (1.17%)
    Total clusters visible: 448688
    Average clusters visible: 393
    Building PAS...
    Average clusters audible: 1132
    visdatasize:294236 compressed from 328032
    writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    4 minutes, 46 seconds elapsed



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    3316 faces
    1 degenerate faces
    1591061 square feet [229112912.00 square inches]
    32 Displacements
    26520 Square Feet [3819014.00 Square Inches]
    3315 patches before subdivision
    51649 patches after subdivision
    55 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3455048, max 574
    transfer lists: 26.4 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(360591, 241364, 168494)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(77168, 38483, 20985)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(18622, 7181, 3319)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(4817, 1466, 595)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1307, 316, 117)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(371, 72, 25)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(109, 17, 6)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(33, 4, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(10, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0097 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 8/1024 384/49152 ( 0.8%)
    brushes 393/8192 4716/98304 ( 4.8%)
    brushsides 2877/65536 23016/524288 ( 4.4%)
    planes 2166/65536 43320/1310720 ( 3.3%)
    vertexes 4766/65536 57192/786432 ( 7.3%)
    nodes 2218/65536 70976/2097152 ( 3.4%)
    texinfos 378/12288 27216/884736 ( 3.1%)
    texdata 33/2048 1056/65536 ( 1.6%)
    dispinfos 32/0 5632/0 ( 0.0%)
    disp_verts 2592/0 51840/0 ( 0.0%)
    disp_tris 4096/0 8192/0 ( 0.0%)
    disp_lmsamples 65632/0 65632/0 ( 0.0%)
    faces 3316/65536 185696/3670016 ( 5.1%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1546/65536 86576/3670016 ( 2.4%)
    leaves 2227/65536 71264/2097152 ( 3.4%)
    leaffaces 3833/65536 7666/131072 ( 5.8%)
    leafbrushes 1376/65536 2752/131072 ( 2.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 22135/512000 88540/2048000 ( 4.3%)
    edges 12030/256000 48120/1024000 ( 4.7%)
    LDR worldlights 55/8192 4840/720896 ( 0.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 285/32768 2850/327680 ( 0.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4287/65536 8574/131072 ( 6.5%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 1/512 352/180224 ( 0.2%)
    LDR lightdata [variable] 3185972/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 294236/16777216 ( 1.8%)
    entdata [variable] 68883/393216 (17.5%)
    LDR ambient table 2227/65536 8908/262144 ( 3.4%)
    HDR ambient table 2227/65536 8908/262144 ( 3.4%)
    LDR leaf ambient 12305/65536 344540/1835008 (18.8%)
    HDR leaf ambient 2227/65536 62356/1835008 ( 3.4%)
    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] 1/16330 ( 0.0%)
    pakfile [variable] 2248/0 ( 0.0%)
    physics [variable] 146913/4194304 ( 3.5%)
    physics terrain [variable] 6416/1048576 ( 0.6%)

    Level flags = 0

    Total triangle count: 9301
    Writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    11 seconds elapsed



    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.vmf
    Patching WVT material: maps/pl_cooler/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtogravel001_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtoconcrete002_wvt_patch
    Patching WVT material: maps/pl_cooler/egypt/sand_cliff_blend_01_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (147009 bytes)
    Error! To use model "models/bots/heavy/bot_heavy.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/bots/heavy/bot_heavy.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 506 texinfos to 383
    Reduced 40 texdatas to 33 (1104 bytes to 870)
    Writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.bsp
    1 second elapsed



    8 threads
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.prt
    1137 portalclusters
    3732 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 5291 visible clusters (1.15%)
    Total clusters visible: 460434
    Average clusters visible: 404
    Building PAS...
    Average clusters audible: 1126
    visdatasize:295463 compressed from 327456
    writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    8 minutes, 36 seconds elapsed



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    3304 faces
    1 degenerate faces
    1589352 square feet [228866784.00 square inches]
    32 Displacements
    26520 Square Feet [3819014.00 Square Inches]
    3303 patches before subdivision
    51339 patches after subdivision
    55 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3507891, max 561
    transfer lists: 26.8 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(362739, 243539, 170288)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(77549, 38808, 21246)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(18701, 7239, 3357)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(4841, 1478, 601)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1313, 319, 118)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(373, 73, 25)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(109, 17, 6)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(33, 4, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(10, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0138 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 8/1024 384/49152 ( 0.8%)
    brushes 393/8192 4716/98304 ( 4.8%)
    brushsides 2877/65536 23016/524288 ( 4.4%)
    planes 2162/65536 43240/1310720 ( 3.3%)
    vertexes 4754/65536 57048/786432 ( 7.3%)
    nodes 2214/65536 70848/2097152 ( 3.4%)
    texinfos 383/12288 27576/884736 ( 3.1%)
    texdata 33/2048 1056/65536 ( 1.6%)
    dispinfos 32/0 5632/0 ( 0.0%)
    disp_verts 2592/0 51840/0 ( 0.0%)
    disp_tris 4096/0 8192/0 ( 0.0%)
    disp_lmsamples 65632/0 65632/0 ( 0.0%)
    faces 3304/65536 185024/3670016 ( 5.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1547/65536 86632/3670016 ( 2.4%)
    leaves 2223/65536 71136/2097152 ( 3.4%)
    leaffaces 3841/65536 7682/131072 ( 5.9%)
    leafbrushes 1372/65536 2744/131072 ( 2.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 22075/512000 88300/2048000 ( 4.3%)
    edges 11995/256000 47980/1024000 ( 4.7%)
    LDR worldlights 55/8192 4840/720896 ( 0.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 284/32768 2840/327680 ( 0.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4293/65536 8586/131072 ( 6.6%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 1/512 352/180224 ( 0.2%)
    LDR lightdata [variable] 3282792/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 295463/16777216 ( 1.8%)
    entdata [variable] 68888/393216 (17.5%)
    LDR ambient table 2223/65536 8892/262144 ( 3.4%)
    HDR ambient table 2223/65536 8892/262144 ( 3.4%)
    LDR leaf ambient 12340/65536 345520/1835008 (18.8%)
    HDR leaf ambient 2223/65536 62244/1835008 ( 3.4%)
    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] 1/16324 ( 0.0%)
    pakfile [variable] 2248/0 ( 0.0%)
    physics [variable] 147009/4194304 ( 3.5%)
    physics terrain [variable] 6416/1048576 ( 0.6%)

    Level flags = 0

    Total triangle count: 9261
    Writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    11 seconds elapsed



    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.vmf
    Patching WVT material: maps/pl_cooler/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtogravel001_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtoconcrete002_wvt_patch
    Patching WVT material: maps/pl_cooler/egypt/sand_cliff_blend_01_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (172569 bytes)
    Error! To use model "models/bots/heavy/bot_heavy.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/bots/heavy/bot_heavy.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 585 texinfos to 451
    Reduced 41 texdatas to 34 (1124 bytes to 890)
    Writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.bsp
    1 second elapsed



    8 threads
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.prt
    1253 portalclusters
    4138 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...


    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.vmf
    Patching WVT material: maps/pl_cooler/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtogravel001_wvt_patch
    Patching WVT material: maps/pl_cooler/nature/blendgroundtoconcrete002_wvt_patch
    Patching WVT material: maps/pl_cooler/egypt/sand_cliff_blend_01_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (172569 bytes)
    Error! To use model "models/bots/heavy/bot_heavy.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/bots/heavy/bot_heavy.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 585 texinfos to 451
    Reduced 41 texdatas to 34 (1124 bytes to 890)
    Writing C:\Users\Admin\Desktop\TF2 maps\PL_Cooler.bsp
    3 seconds elapsed



    8 threads
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    reading c:\users\admin\desktop\tf2 maps\PL_Cooler.prt
    1253 portalclusters
    4118 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 6344 visible clusters (1.11%)
    Total clusters visible: 573302
    Average clusters visible: 457
    Building PAS...
    Average clusters audible: 1241
    visdatasize:356392 compressed from 400960
    writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    1 hour, 58 minutes, 53 seconds elapsed
    10Optimized: 6316 visible clusters (1.10%)
    Total clusters visible: 573074
    Average clusters visible: 457
    Building PAS...
    Average clusters audible: 1241
    visdatasize:356385 compressed from 400960
    writing c:\users\admin\desktop\tf2 maps\PL_Cooler.bsp
    1 hour, 56 minutes, 17 seconds elapsed


    not gonna lie... but I think I'm gonna have to ND a lot of things just to cut down on vis leafs
     
  11. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    337
    stop posting multiple compile logs from the .txt file log. Just use the compile log after a compile.
    And yes, you should optimize your map but you aren't hiting any limits of source.
     
  12. worMatty

    aa worMatty Repacking Evangelist

    Messages:
    1,072
    Positive Ratings:
    834
    What is this thread even for?
     
  13. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    736
    Positive Ratings:
    72
    I don't remember, I think it was to gripe about a 4 hour compile in alpha
     
  14. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    736
    Positive Ratings:
    72
    okay... I added a ton of no_draw to the areas that you cant go... performance boomed

    still slow af
     
    Last edited: Oct 24, 2015
  15. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,564
    Slow compile time is a result of either a low end CPU or just absurd optimisation where any particular visleaf sees multiple others in a map. Often this is caused by windows and doorways between two large areas where you should ideally use areaportal's or at least some HINT brushes.

    What's your CPU spec? I run an i7 with hyperthreading so compiles rarely take longer than 5 minutes for the largest of maps. More cores mean more room for math by your computer and a better frequency of the cores means faster processing generally. More cores also means you'll have more room to run multiple processes so your computer wont lock up when large portions are dedicated to the compile.
     
  16. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    736
    Positive Ratings:
    72
    bruh, I spent 2k on a top of the line gaming computer, an Apollo II from Digital storm, processor being: Intel Core i7-6700k CPU @ 4.00GHz
    16.00 GB of ram
    and a 64 bit operating system.
     
  17. worMatty

    aa worMatty Repacking Evangelist

    Messages:
    1,072
    Positive Ratings:
    834
    Oh good, so it's definitely absurd optimisation, then.

    If you need help, Colt, you can post up your VMF for us to tell you what needs to be done. It sounds like you are experimenting with poor knowledge of how things work.
     
  18. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    736
    Positive Ratings:
    72
    yea... as long as I've been here, I've always run into compile problems extremely early.
    https://www.dropbox.com/s/0joklzxmeug9fn3/PL_Cooler.vmf?dl=0, its a mixed bag, i'm working towards a 2 part map, but I also set up the entire capture system (even though incomplete in structure) by hand... I cant remember who said it, I think Crash: (gonna mess up what he said somehow) "Its always good to sue the prefabs provided by boojum snarks, but also try learning how to make your own to learn what works, how, and why."
     
  19. killohurtz

    aa killohurtz Distinction in Applied Carving

    Messages:
    1,003
    Positive Ratings:
    1,155
    Okayyy I took one look at your vmf and saw your problem immediately

    [​IMG]

    This is NOT how you do skyboxes. The way you built this, VBSP filled this entire space with visleaves and poor VVIS has to calculate visibility between every single one. Look at how many visleaves you have - it's no wonder your compile is taking hours to finish:

    [​IMG]

    What you need to do instead is scrap this giant box entirely and start building a new skybox that conforms to your map, reducing as much empty space as possible (while still leaving room for jumping soldiers and demomen, of course). Please read through this guide:

    http://www.optimization.interlopers.net/index.php?chapter=intro

    And especially read the 2nd chapter "Notices" for ways to properly make a skybox. More on skybox optimization can be found here.

    Fixing your skybox will be a huge step in the right direction, but it's not the only thing you have to do to optimize your map. You will have to work on func_detailing, hint brushes, and areaportals as well to minimize compile time and maximize performance.
     
    • Thanks Thanks x 2
  20. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    736
    Positive Ratings:
    72
    Yea, quick note... the way I first learned hammer was built for hl2... and the person lecturing me taught me that was correct... here we are... and WRONG I WAS FOR ABOUT 4 YEARS

    oh, and I often used big box skyboxes for 2 reason: 1 laziness, 2 well laziness on front of manipulations. One of my less polished alpha maps was a AD built into a skyscraper. and props wouldn't load properly if I did not conceal and wrap entire skybox.