** Executing...
** Command: "D:\Games\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Games\Steam\steamapps\common\Team Fortress 2\tf" "D:\Source SDK\payload2fort v2.vmf"
Valve Software - vbsp.exe (Jun 27 2016)
8 threads
materialPath: D:\Games\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Source SDK\payload2fort v2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 28206, Side 5: duplicate plane
Brush 28271, Side 4: duplicate plane
Brush 28280, Side 4: duplicate plane
Patching WVT material: maps/payload2fort v2/nature/blendgroundtogravel001_wvt_patch
Patching WVT material: maps/payload2fort v2/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/payload2fort v2/nature/blendgroundtograss003_nodetail_wvt_patch
Patching WVT material: maps/payload2fort v2/nature/blendgroundtograss003_wvt_patch
fixing up env_cubemap materials on brush sides...
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-319.5 -840.0 334.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 28264: Brush 28310:
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1422 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\Source SDK\payload2fort v2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (4404427 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7178 texinfos to 5687
Reduced 332 texdatas to 300 (12268 bytes to 10899)
Writing D:\Source SDK\payload2fort v2.bsp
Wrote ZIP buffer, estimated size 73411, actual size 53499
13 seconds elapsed
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "D:\Games\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Games\Steam\steamapps\common\Team Fortress 2\tf" "D:\Source SDK\payload2fort v2"
Valve Software - vvis.exe (Jun 27 2016)
8 threads
reading d:\source sdk\payload2fort v2.bsp
reading d:\source sdk\payload2fort v2.prt
2842 portalclusters
7338 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (154)
Optimized: 6035 visible clusters (0.80%)
Total clusters visible: 750270
Average clusters visible: 263
Building PAS...
Average clusters audible: 953
visdatasize:867196 compressed from 2046240
writing d:\source sdk\payload2fort v2.bsp
2 minutes, 36 seconds elapsed
** Executing...
** Command: "D:\Games\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Games\Steam\steamapps\common\Team Fortress 2\tf" "D:\Source SDK\payload2fort v2"
Valve Software - vrad.exe SSE (Jun 27 2016)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\source sdk\payload2fort v2.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (6.13 seconds)
16155 faces
22 degenerate faces
1972090 square feet [283980992.00 square inches]
232 Displacements
169872 Square Feet [24461706.00 Square Inches]
16133 patches before subdivision
246445 patches after subdivision
sun extent from map=0.008727
1857 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (70)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (18)
transfers 23083167, max 637
transfer lists: 176.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1066223, 858477, 697737)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(287803, 213296, 161226)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(109637, 77373, 54457)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(46131, 30429, 19535)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(21684, 13336, 7805)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(10510, 5939, 3144)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5269, 2728, 1305)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2672, 1260, 544)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(1371, 588, 229)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(707, 275, 97)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(367, 130, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(191, 61, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(100, 29, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(52, 14, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(27, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(14, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(8, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #19 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0576 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
1305 of 1567 (83% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (60)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 148/1024 7104/49152 (14.5%)
brushes 5672/8192 68064/98304 (69.2%)
brushsides 40193/65536 321544/524288 (61.3%)
planes 16048/65536 320960/1310720 (24.5%)
vertexes 29259/65536 351108/786432 (44.6%)
nodes 8026/65536 256832/2097152 (12.2%)
texinfos 5687/12288 409464/884736 (46.3%)
texdata 300/2048 9600/65536 (14.6%)
dispinfos 232/0 40832/0 ( 0.0%)
disp_verts 13768/0 275360/0 ( 0.0%)
disp_tris 21248/0 42496/0 ( 0.0%)
disp_lmsamples 522979/0 522979/0 ( 0.0%)
faces 16155/65536 904680/3670016 (24.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 11266/65536 630896/3670016 (17.2%)
leaves 8175/65536 261600/2097152 (12.5%)
leaffaces 20988/65536 41976/131072 (32.0%)
leafbrushes 14539/65536 29078/131072 (22.2%)
areas 20/256 160/2048 ( 7.8%)
surfedges 123735/512000 494940/2048000 (24.2%)
edges 78003/256000 312012/1024000 (30.5%)
LDR worldlights 1857/8192 163416/720896 (22.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 1791/32768 17910/327680 ( 5.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 33354/65536 66708/131072 (50.9%)
cubemapsamples 87/1024 1392/16384 ( 8.5%)
overlays 237/512 83424/180224 (46.3%)
LDR lightdata [variable] 9618216/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 867196/16777216 ( 5.2%)
entdata [variable] 316531/393216 (80.5%) VERY FULL!
LDR ambient table 8175/65536 32700/262144 (12.5%)
HDR ambient table 8175/65536 32700/262144 (12.5%)
LDR leaf ambient 34435/65536 964180/1835008 (52.5%)
HDR leaf ambient 8175/65536 228900/1835008 (12.5%)
occluders 13/0 520/0 ( 0.0%)
occluder polygons 3/0 36/0 ( 0.0%)
occluder vert ind 12/0 48/0 ( 0.0%)
detail props [variable] 1/85796 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/215962 ( 0.0%)
pakfile [variable] 53499/0 ( 0.0%)
physics [variable] 4404427/4194304 (105.0%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 46508
Writing d:\source sdk\payload2fort v2.bsp
2 minutes, 45 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Source SDK\payload2fort v2.bsp" "D:\Games\Steam\steamapps\common\Team Fortress 2\tf\maps\payload2fort v2.bsp"
** Executing...
** Command: "D:\Games\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Games\Steam\steamapps\common\Team Fortress 2\tf" +map "payload2fort v2" -steam