Welcome to VBCT
Session Date: Sunday, November 10, 2013, 9:57:06 AM
VBCT Version: 1.0k
Engine detected from registry: EP2/OB
Selected MOD = team fortress 2
Game name read from GameInfo.txt file: Team Fortress 2
appid read from GameInfo.txt file: 440
Available EP1 Games:
Error: GameConfig.txt was not found!
expected path: Z:\Steam\steamapps\common\SourceSDK\bin\ep1\bin\GameConfig.txt
Available EP2/Orangebox Games:
Team Fortress 2
Counter-Strike: Source
Map File Selected: C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_A.vmf
There is no Custom Profile to load: C:\Users\invertMASA\Desktop\TF2 Compile Tool VBCT\Trade_invert_New_A.pro
Full Compile Selected!
NOTE: existing vbsp log file renamed to : C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_A_vbsp_old.log
Compile Start Time: Sunday, November 10, 2013, 9:57:32 AM
-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!
VBSP: Z:\Steam\steamapps\common\SourceSDK\bin\orangebox\bin\vbsp.exe -game "Z:\Steam\steamapps\common\team fortress 2\tf" "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_A"
Valve Software - vbsp.exe (Oct 31 2012)
4 threads
materialPath: Z:\Steam\steamapps\common\team fortress 2\tf\materials
Loading C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_A.vmf
material "nature/blendgroundtograss008_nodetail" not found.
Material not found!: NATURE/BLENDGROUNDTOGRASS008_NODETAIL
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "tools/toolsnodraw" not found.
Material not found!: TOOLS/TOOLSNODRAW
material "swamp/nature/rockwall006" not found.
Material not found!: SWAMP/NATURE/ROCKWALL006
material "cp_manor/wood_floor01" not found.
Material not found!: CP_MANOR/WOOD_FLOOR01
material "concrete/computerwall005a" not found.
Material not found!: CONCRETE/COMPUTERWALL005A
material "concrete/computerwall006" not found.
Material not found!: CONCRETE/COMPUTERWALL006
material "concrete/computerwall003" not found.
Material not found!: CONCRETE/COMPUTERWALL003
material "metal/ibeam001b" not found.
Material not found!: METAL/IBEAM001B
material "metal/ibeam001" not found.
Material not found!: METAL/IBEAM001
material "tools/toolsplayerclip" not found.
Material not found!: TOOLS/TOOLSPLAYERCLIP
material "dev/dev_hazzardstripe01a" not found.
Material not found!: DEV/DEV_HAZZARDSTRIPE01A
material "metal/metalchrome002" not found.
Material not found!: METAL/METALCHROME002
material "concrete/concretefloor003" not found.
Material not found!: CONCRETE/CONCRETEFLOOR003
material "tools/toolstrigger" not found.
Material not found!: TOOLS/TOOLSTRIGGER
material "tools/toolsskybox" not found.
Material not found!: TOOLS/TOOLSSKYBOX
material "tools/toolsblack" not found.
Material not found!: TOOLS/TOOLSBLACK
material "metal/metalgrate011a" not found.
Material not found!: METAL/METALGRATE011A
material "overlays/black_gradient" not found.
Material not found!: OVERLAYS/BLACK_GRADIENT
material "winter/blendgraveltogravel003" not found.
Material not found!: WINTER/BLENDGRAVELTOGRAVEL003
material "metal/ibeam002" not found.
Material not found!: METAL/IBEAM002
material "concrete/computerwall003a" not found.
Material not found!: CONCRETE/COMPUTERWALL003A
material "tile/tile_ceiling_worn" not found.
Material not found!: TILE/TILE_CEILING_WORN
material "pl_barnblitz/woodwall_pinkworn001b" not found.
Material not found!: PL_BARNBLITZ/WOODWALL_PINKWORN001B
material "pl_barnblitz/woodwall_brownslats001" not found.
Material not found!: PL_BARNBLITZ/WOODWALL_BROWNSLATS001
material "cp_manor/wood_beam03_burnt" not found.
Material not found!: CP_MANOR/WOOD_BEAM03_BURNT
material "concrete/concretewall001c" not found.
Material not found!: CONCRETE/CONCRETEWALL001C
material "pl_barnblitz/woodwall_pinkworn001" not found.
Material not found!: PL_BARNBLITZ/WOODWALL_PINKWORN001
material "signs/hazard_yellow001" not found.
Material not found!: SIGNS/HAZARD_YELLOW001
material "concrete/concretefloor008_reflect" not found.
Material not found!: CONCRETE/CONCRETEFLOOR008_REFLECT
material "soho/floortile_001" not found.
Material not found!: SOHO/FLOORTILE_001
material "concrete/concretewall001b" not found.
Material not found!: CONCRETE/CONCRETEWALL001B
material "concrete/concretefloor004" not found.
Material not found!: CONCRETE/CONCRETEFLOOR004
material "concrete/computerwall007" not found.
Material not found!: CONCRETE/COMPUTERWALL007
material "lights/white004" not found.
Material not found!: LIGHTS/WHITE004
material "dev/reflectivity_90" not found.
Material not found!: DEV/REFLECTIVITY_90
material "concrete/concretefloor002b" not found.
Material not found!: CONCRETE/CONCRETEFLOOR002B
material "concrete/computerwall005" not found.
Material not found!: CONCRETE/COMPUTERWALL005
material "tile/tile_ceiling_001a" not found.
Material not found!: TILE/TILE_CEILING_001A
material "overlays/stripe_red" not found.
Material not found!: OVERLAYS/STRIPE_RED
material "concrete/stripe_blue" not found.
Material not found!: CONCRETE/STRIPE_BLUE
material "tile/floor_tileblue01" not found.
Material not found!: TILE/FLOOR_TILEBLUE01
material "concrete/computerwall002" not found.
Material not found!: CONCRETE/COMPUTERWALL002
material "glass/glasswindow001a" not found.
Material not found!: GLASS/GLASSWINDOW001A
material "tile/floor_tile_001a" not found.
Material not found!: TILE/FLOOR_TILE_001A
material "metal/metaldoor001" not found.
Material not found!: METAL/METALDOOR001
material "overlays/no_entry" not found.
Material not found!: OVERLAYS/NO_ENTRY
material "concrete/concretefloor005" not found.
Material not found!: CONCRETE/CONCRETEFLOOR005
material "concrete/concretefloor002" not found.
Material not found!: CONCRETE/CONCRETEFLOOR002
material "soho/floortile_001c" not found.
Material not found!: SOHO/FLOORTILE_001C
material "brick/brickwall001" not found.
Material not found!: BRICK/BRICKWALL001
Could not locate gameinfo.txt for Instance Remapping at gameinfo.txt
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...
Merged 748 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_A.prt...Building visibility clusters...
done (0)
material "skybox/sky_goldrush_01rt" not found.
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
Can't load skybox file skybox/sky_goldrush_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
material "/fialanadinvertslogo" not found.
material "/noguns" not found.
material "overlays/logo_blue_white" not found.
material "overlays/logo_red_white" not found.
material "/imsohigh" not found.
material "/sexylady1" not found.
material "/art2" not found.
material "/nude3" not found.
material "/rules2" not found.
material "/sexylady2" not found.
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
Compile Complete for this module.
VBSP Completed: Sunday, November 10, 2013, 9:57:37 AM
VBSP: material "nature/blendgroundtograss008_nodetail" not found.
VBSP: Material not found!: NATURE/BLENDGROUNDTOGRASS008_NODETAIL
VBSP: material "tools/toolsnodraw" not found.
VBSP: Material not found!: TOOLS/TOOLSNODRAW
VBSP: material "swamp/nature/rockwall006" not found.
VBSP: Material not found!: SWAMP/NATURE/ROCKWALL006
VBSP: material "cp_manor/wood_floor01" not found.
VBSP: Material not found!: CP_MANOR/WOOD_FLOOR01
VBSP: material "concrete/computerwall005a" not found.
VBSP: Material not found!: CONCRETE/COMPUTERWALL005A
VBSP: material "concrete/computerwall006" not found.
VBSP: Material not found!: CONCRETE/COMPUTERWALL006
VBSP: material "concrete/computerwall003" not found.
VBSP: Material not found!: CONCRETE/COMPUTERWALL003
VBSP: material "metal/ibeam001b" not found.
VBSP: Material not found!: METAL/IBEAM001B
VBSP: material "metal/ibeam001" not found.
VBSP: Material not found!: METAL/IBEAM001
VBSP: material "tools/toolsplayerclip" not found.
VBSP: Material not found!: TOOLS/TOOLSPLAYERCLIP
VBSP: material "dev/dev_hazzardstripe01a" not found.
VBSP: Material not found!: DEV/DEV_HAZZARDSTRIPE01A
VBSP: material "metal/metalchrome002" not found.
VBSP: Material not found!: METAL/METALCHROME002
VBSP: material "concrete/concretefloor003" not found.
VBSP: Material not found!: CONCRETE/CONCRETEFLOOR003
VBSP: material "tools/toolstrigger" not found.
VBSP: Material not found!: TOOLS/TOOLSTRIGGER
VBSP: material "tools/toolsskybox" not found.
VBSP: Material not found!: TOOLS/TOOLSSKYBOX
VBSP: material "tools/toolsblack" not found.
VBSP: Material not found!: TOOLS/TOOLSBLACK
VBSP: material "metal/metalgrate011a" not found.
VBSP: Material not found!: METAL/METALGRATE011A
VBSP: material "overlays/black_gradient" not found.
VBSP: Material not found!: OVERLAYS/BLACK_GRADIENT
VBSP: material "winter/blendgraveltogravel003" not found.
VBSP: Material not found!: WINTER/BLENDGRAVELTOGRAVEL003
VBSP: material "metal/ibeam002" not found.
VBSP: Material not found!: METAL/IBEAM002
VBSP: material "concrete/computerwall003a" not found.
VBSP: Material not found!: CONCRETE/COMPUTERWALL003A
VBSP: material "tile/tile_ceiling_worn" not found.
VBSP: Material not found!: TILE/TILE_CEILING_WORN
VBSP: material "pl_barnblitz/woodwall_pinkworn001b" not found.
VBSP: Material not found!: PL_BARNBLITZ/WOODWALL_PINKWORN001B
VBSP: material "pl_barnblitz/woodwall_brownslats001" not found.
VBSP: Material not found!: PL_BARNBLITZ/WOODWALL_BROWNSLATS001
VBSP: material "cp_manor/wood_beam03_burnt" not found.
VBSP: Material not found!: CP_MANOR/WOOD_BEAM03_BURNT
VBSP: material "concrete/concretewall001c" not found.
VBSP: Material not found!: CONCRETE/CONCRETEWALL001C
VBSP: material "pl_barnblitz/woodwall_pinkworn001" not found.
VBSP: Material not found!: PL_BARNBLITZ/WOODWALL_PINKWORN001
VBSP: material "signs/hazard_yellow001" not found.
VBSP: Material not found!: SIGNS/HAZARD_YELLOW001
VBSP: material "concrete/concretefloor008_reflect" not found.
VBSP: Material not found!: CONCRETE/CONCRETEFLOOR008_REFLECT
VBSP: material "soho/floortile_001" not found.
VBSP: Material not found!: SOHO/FLOORTILE_001
VBSP: material "concrete/concretewall001b" not found.
VBSP: Material not found!: CONCRETE/CONCRETEWALL001B
VBSP: material "concrete/concretefloor004" not found.
VBSP: Material not found!: CONCRETE/CONCRETEFLOOR004
VBSP: material "concrete/computerwall007" not found.
VBSP: Material not found!: CONCRETE/COMPUTERWALL007
VBSP: material "lights/white004" not found.
VBSP: Material not found!: LIGHTS/WHITE004
VBSP: material "dev/reflectivity_90" not found.
VBSP: Material not found!: DEV/REFLECTIVITY_90
VBSP: material "concrete/concretefloor002b" not found.
VBSP: Material not found!: CONCRETE/CONCRETEFLOOR002B
VBSP: material "concrete/computerwall005" not found.
VBSP: Material not found!: CONCRETE/COMPUTERWALL005
VBSP: material "tile/tile_ceiling_001a" not found.
VBSP: Material not found!: TILE/TILE_CEILING_001A
VBSP: material "overlays/stripe_red" not found.
VBSP: Material not found!: OVERLAYS/STRIPE_RED
VBSP: material "concrete/stripe_blue" not found.
VBSP: Material not found!: CONCRETE/STRIPE_BLUE
VBSP: material "tile/floor_tileblue01" not found.
VBSP: Material not found!: TILE/FLOOR_TILEBLUE01
VBSP: material "concrete/computerwall002" not found.
VBSP: Material not found!: CONCRETE/COMPUTERWALL002
VBSP: material "glass/glasswindow001a" not found.
VBSP: Material not found!: GLASS/GLASSWINDOW001A
VBSP: material "tile/floor_tile_001a" not found.
VBSP: Material not found!: TILE/FLOOR_TILE_001A
VBSP: material "metal/metaldoor001" not found.
VBSP: Material not found!: METAL/METALDOOR001
VBSP: material "overlays/no_entry" not found.
VBSP: Material not found!: OVERLAYS/NO_ENTRY
VBSP: material "concrete/concretefloor005" not found.
VBSP: Material not found!: CONCRETE/CONCRETEFLOOR005
VBSP: material "concrete/concretefloor002" not found.
VBSP: Material not found!: CONCRETE/CONCRETEFLOOR002
VBSP: material "soho/floortile_001c" not found.
VBSP: Material not found!: SOHO/FLOORTILE_001C
VBSP: material "brick/brickwall001" not found.
VBSP: Material not found!: BRICK/BRICKWALL001
VBSP: material "skybox/sky_goldrush_01rt" not found.
VBSP: material "/fialanadinvertslogo" not found.
VBSP: material "/noguns" not found.
VBSP: material "overlays/logo_blue_white" not found.
VBSP: material "overlays/logo_red_white" not found.
VBSP: material "/imsohigh" not found.
VBSP: material "/sexylady1" not found.
VBSP: material "/art2" not found.
VBSP: material "/nude3" not found.
VBSP: material "/rules2" not found.
VBSP: material "/sexylady2" not found.
VBSP: WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!
VVIS: Z:\Steam\steamapps\common\SourceSDK\bin\orangebox\bin\vvis.exe -game "Z:\Steam\steamapps\common\team fortress 2\tf" "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_A"
Valve Software - vvis.exe (Oct 31 2012)
4 threads
reading c:\users\invertmasa\desktop\trade map\Trade_invert_New_A.bsp
reading c:\users\invertmasa\desktop\trade map\Trade_invert_New_A.prt
501 portalclusters
2074 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1104)
Optimized: 72 visible clusters (0.05%)
Total clusters visible: 157402
Average clusters visible: 314
Building PAS...
Average clusters audible: 329
visdatasize:53394 compressed from 64128
writing c:\users\invertmasa\desktop\trade map\Trade_invert_New_A.bsp
18 minutes, 24 seconds elapsed
Compile Complete for this module.
VVIS Completed: Sunday, November 10, 2013, 10:16:02 AM
VVIS: Compile time: 18 minutes, 24 seconds elapsed
-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!
VRAD: Z:\Steam\steamapps\common\SourceSDK\bin\orangebox\bin\vrad.exe -game "Z:\Steam\steamapps\common\team fortress 2\tf" "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_A"
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
4 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file Z:\Steam\steamapps\common\SourceSDK\bin\orangebox\bin\lights.rad.
Loading c:\users\invertmasa\desktop\trade map\Trade_invert_New_A.bsp
Error! Unable to load model "models/props_spytech/doorframe004a.mdl"
Error! Unable to load model "models/props_spytech/terminal_chair.mdl"
Error! Unable to load model "models/props_spytech/work_table001.mdl"
Error! Unable to load model "models/props_soho/lightpole001.mdl"
Error! Unable to load model "models/props_foliage/tree02.mdl"
Error! Unable to load model "models/props_2fort/groundlight001.mdl"
Error! Unable to load model "models/props_spytech/spytech_railing04b.mdl"
Error! Unable to load model "models/props_trainyard/stairs001b.mdl"
Error! Unable to load model "models/props_spytech/spytech_railing02.mdl"
Error! Unable to load model "models/props_2fort/spytech_roofbeam01.mdl"
Error! Unable to load model "models/props_lights/light_fluorescent_farm.mdl"
Error! Unable to load model "models/props_spytech/bench001b.mdl"
Error! Unable to load model "models/props_hydro/3pipe_straight_256.mdl"
Error! Unable to load model "models/props_spytech/exit_sign01.mdl"
Error! Unable to load model "models/props_spytech/vent.mdl"
Error! Unable to load model "models/props_doomsday/dd_woodfence_short_128.mdl"
Error! Unable to load model "models/props_2fort/groundlight002.mdl"
Error! Unable to load model "models/props_spytech/doorframe004d.mdl"
Error! Unable to load model "models/props_2fort/groundlight003.mdl"
Error! Unable to load model "models/props_foliage/shrub_03_cluster.mdl"
Error! Unable to load model "models/props_forest/shrub_03_cluster.mdl"
Error! Unable to load model "models/props_foliage/shrub_04b.mdl"
Error! Unable to load model "models/props_foliage/grass_01.mdl"
Error! Unable to load model "models/props_foliage/grass_02.mdl"
Error! Unable to load model "models/props_foliage/deadtree01.mdl"
Error! Unable to load model "models/props_foliage/shrub_03b.mdl"
Error! Unable to load model "models/props_forest/shrub_03b.mdl"
Error! Unable to load model "models/props_foliage/tree_pine01_8cluster.mdl"
Error! Unable to load model "models/props_nature/rock_worn_cluster001.mdl"
Error! Unable to load model "models/props_nature/rock_worn_cluster002.mdl"
Error! Unable to load model "models/props_farm/conduit_pipe01.mdl"
Error! Unable to load model "models/props_2fort/frog.mdl"
Error! Unable to load model "models/props_foliage/shrub_03a.mdl"
Error! Unable to load model "models/props_swamp/shrub_03b.mdl"
Setting up ray-trace acceleration structure... Done (1.23 seconds)
2741 faces
2 degenerate faces
641549 square feet [92383144.00 square inches]
101 Displacements
366070 Square Feet [52714080.00 Square Inches]
2739 patches before subdivision
44501 patches after subdivision
light has _fifty_percent_distance of 250.000000 but _zero_percent_distance of 125.000000
light has _fifty_percent_distance of 250.000000 but _zero_percent_distance of 125.000000
light has _fifty_percent_distance of 250.000000 but _zero_percent_distance of 125.000000
sun extent from map=0.258819
66 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 4852615, max 473
transfer lists: 37.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(171817, 139478, 118544)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(37066, 27278, 22645)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(10244, 6978, 5513)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3217, 1985, 1431)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1080, 598, 389)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(385, 192, 111)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(141, 63, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(54, 22, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(21, 8, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(9, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0144 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (4)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 97/1024 4656/49152 ( 9.5%)
brushes 786/8192 9432/98304 ( 9.6%)
brushsides 5953/65536 47624/524288 ( 9.1%)
planes 3996/65536 79920/1310720 ( 6.1%)
vertexes 4773/65536 57276/786432 ( 7.3%)
nodes 1542/65536 49344/2097152 ( 2.4%)
texinfos 1400/12288 100800/884736 (11.4%)
texdata 59/2048 1888/65536 ( 2.9%)
dispinfos 101/0 17776/0 ( 0.0%)
disp_verts 25653/0 513060/0 ( 0.0%)
disp_tris 45184/0 90368/0 ( 0.0%)
disp_lmsamples 678065/0 678065/0 ( 0.0%)
faces 2741/65536 153496/3670016 ( 4.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2241/65536 125496/3670016 ( 3.4%)
leaves 1640/65536 52480/2097152 ( 2.5%)
leaffaces 3811/65536 7622/131072 ( 5.8%)
leafbrushes 1787/65536 3574/131072 ( 2.7%)
areas 4/256 32/2048 ( 1.6%)
surfedges 20784/512000 83136/2048000 ( 4.1%)
edges 12233/256000 48932/1024000 ( 4.8%)
LDR worldlights 66/8192 5808/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 262/32768 2620/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4878/65536 9756/131072 ( 7.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 32/512 11264/180224 ( 6.3%)
LDR lightdata [variable] 2616128/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 53394/16777216 ( 0.3%)
entdata [variable] 108334/393216 (27.6%)
LDR ambient table 1640/65536 6560/262144 ( 2.5%)
HDR ambient table 1640/65536 6560/262144 ( 2.5%)
LDR leaf ambient 8233/65536 230524/1835008 (12.6%)
HDR leaf ambient 1640/65536 45920/1835008 ( 2.5%)
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] 1/18510 ( 0.0%)
pakfile [variable] 3042/0 ( 0.0%)
physics [variable] 5373882/4194304 (128.1%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 6643
Writing c:\users\invertmasa\desktop\trade map\Trade_invert_New_A.bsp
20 seconds elapsed
Compile Complete for this module.
VRAD Completed: Sunday, November 10, 2013, 10:16:23 AM
VRAD: physics [variable] 5373882/4194304 (128.1%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 20 seconds elapsed
One Line Summary: 11/10/2013 10:16:23 AM, Trade_invert_New_A.vmf, Team Fortress 2, crashed?, normal, normal, 00:00:05, 00:18:24, 00:00:21, 00:18:51
History.csv was updated.
Compile Summary - job mode: FULL
Map Name: Trade_invert_New_A.vmf
VBSP - mode:crashed?, n/a, 00:00:05 elapsed
VVIS - mode:normal, 18 minutes, 24 seconds, 00:18:24 elapsed
VRAD - mode:normal, 20 seconds(LDR), n/a(HDR), 00:00:21 elapsed
Total Compile time: 00:18:51
There is that, and I make all my walls func_detail, Then box the map in with a hallow nodraw box around it, Is that a bad idea?