My map refuses to compile changes (in-game map older version)

Discussion in 'Mapping Questions & Discussion' started by viktorvoskov, Apr 27, 2013.

  1. viktorvoskov

    viktorvoskov L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    Hello, I am new to the forum!

    Anyway, I recently created a beautiful map for TF2. It had been going along fine until one day I noticed that on compile, the game didn't even recognize that I had made several changes (because I playtest my map every few steps of the way.) I don't know what the problem is, or why it won't update.

    Here is what I did.
    1) I tried making a copy of the file, but with a different name, so that the game would be forced to create new a bsp. However during compile, it would tell me that the "the system cannot find the specified file."
    2) I tried making a new test map with just a skybox and ground, compiled, ran it in the game, then I went back to the sdk and copy-pasted my entire map into that little test map (after deleting the test skybox). After compiling it in the game, it is still the test skybox and none of the copy+pasted map shows up at all.
    3) I tried reinstalling SDK. It didn't make a difference.

    Here is the compile process right here.



    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\viktorvoskov\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.vmf"

    Valve Software - vbsp.exe (Oct 31 2012)
    8 threads
    materialPath: c:\program files (x86)\steam\steamapps\viktorvoskov\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Can't find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default
    Error: displacement found on a(n) func_detail entity - not supported (entity 568, brush 0)


    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\viktorvoskov\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\SteamApps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7"

    Valve Software - vvis.exe (Oct 31 2012)
    fastvis = true
    8 threads
    reading c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.bsp
    reading c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.prt


    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\viktorvoskov\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\SteamApps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7"

    Valve Software - vrad.exe SSE (Oct 31 2012)

    Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.bsp
    Setting up ray-trace acceleration structure... Done (2.99 seconds)
    6253 faces
    1677245 square feet [241523296.00 square inches]
    436 Displacements
    402920 Square Feet [58020568.00 Square Inches]
    6253 patches before subdivision
    105577 patches after subdivision
    sun extent from map=0.139173
    89 direct lights
    BuildFacelights: 0
    WARNING: Too many light styles on a face at (1096.000000, 2431.000000, 484.000000)

    WARNING: Too many light styles on a face at (1528.000000, 2431.000000, 484.000000)

    WARNING: Too many light styles on a face at (1432.000000, 2431.000000, 168.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2431.000000, 492.000000)

    WARNING: Too many light styles on a face at (1356.000000, 2431.000000, 492.000000)

    WARNING: Too many light styles on a face at (1032.000000, 2408.000000, 495.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2424.000000, 495.000000)

    WARNING: Too many light styles on a face at (1356.000000, 2424.000000, 495.000000)

    WARNING: Too many light styles on a face at (1348.000000, 2424.000000, 487.000000)

    WARNING: Too many light styles on a face at (1084.000000, 2424.000000, 487.000000)

    WARNING: Too many light styles on a face at (1343.000000, 2056.000000, 492.000000)

    WARNING: Too many light styles on a face at (1351.000000, 2424.000000, 440.000000)

    WARNING: Too many light styles on a face at (1089.000000, 2120.000000, 492.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2415.000000, 440.000000)

    WARNING: Too many light styles on a face at (1028.000000, 2415.000000, 440.000000)

    WARNING: Too many light styles on a face at (712.000000, 2431.000000, 276.000000)

    WARNING: Too many light styles on a face at (820.000000, 2431.000000, 484.000000)

    WARNING: Too many light styles on a face at (1360.000000, 2415.000000, 440.000000)

    WARNING: Too many light styles on a face at (828.000000, 2431.000000, 488.000000)

    WARNING: Too many light styles on a face at (705.000000, 2056.000000, 276.000000)

    WARNING: Too many light styles on a face at (705.000000, 2116.000000, 404.000000)

    WARNING: Too many light styles on a face at (705.000000, 2252.000000, 404.000000)

    WARNING: Too many light styles on a face at (705.000000, 2056.000000, 488.000000)

    WARNING: Too many light styles on a face at (712.000000, 2431.000000, 488.000000)

    WARNING: Too many light styles on a face at (888.000000, 2431.000000, 184.000000)

    WARNING: Too many light styles on a face at (712.000000, 2424.000000, 495.000000)

    WARNING: Too many light styles on a face at (828.000000, 2424.000000, 495.000000)

    WARNING: Too many light styles on a face at (712.000000, 2052.000000, 279.000000)

    WARNING: Too many light styles on a face at (712.000000, 2124.000000, 279.000000)

    WARNING: Too many light styles on a face at (712.000000, 2260.000000, 279.000000)

    WARNING: Too many light styles on a face at (1032.000000, 2424.000000, 129.000000)

    WARNING: Too many light styles on a face at (721.000000, 2264.000000, 400.000000)

    WARNING: Too many light styles on a face at (705.000000, 2392.000000, 404.000000)

    WARNING: Too many light styles on a face at (721.000000, 2128.000000, 400.000000)

    WARNING: Too many light styles on a face at (721.000000, 2056.000000, 400.000000)
    .
    WARNING: Too many light styles on a face at (712.000000, 2255.000000, 400.000000)

    WARNING: Too many light styles on a face at (832.000000, 2415.000000, 440.000000)

    WARNING: Too many light styles on a face at (712.000000, 2113.000000, 400.000000)

    WARNING: Too many light styles on a face at (832.000000, 2415.000000, 276.000000)

    WARNING: Too many light styles on a face at (820.000000, 2424.000000, 487.000000)

    WARNING: Too many light styles on a face at (825.000000, 2056.000000, 492.000000)

    WARNING: Too many light styles on a face at (968.000000, 2424.000000, 129.000000)

    WARNING: Too many light styles on a face at (1032.000000, 1921.000000, 484.000000)

    WARNING: Too many light styles on a face at (1032.000000, 1921.000000, 184.000000)

    WARNING: Too many light styles on a face at (1032.000000, 1921.000000, 492.000000)

    WARNING: Too many light styles on a face at (1096.000000, 1921.000000, 492.000000)

    WARNING: Too many light styles on a face at (1356.000000, 1921.000000, 492.000000)

    WARNING: Too many light styles on a face at (1032.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (1356.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (1348.000000, 2040.000000, 487.000000)

    WARNING: Too many light styles on a face at (1084.000000, 2040.000000, 487.000000)

    WARNING: Too many light styles on a face at (1343.000000, 1928.000000, 492.000000)

    WARNING: Too many light styles on a face at (1089.000000, 1928.000000, 492.000000)

    WARNING: Too many light styles on a face at (1408.000000, 1937.000000, 440.000000)

    WARNING: Too many light styles on a face at (1336.000000, 1937.000000, 440.000000)

    WARNING: Too many light styles on a face at (1072.000000, 1937.000000, 440.000000)

    WARNING: Too many light styles on a face at (1351.000000, 1928.000000, 440.000000)

    WARNING: Too many light styles on a face at (1032.000000, 2040.000000, 129.000000)
    .
    WARNING: Too many light styles on a face at (705.000000, 1928.000000, 488.000000)

    WARNING: Too many light styles on a face at (705.000000, 1992.000000, 276.000000)

    WARNING: Too many light styles on a face at (705.000000, 1992.000000, 488.000000)

    WARNING: Too many light styles on a face at (820.000000, 1921.000000, 484.000000)

    WARNING: Too many light styles on a face at (712.000000, 1921.000000, 488.000000)

    WARNING: Too many light styles on a face at (904.000000, 1921.000000, 184.000000)

    WARNING: Too many light styles on a face at (828.000000, 1921.000000, 488.000000)

    WARNING: Too many light styles on a face at (825.000000, 1928.000000, 492.000000)

    WARNING: Too many light styles on a face at (1020.000000, 1937.000000, 440.000000)

    WARNING: Too many light styles on a face at (820.000000, 2040.000000, 487.000000)

    WARNING: Too many light styles on a face at (712.000000, 1988.000000, 279.000000)

    WARNING: Too many light styles on a face at (968.000000, 1992.000000, 129.000000)

    WARNING: Too many light styles on a face at (712.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (721.000000, 1992.000000, 400.000000)
    .
    WARNING: Too many light styles on a face at (828.000000, 2040.000000, 495.000000)
    1...2...3...4...5...6...7...8...9...10 (10)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15)
    transfers 11156086, max 1200
    transfer lists: 85.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(277468, 115117, 197962)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(42488, 23443, 33239)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(9135, 6826, 8294)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(2432, 2245, 2321)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(742, 770, 705)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(244, 270, 223)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(82, 95, 72)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(28, 34, 24)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(10, 12, 8)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(3, 4, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(1, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(0, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0304 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
    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 (5)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 11/1024 528/49152 ( 1.1%)
    brushes 682/8192 8184/98304 ( 8.3%)
    brushsides 4953/65536 39624/524288 ( 7.6%)
    planes 3366/65536 67320/1310720 ( 5.1%)
    vertexes 8516/65536 102192/786432 (13.0%)
    nodes 3372/65536 107904/2097152 ( 5.1%)
    texinfos 841/12288 60552/884736 ( 6.8%)
    texdata 88/2048 2816/65536 ( 4.3%)
    dispinfos 436/0 76736/0 ( 0.0%)
    disp_verts 26124/0 522480/0 ( 0.0%)
    disp_tris 40544/0 81088/0 ( 0.0%)
    disp_lmsamples 1090830/0 1090830/0 ( 0.0%)
    faces 6253/65536 350168/3670016 ( 9.5%)
    hdr faces 6253/65536 350168/3670016 ( 9.5%)
    origfaces 3111/65536 174216/3670016 ( 4.7%)
    leaves 3384/65536 108288/2097152 ( 5.2%)
    leaffaces 6709/65536 13418/131072 (10.2%)
    leafbrushes 1717/65536 3434/131072 ( 2.6%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 41737/512000 166948/2048000 ( 8.2%)
    edges 23673/256000 94692/1024000 ( 9.2%)
    LDR worldlights 89/8192 7832/720896 ( 1.1%)
    HDR worldlights 89/8192 7832/720896 ( 1.1%)
    leafwaterdata 8/32768 96/393216 ( 0.0%)
    waterstrips 499/32768 4990/327680 ( 1.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 8226/65536 16452/131072 (12.6%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 13134096/0 ( 0.0%)
    HDR lightdata [variable] 13134096/0 ( 0.0%)
    visdata [variable] 987984/16777216 ( 5.9%)
    entdata [variable] 42023/393216 (10.7%)
    LDR ambient table 3384/65536 13536/262144 ( 5.2%)
    HDR ambient table 3384/65536 13536/262144 ( 5.2%)
    LDR leaf ambient 18419/65536 515732/1835008 (28.1%)
    HDR leaf ambient 18344/65536 513632/1835008 (28.0%)
    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] 1/34770 ( 0.0%)
    pakfile [variable] 12341/0 ( 0.0%)
    physics [variable] 4835942/4194304 (115.3%) VERY FULL!
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 16623
    Writing c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.bsp
    49 seconds elapsed
    Valve Software - vrad.exe SSE (Oct 31 2012)

    Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.bsp
    Setting up ray-trace acceleration structure... Done (2.99 seconds)
    6253 faces
    1677245 square feet [241523296.00 square inches]
    436 Displacements
    402920 Square Feet [58020568.00 Square Inches]
    6253 patches before subdivision
    105577 patches after subdivision
    sun extent from map=0.139173
    89 direct lights
    BuildFacelights: 0
    WARNING: Too many light styles on a face at (1096.000000, 2431.000000, 484.000000)

    WARNING: Too many light styles on a face at (1528.000000, 2431.000000, 484.000000)

    WARNING: Too many light styles on a face at (1432.000000, 2431.000000, 168.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2431.000000, 492.000000)

    WARNING: Too many light styles on a face at (1356.000000, 2431.000000, 492.000000)

    WARNING: Too many light styles on a face at (1032.000000, 2408.000000, 495.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2424.000000, 495.000000)

    WARNING: Too many light styles on a face at (1356.000000, 2424.000000, 495.000000)

    WARNING: Too many light styles on a face at (1348.000000, 2424.000000, 487.000000)

    WARNING: Too many light styles on a face at (1084.000000, 2424.000000, 487.000000)

    WARNING: Too many light styles on a face at (1343.000000, 2056.000000, 492.000000)

    WARNING: Too many light styles on a face at (1089.000000, 2120.000000, 492.000000)

    WARNING: Too many light styles on a face at (1032.000000, 2424.000000, 129.000000)

    WARNING: Too many light styles on a face at (1028.000000, 2415.000000, 440.000000)

    WARNING: Too many light styles on a face at (1360.000000, 2415.000000, 440.000000)

    WARNING: Too many light styles on a face at (712.000000, 2431.000000, 276.000000)

    WARNING: Too many light styles on a face at (820.000000, 2431.000000, 484.000000)

    WARNING: Too many light styles on a face at (828.000000, 2431.000000, 488.000000)

    WARNING: Too many light styles on a face at (712.000000, 2431.000000, 488.000000)

    WARNING: Too many light styles on a face at (705.000000, 2056.000000, 276.000000)

    WARNING: Too many light styles on a face at (888.000000, 2431.000000, 184.000000)

    WARNING: Too many light styles on a face at (705.000000, 2252.000000, 404.000000)

    WARNING: Too many light styles on a face at (705.000000, 2392.000000, 404.000000)

    WARNING: Too many light styles on a face at (705.000000, 2056.000000, 488.000000)

    WARNING: Too many light styles on a face at (1351.000000, 2424.000000, 440.000000)

    WARNING: Too many light styles on a face at (705.000000, 2116.000000, 404.000000)

    WARNING: Too many light styles on a face at (712.000000, 2052.000000, 279.000000)

    WARNING: Too many light styles on a face at (712.000000, 2124.000000, 279.000000)

    WARNING: Too many light styles on a face at (828.000000, 2424.000000, 495.000000)

    WARNING: Too many light styles on a face at (721.000000, 2264.000000, 400.000000)

    WARNING: Too many light styles on a face at (712.000000, 2260.000000, 279.000000)

    WARNING: Too many light styles on a face at (712.000000, 2424.000000, 495.000000)

    WARNING: Too many light styles on a face at (721.000000, 2056.000000, 400.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2415.000000, 440.000000)

    WARNING: Too many light styles on a face at (721.000000, 2128.000000, 400.000000)
    .
    WARNING: Too many light styles on a face at (832.000000, 2415.000000, 440.000000)

    WARNING: Too many light styles on a face at (712.000000, 2255.000000, 400.000000)

    WARNING: Too many light styles on a face at (832.000000, 2415.000000, 276.000000)

    WARNING: Too many light styles on a face at (968.000000, 2424.000000, 129.000000)

    WARNING: Too many light styles on a face at (712.000000, 2113.000000, 400.000000)

    WARNING: Too many light styles on a face at (825.000000, 2056.000000, 492.000000)

    WARNING: Too many light styles on a face at (1032.000000, 1921.000000, 484.000000)

    WARNING: Too many light styles on a face at (1032.000000, 1921.000000, 184.000000)

    WARNING: Too many light styles on a face at (820.000000, 2424.000000, 487.000000)

    WARNING: Too many light styles on a face at (1032.000000, 1921.000000, 492.000000)

    WARNING: Too many light styles on a face at (1096.000000, 1921.000000, 492.000000)

    WARNING: Too many light styles on a face at (1356.000000, 1921.000000, 492.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (1032.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (1356.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (1348.000000, 2040.000000, 487.000000)

    WARNING: Too many light styles on a face at (1084.000000, 2040.000000, 487.000000)

    WARNING: Too many light styles on a face at (1343.000000, 1928.000000, 492.000000)

    WARNING: Too many light styles on a face at (1089.000000, 1928.000000, 492.000000)

    WARNING: Too many light styles on a face at (1072.000000, 1937.000000, 440.000000)

    WARNING: Too many light styles on a face at (1336.000000, 1937.000000, 440.000000)

    WARNING: Too many light styles on a face at (1032.000000, 2040.000000, 129.000000)

    WARNING: Too many light styles on a face at (1351.000000, 1928.000000, 440.000000)
    .
    WARNING: Too many light styles on a face at (705.000000, 1928.000000, 488.000000)

    WARNING: Too many light styles on a face at (705.000000, 1992.000000, 276.000000)

    WARNING: Too many light styles on a face at (705.000000, 1992.000000, 488.000000)

    WARNING: Too many light styles on a face at (1408.000000, 1937.000000, 440.000000)

    WARNING: Too many light styles on a face at (820.000000, 1921.000000, 484.000000)

    WARNING: Too many light styles on a face at (904.000000, 1921.000000, 184.000000)

    WARNING: Too many light styles on a face at (828.000000, 1921.000000, 488.000000)

    WARNING: Too many light styles on a face at (712.000000, 1921.000000, 488.000000)

    WARNING: Too many light styles on a face at (712.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (825.000000, 1928.000000, 492.000000)

    WARNING: Too many light styles on a face at (1020.000000, 1937.000000, 440.000000)

    WARNING: Too many light styles on a face at (820.000000, 2040.000000, 487.000000)

    WARNING: Too many light styles on a face at (721.000000, 1992.000000, 400.000000)

    WARNING: Too many light styles on a face at (712.000000, 1988.000000, 279.000000)

    WARNING: Too many light styles on a face at (968.000000, 1992.000000, 129.000000)
    .
    WARNING: Too many light styles on a face at (828.000000, 2040.000000, 495.000000)
    1...2...3...4...5...6...7...8...9...10 (9)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (16)
    transfers 11156086, max 1200
    transfer lists: 85.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(255567, 115119, 198139)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(39808, 23444, 33267)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(8736, 6826, 8299)
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    Bounce #4 added RGB(2369, 2245, 2322)
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    Bounce #5 added RGB(732, 770, 705)
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    Bounce #6 added RGB(242, 270, 223)
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    Bounce #7 added RGB(82, 95, 72)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(28, 34, 24)
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    Bounce #9 added RGB(10, 12, 8)
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    Bounce #10 added RGB(3, 4, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(1, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(0, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0368 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    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 (6)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 11/1024 528/49152 ( 1.1%)
    brushes 682/8192 8184/98304 ( 8.3%)
    brushsides 4953/65536 39624/524288 ( 7.6%)
    planes 3366/65536 67320/1310720 ( 5.1%)
    vertexes 8516/65536 102192/786432 (13.0%)
    nodes 3372/65536 107904/2097152 ( 5.1%)
    texinfos 841/12288 60552/884736 ( 6.8%)
    texdata 88/2048 2816/65536 ( 4.3%)
    dispinfos 436/0 76736/0 ( 0.0%)
    disp_verts 26124/0 522480/0 ( 0.0%)
    disp_tris 40544/0 81088/0 ( 0.0%)
    disp_lmsamples 1090830/0 1090830/0 ( 0.0%)
    faces 6253/65536 350168/3670016 ( 9.5%)
    hdr faces 6253/65536 350168/3670016 ( 9.5%)
    origfaces 3111/65536 174216/3670016 ( 4.7%)
    leaves 3384/65536 108288/2097152 ( 5.2%)
    leaffaces 6709/65536 13418/131072 (10.2%)
    leafbrushes 1717/65536 3434/131072 ( 2.6%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 41737/512000 166948/2048000 ( 8.2%)
    edges 23673/256000 94692/1024000 ( 9.2%)
    LDR worldlights 89/8192 7832/720896 ( 1.1%)
    HDR worldlights 89/8192 7832/720896 ( 1.1%)
    leafwaterdata 8/32768 96/393216 ( 0.0%)
    waterstrips 499/32768 4990/327680 ( 1.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 8226/65536 16452/131072 (12.6%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 13134096/0 ( 0.0%)
    HDR lightdata [variable] 13134096/0 ( 0.0%)
    visdata [variable] 987984/16777216 ( 5.9%)
    entdata [variable] 42023/393216 (10.7%)
    LDR ambient table 3384/65536 13536/262144 ( 5.2%)
    HDR ambient table 3384/65536 13536/262144 ( 5.2%)
    LDR leaf ambient 18419/65536 515732/1835008 (28.1%)
    HDR leaf ambient 18344/65536 513632/1835008 (28.0%)
    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] 1/34770 ( 0.0%)
    pakfile [variable] 12341/0 ( 0.0%)
    physics [variable] 4835942/4194304 (115.3%) VERY FULL!
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 16623
    Writing c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.bsp
    49 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.bsp" "c:\program files (x86)\steam\steamapps\viktorvoskov\team fortress 2\tf\maps\trade_kungfubellydancer_club_v1-7.bsp"
     
  2. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,113
    Positive Ratings:
    6,084
    Error: displacement found on a(n) func_detail entity - not supported (entity 568, brush 0)

    You've turned a displacement into a func detail. This can cause your map to fail compiling. Perhaps you should put a compile log into the interlopers compile log checker.
     
  3. viktorvoskov

    viktorvoskov L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    This might very well be the problem because I do have lots of displacements, and I do recall messing with the properties of one of them. How do I center in on entity 568? I don't know how to find a specific one.
     
  4. JeanPaul

    JeanPaul L4: Comfortable Member

    Messages:
    191
    Positive Ratings:
    182
    Remove everything but the displacements in your vis groups

    ctrl+A then ctrl+g then ctrl+shift+w then ctrl+u

    Bam all your displacements have been moved to world brushes.
     
  5. viktorvoskov

    viktorvoskov L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    Wow, you guys are my heroes.

    So apparently I thought I could convert the cliffs and rocks I had put just outside of the player area into func_details, so I removed them and compiled. It works now!

    However there's just one problem, and it may be due to something I had done around the time I was converting displacements to func_detail, and that is my skybox objects aren't showing up. By the way I am aware there are too many light style issues here, this is from before and I will rectify them after I've finished the landscaping.

    Anyway here's some screenshots:
    [​IMG]
    [​IMG]

    Here is the new compile log .



    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\viktorvoskov\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.vmf"

    Valve Software - vbsp.exe (Oct 31 2012)
    8 threads
    materialPath: c:\program files (x86)\steam\steamapps\viktorvoskov\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Can't find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default
    Patching WVT material: maps/trade_kungfubellydancer_club_v1-7/swamp/brick/blendswampcobble001_wvt_patch
    Patching WVT material: maps/trade_kungfubellydancer_club_v1-7/nature/blenddirtgrass005a_wvt_patch
    Patching WVT material: maps/trade_kungfubellydancer_club_v1-7/nature/blendgrasstosnow001_wvt_patch
    Patching WVT material: maps/trade_kungfubellydancer_club_v1-7/nature/blendgroundtograss007_wvt_patch
    Patching WVT material: maps/trade_kungfubellydancer_club_v1-7/nature/blendgroundtomud001_wvt_patch
    Patching WVT material: maps/trade_kungfubellydancer_club_v1-7/swamp/nature/blenddirtswampgrass001_wvt_patch
    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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    done (1)
    writing C:\Program Files (x86)\Steam\SteamApps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_halloween to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_halloween 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
    Building Physics collision data...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    Degenerate Triangle
    (608.00, -216.00, -105.80), (608.00, -216.00, -105.80), (608.00, -156.00, -112.75)
    Degenerate Triangle
    (608.00, -216.00, -105.80), (608.00, -216.00, -105.80), (612.89, -276.00, -112.20)
    done (0) (4692723 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
    Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
    Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
    Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
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    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
    Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
    Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
    Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
    Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
    Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    .Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    10
    Compacting texture/material tables...
    Reduced 1604 texinfos to 823
    Reduced 112 texdatas to 85 (4403 bytes to 3052)
    Writing C:\Program Files (x86)\Steam\SteamApps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.bsp
    5 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\viktorvoskov\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\SteamApps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7"

    Valve Software - vvis.exe (Oct 31 2012)
    fastvis = true
    8 threads
    reading c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.bsp
    reading c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.prt
    1996 portalclusters
    6764 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Optimized: 166131 visible clusters (5.23%)
    Total clusters visible: 3174746
    Average clusters visible: 1590
    Building PAS...
    Average clusters audible: 1992
    visdatasize:987833 compressed from 1021952
    writing c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.bsp
    1 second elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\viktorvoskov\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\SteamApps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7"

    Valve Software - vrad.exe SSE (Oct 31 2012)

    Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.bsp
    Setting up ray-trace acceleration structure... Done (2.93 seconds)
    6198 faces
    1637122 square feet [235745632.00 square inches]
    397 Displacements
    356530 Square Feet [51340436.00 Square Inches]
    6198 patches before subdivision
    103238 patches after subdivision
    87 direct lights
    BuildFacelights: 0
    WARNING: Too many light styles on a face at (1096.000000, 2431.000000, 484.000000)

    WARNING: Too many light styles on a face at (1528.000000, 2431.000000, 484.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2431.000000, 492.000000)

    WARNING: Too many light styles on a face at (1432.000000, 2431.000000, 168.000000)

    WARNING: Too many light styles on a face at (1356.000000, 2431.000000, 492.000000)

    WARNING: Too many light styles on a face at (1032.000000, 2408.000000, 495.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2424.000000, 495.000000)

    WARNING: Too many light styles on a face at (1356.000000, 2424.000000, 495.000000)

    WARNING: Too many light styles on a face at (1348.000000, 2424.000000, 487.000000)

    WARNING: Too many light styles on a face at (1084.000000, 2424.000000, 487.000000)

    WARNING: Too many light styles on a face at (1343.000000, 2056.000000, 492.000000)

    WARNING: Too many light styles on a face at (1351.000000, 2424.000000, 440.000000)

    WARNING: Too many light styles on a face at (1089.000000, 2120.000000, 492.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2415.000000, 440.000000)

    WARNING: Too many light styles on a face at (888.000000, 2431.000000, 184.000000)

    WARNING: Too many light styles on a face at (820.000000, 2431.000000, 484.000000)

    WARNING: Too many light styles on a face at (1360.000000, 2415.000000, 440.000000)

    WARNING: Too many light styles on a face at (712.000000, 2431.000000, 488.000000)

    WARNING: Too many light styles on a face at (705.000000, 2056.000000, 276.000000)

    WARNING: Too many light styles on a face at (705.000000, 2116.000000, 404.000000)

    WARNING: Too many light styles on a face at (705.000000, 2252.000000, 404.000000)

    WARNING: Too many light styles on a face at (1032.000000, 2424.000000, 129.000000)

    WARNING: Too many light styles on a face at (712.000000, 2431.000000, 276.000000)

    WARNING: Too many light styles on a face at (712.000000, 2424.000000, 495.000000)

    WARNING: Too many light styles on a face at (828.000000, 2424.000000, 495.000000)

    WARNING: Too many light styles on a face at (712.000000, 2052.000000, 279.000000)

    WARNING: Too many light styles on a face at (712.000000, 2124.000000, 279.000000)

    WARNING: Too many light styles on a face at (712.000000, 2260.000000, 279.000000)

    WARNING: Too many light styles on a face at (721.000000, 2264.000000, 400.000000)

    WARNING: Too many light styles on a face at (721.000000, 2128.000000, 400.000000)

    WARNING: Too many light styles on a face at (721.000000, 2056.000000, 400.000000)

    WARNING: Too many light styles on a face at (825.000000, 2056.000000, 492.000000)

    WARNING: Too many light styles on a face at (828.000000, 2431.000000, 488.000000)

    WARNING: Too many light styles on a face at (820.000000, 2424.000000, 487.000000)

    WARNING: Too many light styles on a face at (712.000000, 2255.000000, 400.000000)

    WARNING: Too many light styles on a face at (705.000000, 2392.000000, 404.000000)

    WARNING: Too many light styles on a face at (832.000000, 2415.000000, 276.000000)

    WARNING: Too many light styles on a face at (968.000000, 2424.000000, 129.000000)
    .
    WARNING: Too many light styles on a face at (712.000000, 2113.000000, 400.000000)

    WARNING: Too many light styles on a face at (1028.000000, 2415.000000, 440.000000)

    WARNING: Too many light styles on a face at (832.000000, 2415.000000, 440.000000)

    WARNING: Too many light styles on a face at (1032.000000, 1921.000000, 484.000000)

    WARNING: Too many light styles on a face at (1032.000000, 1921.000000, 184.000000)

    WARNING: Too many light styles on a face at (1032.000000, 1921.000000, 492.000000)

    WARNING: Too many light styles on a face at (1356.000000, 1921.000000, 492.000000)

    WARNING: Too many light styles on a face at (1032.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (705.000000, 2056.000000, 488.000000)

    WARNING: Too many light styles on a face at (1343.000000, 1928.000000, 492.000000)

    WARNING: Too many light styles on a face at (1356.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (1408.000000, 1937.000000, 440.000000)

    WARNING: Too many light styles on a face at (1084.000000, 2040.000000, 487.000000)

    WARNING: Too many light styles on a face at (1096.000000, 1921.000000, 492.000000)

    WARNING: Too many light styles on a face at (1351.000000, 1928.000000, 440.000000)

    WARNING: Too many light styles on a face at (1336.000000, 1937.000000, 440.000000)

    WARNING: Too many light styles on a face at (1348.000000, 2040.000000, 487.000000)

    WARNING: Too many light styles on a face at (1072.000000, 1937.000000, 440.000000)

    WARNING: Too many light styles on a face at (1089.000000, 1928.000000, 492.000000)

    WARNING: Too many light styles on a face at (1032.000000, 2040.000000, 129.000000)

    WARNING: Too many light styles on a face at (705.000000, 1992.000000, 488.000000)

    WARNING: Too many light styles on a face at (705.000000, 1928.000000, 488.000000)

    WARNING: Too many light styles on a face at (705.000000, 1992.000000, 276.000000)
    .
    WARNING: Too many light styles on a face at (820.000000, 1921.000000, 484.000000)

    WARNING: Too many light styles on a face at (828.000000, 1921.000000, 488.000000)

    WARNING: Too many light styles on a face at (712.000000, 1921.000000, 488.000000)

    WARNING: Too many light styles on a face at (828.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (712.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (721.000000, 1992.000000, 400.000000)

    WARNING: Too many light styles on a face at (712.000000, 1988.000000, 279.000000)

    WARNING: Too many light styles on a face at (825.000000, 1928.000000, 492.000000)

    WARNING: Too many light styles on a face at (1020.000000, 1937.000000, 440.000000)

    WARNING: Too many light styles on a face at (820.000000, 2040.000000, 487.000000)

    WARNING: Too many light styles on a face at (904.000000, 1921.000000, 184.000000)

    WARNING: Too many light styles on a face at (968.000000, 1992.000000, 129.000000)
    .1...2...3...4...5...6...7...8...9...10 (4)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (16)
    transfers 11356896, max 1214
    transfer lists: 86.6 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(265977, 102796, 184112)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(41070, 22265, 32586)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(8937, 6716, 8359)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(2394, 2232, 2362)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(736, 771, 718)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(242, 270, 226)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(82, 95, 73)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(28, 34, 24)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(10, 12, 8)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(3, 4, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(1, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(0, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0283 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
    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 (5)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 11/1024 528/49152 ( 1.1%)
    brushes 676/8192 8112/98304 ( 8.3%)
    brushsides 4917/65536 39336/524288 ( 7.5%)
    planes 3326/65536 66520/1310720 ( 5.1%)
    vertexes 8427/65536 101124/786432 (12.9%)
    nodes 3346/65536 107072/2097152 ( 5.1%)
    texinfos 823/12288 59256/884736 ( 6.7%)
    texdata 85/2048 2720/65536 ( 4.2%)
    dispinfos 397/0 69872/0 ( 0.0%)
    disp_verts 25149/0 502980/0 ( 0.0%)
    disp_tris 39296/0 78592/0 ( 0.0%)
    disp_lmsamples 982606/0 982606/0 ( 0.0%)
    faces 6198/65536 347088/3670016 ( 9.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 3066/65536 171696/3670016 ( 4.7%)
    leaves 3358/65536 107456/2097152 ( 5.1%)
    leaffaces 6693/65536 13386/131072 (10.2%)
    leafbrushes 1701/65536 3402/131072 ( 2.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 41337/512000 165348/2048000 ( 8.1%)
    edges 23455/256000 93820/1024000 ( 9.2%)
    LDR worldlights 87/8192 7656/720896 ( 1.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 8/32768 96/393216 ( 0.0%)
    waterstrips 499/32768 4990/327680 ( 1.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 8226/65536 16452/131072 (12.6%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 12690248/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 987833/16777216 ( 5.9%)
    entdata [variable] 42642/393216 (10.8%)
    LDR ambient table 3358/65536 13432/262144 ( 5.1%)
    HDR ambient table 3358/65536 13432/262144 ( 5.1%)
    LDR leaf ambient 16792/65536 470176/1835008 (25.6%)
    HDR leaf ambient 3358/65536 94024/1835008 ( 5.1%)
    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] 1/33008 ( 0.0%)
    pakfile [variable] 12341/0 ( 0.0%)
    physics [variable] 4692723/4194304 (111.9%) VERY FULL!
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 16513
    Writing c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.bsp
    44 seconds elapsed
    Valve Software - vrad.exe SSE (Oct 31 2012)

    Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.bsp
    Setting up ray-trace acceleration structure... Done (2.93 seconds)
    6198 faces
    1637122 square feet [235745632.00 square inches]
    397 Displacements
    356530 Square Feet [51340436.00 Square Inches]
    6198 patches before subdivision
    103238 patches after subdivision
    87 direct lights
    BuildFacelights: 0
    WARNING: Too many light styles on a face at (1528.000000, 2431.000000, 484.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2431.000000, 484.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2431.000000, 492.000000)

    WARNING: Too many light styles on a face at (1356.000000, 2431.000000, 492.000000)

    WARNING: Too many light styles on a face at (1432.000000, 2431.000000, 168.000000)

    WARNING: Too many light styles on a face at (1032.000000, 2408.000000, 495.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2424.000000, 495.000000)

    WARNING: Too many light styles on a face at (1356.000000, 2424.000000, 495.000000)

    WARNING: Too many light styles on a face at (1348.000000, 2424.000000, 487.000000)

    WARNING: Too many light styles on a face at (1084.000000, 2424.000000, 487.000000)

    WARNING: Too many light styles on a face at (1343.000000, 2056.000000, 492.000000)

    WARNING: Too many light styles on a face at (1351.000000, 2424.000000, 440.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2415.000000, 440.000000)

    WARNING: Too many light styles on a face at (1032.000000, 2424.000000, 129.000000)

    WARNING: Too many light styles on a face at (888.000000, 2431.000000, 184.000000)

    WARNING: Too many light styles on a face at (820.000000, 2431.000000, 484.000000)

    WARNING: Too many light styles on a face at (828.000000, 2431.000000, 488.000000)

    WARNING: Too many light styles on a face at (712.000000, 2431.000000, 488.000000)

    WARNING: Too many light styles on a face at (705.000000, 2056.000000, 276.000000)

    WARNING: Too many light styles on a face at (705.000000, 2116.000000, 404.000000)

    WARNING: Too many light styles on a face at (705.000000, 2252.000000, 404.000000)

    WARNING: Too many light styles on a face at (705.000000, 2392.000000, 404.000000)

    WARNING: Too many light styles on a face at (1089.000000, 2120.000000, 492.000000)

    WARNING: Too many light styles on a face at (712.000000, 2424.000000, 495.000000)

    WARNING: Too many light styles on a face at (712.000000, 2431.000000, 276.000000)

    WARNING: Too many light styles on a face at (712.000000, 2052.000000, 279.000000)

    WARNING: Too many light styles on a face at (712.000000, 2124.000000, 279.000000)

    WARNING: Too many light styles on a face at (712.000000, 2260.000000, 279.000000)

    WARNING: Too many light styles on a face at (1360.000000, 2415.000000, 440.000000)

    WARNING: Too many light styles on a face at (1028.000000, 2415.000000, 440.000000)

    WARNING: Too many light styles on a face at (828.000000, 2424.000000, 495.000000)

    WARNING: Too many light styles on a face at (825.000000, 2056.000000, 492.000000)

    WARNING: Too many light styles on a face at (832.000000, 2415.000000, 440.000000)

    WARNING: Too many light styles on a face at (820.000000, 2424.000000, 487.000000)

    WARNING: Too many light styles on a face at (712.000000, 2255.000000, 400.000000)

    WARNING: Too many light styles on a face at (712.000000, 2113.000000, 400.000000)

    WARNING: Too many light styles on a face at (832.000000, 2415.000000, 276.000000)

    WARNING: Too many light styles on a face at (968.000000, 2424.000000, 129.000000)

    WARNING: Too many light styles on a face at (721.000000, 2264.000000, 400.000000)

    WARNING: Too many light styles on a face at (705.000000, 2056.000000, 488.000000)

    WARNING: Too many light styles on a face at (721.000000, 2128.000000, 400.000000)

    WARNING: Too many light styles on a face at (721.000000, 2056.000000, 400.000000)
    .
    WARNING: Too many light styles on a face at (1032.000000, 1921.000000, 484.000000)

    WARNING: Too many light styles on a face at (1032.000000, 1921.000000, 184.000000)

    WARNING: Too many light styles on a face at (1032.000000, 1921.000000, 492.000000)

    WARNING: Too many light styles on a face at (1096.000000, 1921.000000, 492.000000)

    WARNING: Too many light styles on a face at (1356.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (1096.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (1348.000000, 2040.000000, 487.000000)

    WARNING: Too many light styles on a face at (1343.000000, 1928.000000, 492.000000)

    WARNING: Too many light styles on a face at (1089.000000, 1928.000000, 492.000000)

    WARNING: Too many light styles on a face at (1356.000000, 1921.000000, 492.000000)

    WARNING: Too many light styles on a face at (1084.000000, 2040.000000, 487.000000)

    WARNING: Too many light styles on a face at (1336.000000, 1937.000000, 440.000000)

    WARNING: Too many light styles on a face at (1072.000000, 1937.000000, 440.000000)

    WARNING: Too many light styles on a face at (1032.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (1408.000000, 1937.000000, 440.000000)

    WARNING: Too many light styles on a face at (705.000000, 1992.000000, 276.000000)

    WARNING: Too many light styles on a face at (1032.000000, 2040.000000, 129.000000)

    WARNING: Too many light styles on a face at (705.000000, 1992.000000, 488.000000)

    WARNING: Too many light styles on a face at (705.000000, 1928.000000, 488.000000)

    WARNING: Too many light styles on a face at (1351.000000, 1928.000000, 440.000000)
    .
    WARNING: Too many light styles on a face at (820.000000, 1921.000000, 484.000000)

    WARNING: Too many light styles on a face at (712.000000, 1921.000000, 488.000000)

    WARNING: Too many light styles on a face at (828.000000, 1921.000000, 488.000000)

    WARNING: Too many light styles on a face at (825.000000, 1928.000000, 492.000000)

    WARNING: Too many light styles on a face at (1020.000000, 1937.000000, 440.000000)

    WARNING: Too many light styles on a face at (828.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (721.000000, 1992.000000, 400.000000)

    WARNING: Too many light styles on a face at (712.000000, 1988.000000, 279.000000)

    WARNING: Too many light styles on a face at (820.000000, 2040.000000, 487.000000)

    WARNING: Too many light styles on a face at (968.000000, 1992.000000, 129.000000)
    .
    WARNING: Too many light styles on a face at (712.000000, 2040.000000, 495.000000)

    WARNING: Too many light styles on a face at (904.000000, 1921.000000, 184.000000)
    1...2...3...4...5...6...7...8...9...10 (4)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15)
    transfers 11356896, max 1214
    transfer lists: 86.6 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(244055, 102799, 184293)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(38393, 22266, 32615)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(8543, 6716, 8365)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(2331, 2232, 2363)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(726, 771, 718)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(240, 270, 226)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(82, 95, 73)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(28, 34, 24)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(10, 12, 8)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(3, 4, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(1, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(0, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0311 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
    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 (6)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 11/1024 528/49152 ( 1.1%)
    brushes 676/8192 8112/98304 ( 8.3%)
    brushsides 4917/65536 39336/524288 ( 7.5%)
    planes 3326/65536 66520/1310720 ( 5.1%)
    vertexes 8427/65536 101124/786432 (12.9%)
    nodes 3346/65536 107072/2097152 ( 5.1%)
    texinfos 823/12288 59256/884736 ( 6.7%)
    texdata 85/2048 2720/65536 ( 4.2%)
    dispinfos 397/0 69872/0 ( 0.0%)
    disp_verts 25149/0 502980/0 ( 0.0%)
    disp_tris 39296/0 78592/0 ( 0.0%)
    disp_lmsamples 982606/0 982606/0 ( 0.0%)
    faces 6198/65536 347088/3670016 ( 9.5%)
    hdr faces 6198/65536 347088/3670016 ( 9.5%)
    origfaces 3066/65536 171696/3670016 ( 4.7%)
    leaves 3358/65536 107456/2097152 ( 5.1%)
    leaffaces 6693/65536 13386/131072 (10.2%)
    leafbrushes 1701/65536 3402/131072 ( 2.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 41337/512000 165348/2048000 ( 8.1%)
    edges 23455/256000 93820/1024000 ( 9.2%)
    LDR worldlights 87/8192 7656/720896 ( 1.1%)
    HDR worldlights 87/8192 7656/720896 ( 1.1%)
    leafwaterdata 8/32768 96/393216 ( 0.0%)
    waterstrips 499/32768 4990/327680 ( 1.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 8226/65536 16452/131072 (12.6%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 12690248/0 ( 0.0%)
    HDR lightdata [variable] 12690248/0 ( 0.0%)
    visdata [variable] 987833/16777216 ( 5.9%)
    entdata [variable] 42642/393216 (10.8%)
    LDR ambient table 3358/65536 13432/262144 ( 5.1%)
    HDR ambient table 3358/65536 13432/262144 ( 5.1%)
    LDR leaf ambient 16792/65536 470176/1835008 (25.6%)
    HDR leaf ambient 16521/65536 462588/1835008 (25.2%)
    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] 1/33008 ( 0.0%)
    pakfile [variable] 12341/0 ( 0.0%)
    physics [variable] 4692723/4194304 (111.9%) VERY FULL!
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 16513
    Writing c:\program files (x86)\steam\steamapps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.bsp
    44 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\viktorvoskov\sourcesdk_content\tf\mapsrc\trade_kungfubellydancer_club_v1-7.bsp" "c:\program files (x86)\steam\steamapps\viktorvoskov\team fortress 2\tf\maps\trade_kungfubellydancer_club_v1-7.bsp"


    ** Executing...
    ** Command: c:\program files (x86)\steam\steam.exe
    ** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\viktorvoskov\team fortress 2\tf" +map "trade_kungfubellydancer_club_v1-7"
     
  6. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

    Messages:
    1,479
    Positive Ratings:
    1,369
  7. henke37

    aa henke37

    Messages:
    1,927
    Positive Ratings:
    454
    Don't name lights. Don't nodraw displacements. Set the map properties to use the correct detail stuff. Don't use displacements powers higher than 2.
     
    Last edited: Apr 27, 2013
  8. JeanPaul

    JeanPaul L4: Comfortable Member

    Messages:
    191
    Positive Ratings:
    182
    WARNING: Too many light styles on a face at (1020.000000, 1937.000000, 440.000000)

    You have too many dynamic lights or lights with names. Once you name a light, vrad has to calculate all the surfaces the light touches with both on and off versions of that face. Each face is limited to 6 (I think) lightstyles. Its best to avoid dynamic light anything in MP though
     
  9. colacan

    colacan L5: Dapper Member

    Messages:
    235
    Positive Ratings:
    66
    Power 3 should be fine as well. Power 4 however...
     
  10. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,219
    To get rid of the "NODRAW on terrain surface" error: Open the Displacements tab, select the NODRAW faces on all of your displaced brushes, and click Destroy. This will convert them from displaced faces to faces that are invisible in Hammer and ignored in the compile process.
     
  11. bob+M|M+

    bob+M|M+ L6: Sharp Member

    Messages:
    348
    Positive Ratings:
    185
    I see potentially 3 showstopping issues

    1. NODRAW on terrain surface!
    2. Degenerate Triangle
    (608.00, -216.00, -105.80), (608.00, -216.00, -105.80), (608.00, -156.00, -112.75)
    Degenerate Triangle
    (608.00, -216.00, -105.80), (608.00, -216.00, -105.80), (612.89, -276.00, -112.20)
    3. WARNING: Too many light styles on a face at (1096.000000, 2431.000000, 484.000000)

    1. stevethepockets advice ^, destroy them or put a texture on them. can't have nodraw on displacements. This also tells me you might be making displacements on whole blocks instead of just the faces. ALWAYS only select the faces you want for displacements, never whole blocks.
    2. Tools -> Go to coordinates to find out this issue. Sometimes whole maps can break from little things like this.
    3. Either JeanPauls advice ^, or you just have to many lights illuminating the same surface. This one can cause a compile break sometimes. one solution is just reduce / rearrange your lights so not so many different colors / lights are illuminating the same surface. if you need a lot of different colors, you can isolate their direction with light_spot, or even create boundaries for lights with the texture "block light"
     
  12. viktorvoskov

    viktorvoskov L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    Thank you guys for your help! I'm fixing all these as we speak, plus I made a custom skybox.

    [​IMG]