- Apr 2, 2018
- 63
- 11
So, I'll load up the map, things are fine, I'll choose a class and then BAM! It starts stuttering, all I can do is close it via task manager. No idea what is at fault here, checked interlopers but nothing there. I doubt that it's a compile problem but I'll list it here to be sure. Check the log or let me know what could be happening, I'd appreciate it.
Compile Log:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 52 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.prt...Building visibility clusters...
done (0)
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 (1) (88675 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 244 texinfos to 133
Reduced 26 texdatas to 25 (582 bytes to 564)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
Wrote ZIP buffer, estimated size 105905, actual size 105691
4 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1"
Valve Software - vvis.exe (Aug 2 2018)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.prt
72 portalclusters
139 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 (0)
Optimized: 10 visible clusters (0.32%)
Total clusters visible: 3174
Average clusters visible: 44
Building PAS...
Average clusters audible: 69
visdatasize:1910 compressed from 2304
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1"
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
Setting up ray-trace acceleration structure... Done (2.38 seconds)
779 faces
210408 square feet [30298788.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
779 patches before subdivision
26237 patches after subdivision
sun extent from map=0.000000
109 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (24)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 2373854, max 373
transfer lists: 18.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(348124, 255177, 195095)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(56456, 33901, 26864)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(10076, 4751, 3898)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1878, 665, 568)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(374, 95, 85)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(78, 14, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(17, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0158 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 29/1024 1392/49152 ( 2.8%)
brushes 240/8192 2880/98304 ( 2.9%)
brushsides 1473/65536 11784/524288 ( 2.2%)
planes 696/65536 13920/1310720 ( 1.1%)
vertexes 1383/65536 16596/786432 ( 2.1%)
nodes 407/65536 13024/2097152 ( 0.6%)
texinfos 133/12288 9576/884736 ( 1.1%)
texdata 25/2048 800/65536 ( 1.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 779/65536 43624/3670016 ( 1.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 558/65536 31248/3670016 ( 0.9%)
leaves 437/65536 13984/2097152 ( 0.7%)
leaffaces 911/65536 1822/131072 ( 1.4%)
leafbrushes 395/65536 790/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6170/512000 24680/2048000 ( 1.2%)
edges 3802/256000 15208/1024000 ( 1.5%)
LDR worldlights 109/8192 9592/720896 ( 1.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 121/32768 1210/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2130/65536 4260/131072 ( 3.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 497304/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1910/16777216 ( 0.0%)
entdata [variable] 105041/393216 (26.7%)
LDR ambient table 437/65536 1748/262144 ( 0.7%)
HDR ambient table 437/65536 1748/262144 ( 0.7%)
LDR leaf ambient 1290/65536 36120/1835008 ( 2.0%)
HDR leaf ambient 437/65536 12236/1835008 ( 0.7%)
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] 1/5902 ( 0.0%)
pakfile [variable] 105691/0 ( 0.0%)
physics [variable] 88675/4194304 ( 2.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 2389
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
33 seconds elapsed
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
Setting up ray-trace acceleration structure... Done (0.69 seconds)
779 faces
210408 square feet [30298788.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
779 patches before subdivision
26237 patches after subdivision
sun extent from map=0.000000
109 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 2373854, max 373
transfer lists: 18.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2261, 1792, 1301)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(334, 246, 183)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(54, 35, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(9, 5, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0153 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 29/1024 1392/49152 ( 2.8%)
brushes 240/8192 2880/98304 ( 2.9%)
brushsides 1473/65536 11784/524288 ( 2.2%)
planes 696/65536 13920/1310720 ( 1.1%)
vertexes 1383/65536 16596/786432 ( 2.1%)
nodes 407/65536 13024/2097152 ( 0.6%)
texinfos 133/12288 9576/884736 ( 1.1%)
texdata 25/2048 800/65536 ( 1.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 779/65536 43624/3670016 ( 1.2%)
hdr faces 779/65536 43624/3670016 ( 1.2%)
origfaces 558/65536 31248/3670016 ( 0.9%)
leaves 437/65536 13984/2097152 ( 0.7%)
leaffaces 911/65536 1822/131072 ( 1.4%)
leafbrushes 395/65536 790/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6170/512000 24680/2048000 ( 1.2%)
edges 3802/256000 15208/1024000 ( 1.5%)
LDR worldlights 109/8192 9592/720896 ( 1.3%)
HDR worldlights 109/8192 9592/720896 ( 1.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 121/32768 1210/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2130/65536 4260/131072 ( 3.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 497304/0 ( 0.0%)
HDR lightdata [variable] 497304/0 ( 0.0%)
visdata [variable] 1910/16777216 ( 0.0%)
entdata [variable] 105041/393216 (26.7%)
LDR ambient table 437/65536 1748/262144 ( 0.7%)
HDR ambient table 437/65536 1748/262144 ( 0.7%)
LDR leaf ambient 1290/65536 36120/1835008 ( 2.0%)
HDR leaf ambient 596/65536 16688/1835008 ( 0.9%)
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] 1/5902 ( 0.0%)
pakfile [variable] 105691/0 ( 0.0%)
physics [variable] 88675/4194304 ( 2.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 2389
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
16 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_indaclash_a1.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -windowed -noborder -w 1920 -h 1080 -novid +map "pl_indaclash_a1" -steam
Compile Log:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 52 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.prt...Building visibility clusters...
done (0)
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 (1) (88675 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 244 texinfos to 133
Reduced 26 texdatas to 25 (582 bytes to 564)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
Wrote ZIP buffer, estimated size 105905, actual size 105691
4 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1"
Valve Software - vvis.exe (Aug 2 2018)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.prt
72 portalclusters
139 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 (0)
Optimized: 10 visible clusters (0.32%)
Total clusters visible: 3174
Average clusters visible: 44
Building PAS...
Average clusters audible: 69
visdatasize:1910 compressed from 2304
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1"
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
Setting up ray-trace acceleration structure... Done (2.38 seconds)
779 faces
210408 square feet [30298788.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
779 patches before subdivision
26237 patches after subdivision
sun extent from map=0.000000
109 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (24)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 2373854, max 373
transfer lists: 18.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(348124, 255177, 195095)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(56456, 33901, 26864)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(10076, 4751, 3898)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1878, 665, 568)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(374, 95, 85)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(78, 14, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(17, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0158 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 29/1024 1392/49152 ( 2.8%)
brushes 240/8192 2880/98304 ( 2.9%)
brushsides 1473/65536 11784/524288 ( 2.2%)
planes 696/65536 13920/1310720 ( 1.1%)
vertexes 1383/65536 16596/786432 ( 2.1%)
nodes 407/65536 13024/2097152 ( 0.6%)
texinfos 133/12288 9576/884736 ( 1.1%)
texdata 25/2048 800/65536 ( 1.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 779/65536 43624/3670016 ( 1.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 558/65536 31248/3670016 ( 0.9%)
leaves 437/65536 13984/2097152 ( 0.7%)
leaffaces 911/65536 1822/131072 ( 1.4%)
leafbrushes 395/65536 790/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6170/512000 24680/2048000 ( 1.2%)
edges 3802/256000 15208/1024000 ( 1.5%)
LDR worldlights 109/8192 9592/720896 ( 1.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 121/32768 1210/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2130/65536 4260/131072 ( 3.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 497304/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1910/16777216 ( 0.0%)
entdata [variable] 105041/393216 (26.7%)
LDR ambient table 437/65536 1748/262144 ( 0.7%)
HDR ambient table 437/65536 1748/262144 ( 0.7%)
LDR leaf ambient 1290/65536 36120/1835008 ( 2.0%)
HDR leaf ambient 437/65536 12236/1835008 ( 0.7%)
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] 1/5902 ( 0.0%)
pakfile [variable] 105691/0 ( 0.0%)
physics [variable] 88675/4194304 ( 2.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 2389
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
33 seconds elapsed
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
Setting up ray-trace acceleration structure... Done (0.69 seconds)
779 faces
210408 square feet [30298788.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
779 patches before subdivision
26237 patches after subdivision
sun extent from map=0.000000
109 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 2373854, max 373
transfer lists: 18.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2261, 1792, 1301)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(334, 246, 183)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(54, 35, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(9, 5, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0153 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 29/1024 1392/49152 ( 2.8%)
brushes 240/8192 2880/98304 ( 2.9%)
brushsides 1473/65536 11784/524288 ( 2.2%)
planes 696/65536 13920/1310720 ( 1.1%)
vertexes 1383/65536 16596/786432 ( 2.1%)
nodes 407/65536 13024/2097152 ( 0.6%)
texinfos 133/12288 9576/884736 ( 1.1%)
texdata 25/2048 800/65536 ( 1.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 779/65536 43624/3670016 ( 1.2%)
hdr faces 779/65536 43624/3670016 ( 1.2%)
origfaces 558/65536 31248/3670016 ( 0.9%)
leaves 437/65536 13984/2097152 ( 0.7%)
leaffaces 911/65536 1822/131072 ( 1.4%)
leafbrushes 395/65536 790/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6170/512000 24680/2048000 ( 1.2%)
edges 3802/256000 15208/1024000 ( 1.5%)
LDR worldlights 109/8192 9592/720896 ( 1.3%)
HDR worldlights 109/8192 9592/720896 ( 1.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 121/32768 1210/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2130/65536 4260/131072 ( 3.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 497304/0 ( 0.0%)
HDR lightdata [variable] 497304/0 ( 0.0%)
visdata [variable] 1910/16777216 ( 0.0%)
entdata [variable] 105041/393216 (26.7%)
LDR ambient table 437/65536 1748/262144 ( 0.7%)
HDR ambient table 437/65536 1748/262144 ( 0.7%)
LDR leaf ambient 1290/65536 36120/1835008 ( 2.0%)
HDR leaf ambient 596/65536 16688/1835008 ( 0.9%)
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] 1/5902 ( 0.0%)
pakfile [variable] 105691/0 ( 0.0%)
physics [variable] 88675/4194304 ( 2.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 2389
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
16 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_indaclash_a1.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -windowed -noborder -w 1920 -h 1080 -novid +map "pl_indaclash_a1" -steam