Ok , im gonna post a compile log,
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\staticx2601\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\staticx2601\team fortress 2\tf" "C:\HammerAutosave\newmario_123011_lightmaps_02.vmf"
Valve Software - vbsp.exe (Oct 25 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\staticx2601\team fortress 2\tf\materials
Loading C:\HammerAutosave\newmario_123011_lightmaps_02.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/newmario_123011_lightmaps_02/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (-991, -751, 770)
env_cubemap pointing at deleted brushside near (-991, -751, 770)
env_cubemap pointing at deleted brushside near (-991, -751, 770)
env_cubemap pointing at deleted brushside near (-1910, -966, 770)
Material UADOKU/WATER is depending on itself through materialvar $bottommaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (7)
writing C:\HammerAutosave\newmario_123011_lightmaps_02.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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 (5) (3045024 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10691 texinfos to 5026
Reduced 366 texdatas to 328 (12336 bytes to 10680)
Writing C:\HammerAutosave\newmario_123011_lightmaps_02.bsp
32 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\staticx2601\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\staticx2601\team fortress 2\tf" -fast "C:\HammerAutosave\newmario_123011_lightmaps_02"
Valve Software - vvis.exe (Oct 25 2011)
fastvis = true
4 threads
reading c:\hammerautosave\newmario_123011_lightmaps_02.bsp
reading c:\hammerautosave\newmario_123011_lightmaps_02.prt
9924 portalclusters
31003 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (52)
Optimized: 1385192 visible clusters (0.00%)
Total clusters visible: 27333334
Average clusters visible: 2754
Building PAS...
Average clusters audible: 4821
visdatasize:11299597 compressed from 24770304
writing c:\hammerautosave\newmario_123011_lightmaps_02.bsp
1 minute, 8 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\staticx2601\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\staticx2601\team fortress 2\tf" -noextra "C:\HammerAutosave\newmario_123011_lightmaps_02"
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\hammerautosave\newmario_123011_lightmaps_02.bsp
Setting up ray-trace acceleration structure... Done (3.69 seconds)
41969 faces
24 degenerate faces
4588059 square feet [660680576.00 square inches]
55 Displacements
20179 Square Feet [2905879.25 Square Inches]
41945 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
227831 patches after subdivision
sun extent from map=0.087156
563 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (51)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (178)
transfers 59590540, max 2993
transfer lists: 454.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(519378, 429626, 656906)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(175014, 119987, 217048)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(90254, 47328, 87496)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(55848, 22060, 36515)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(38217, 12000, 16585)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(27271, 7114, 7844)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(20047, 4553, 3961)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(14966, 3019, 2090)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(11329, 2070, 1160)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(8648, 1437, 669)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(6656, 1012, 399)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(5150, 716, 245)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(4006, 510, 153)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(3128, 363, 98)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(2451, 260, 63)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(1925, 186, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(1516, 134, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1196, 96, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #19 added RGB(945, 69, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(748, 49, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(593, 36, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(470, 26, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #23 added RGB(373, 18, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(296, 13, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(235, 9, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #26 added RGB(187, 7, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(149, 5, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(118, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(94, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(75, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(60, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(47, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #33 added RGB(38, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(30, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(24, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #36 added RGB(19, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #37 added RGB(15, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #38 added RGB(12, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #39 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #40 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #41 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #42 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #43 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #44 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #45 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #46 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #47 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #48 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #49 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1328 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (50)
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 (61)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 781/1024 37488/49152 (76.3%)
brushes 7765/8192 93180/98304 (94.8%) VERY FULL!
brushsides 58251/65536 466008/524288 (88.9%) VERY FULL!
planes 40736/65536 814720/1310720 (62.2%)
vertexes 64316/65536 771792/786432 (98.1%) VERY FULL!
nodes 27422/65536 877504/2097152 (41.8%)
texinfos 5026/12288 361872/884736 (40.9%)
texdata 328/2048 10496/65536 (16.0%)
dispinfos 55/0 9680/0 ( 0.0%)
disp_verts 1375/0 27500/0 ( 0.0%)
disp_tris 1760/0 3520/0 ( 0.0%)
disp_lmsamples 68136/0 68136/0 ( 0.0%)
faces 41969/65536 2350264/3670016 (64.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 22728/65536 1272768/3670016 (34.7%)
leaves 28204/65536 902528/2097152 (43.0%)
leaffaces 47341/65536 94682/131072 (72.2%)
leafbrushes 17574/65536 35148/131072 (26.8%)
areas 13/256 104/2048 ( 5.1%)
surfedges 294524/512000 1178096/2048000 (57.5%)
edges 170717/256000 682868/1024000 (66.7%)
LDR worldlights 563/8192 49544/720896 ( 6.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 3282/32768 32820/327680 (10.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 62589/65536 125178/131072 (95.5%) VERY FULL!
cubemapsamples 18/1024 288/16384 ( 1.8%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7397116/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 11299597/16777216 (67.4%)
entdata [variable] 573055/393216 (145.7%) VERY FULL!
LDR ambient table 28204/65536 112816/262144 (43.0%)
HDR ambient table 28204/65536 112816/262144 (43.0%)
LDR leaf ambient 90840/65536 2543520/1835008 (138.6%) VERY FULL!
HDR leaf ambient 28204/65536 789712/1835008 (43.0%)
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] 1/12 ( 8.3%)
static props [variable] 1/16104 ( 0.0%)
pakfile [variable] 2038401/0 ( 0.0%)
physics [variable] 3045024/4194304 (72.6%)
physics terrain [variable] 14649/1048576 ( 1.4%)
Level flags = 0
Total triangle count: 118867
Writing c:\hammerautosave\newmario_123011_lightmaps_02.bsp
6 minutes, 7 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\HammerAutosave\newmario_123011_lightmaps_02.bsp" "c:\program files (x86)\steam\steamapps\staticx2601\team fortress 2\tf\maps\newmario_123011_lightmaps_02.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\staticx2601\team fortress 2\tf" +map "newmario_123011_lightmaps_02"
the map is mario kart but ive edited it over a year or so, adding things my servers players would like to see and that are fun to play. I took the original mariokart and added a bunch of new stuff every so often and eventually added minecraft into it. Now im upgrading it to have a tunnel from the underground to the minecraft area. my work isnt pretty put does work most the time. Sometime i get problems that take a while to figure out .One of those times being now. I also only run the map on fast compile because the last time i ran a normal compile it went over 3 days compiling before i canceled it.