The entire Nucleus machine is around 60k triangles. That is not what will give you problems in this endeavor, it is everything else.
I see it as a tribute,
I don't know has there been someone getting sued or got in trouble for ripped models, or maps?
There was some "fan remake" that got shut down not too long ago; I forget what it was, though. They didn't get sued or anything, just told to stop and not make the (un)finished product available. And also that was a whole-game remake.
** Executing...
** Command: "d:\steamx\steamapps\kimik3d\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\steamx\steamapps\kimik3d\team fortress 2\tf" "D :\JSRF\Hammer\jsrf_garage8.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: d:\steamx\steamapps\kimik3d\team fortress 2\tf\materials
Loading D :\JSRF\Hammer\jsrf_garage8.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 D :\JSRF\Hammer\jsrf_garage8.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) (97581 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 507 texinfos to 7
Reduced 3 texdatas to 3 (62 bytes to 62)
Writing D :\JSRF\Hammer\jsrf_garage8.bsp
3 seconds elapsed
** Executing...
** Command: "d:\steamx\steamapps\kimik3d\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\steamx\steamapps\kimik3d\team fortress 2\tf" -fast "D :\JSRF\Hammer\jsrf_garage8"
Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
4 threads
reading d:\jsrf\hammer\jsrf_garage8.bsp
reading d:\jsrf\hammer\jsrf_garage8.prt
2618 portalclusters
7364 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 155695 visible clusters (0.00%)
Total clusters visible: 5740917
Average clusters visible: 2192
Building PAS...
Average clusters audible: 2617
visdatasize:1706143 compressed from 1717408
writing d:\jsrf\hammer\jsrf_garage8.bsp
4 seconds elapsed
** Executing...
** Command: "d:\steamx\steamapps\kimik3d\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\steamx\steamapps\kimik3d\team fortress 2\tf" -noextra "D :\JSRF\Hammer\jsrf_garage8"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\jsrf\hammer\jsrf_garage8.bsp
Setting up ray-trace acceleration structure... Done (0.75 seconds)
15259 faces
25982567 square feet [3741489664.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
15259 patches before subdivision
1012197 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (102)
BuildVisLeafs: 0
** Executing...
** Command: Copy File
** Parameters: "D :\JSRF\Hammer\jsrf_garage8.bsp" "d:\steamx\steamapps\kimik3d\team fortress 2\tf\maps\jsrf_garage8.bsp"
** Executing...
** Command: d:\steamx\steam.exe
** Parameters: -applaunch 440 -game "d:\steamx\steamapps\kimik3d\team fortress 2\tf" -windowed +map "jsrf_garage8"