================== VBSP ==================
materialPath: c:program filessteamsteamappsusernamegoeshereteam fortress 2tfmaterials
Loading C:Program FilesSteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcValve Officialsdk_pl_goldrush.vmf
Patching WVT material: maps/sdk_pl_goldrush/nature/blendgroundtograss005_wvt_patch
Patching WVT material: maps/sdk_pl_goldrush/nature/blendrockground004_wvt_patch
Patching WVT material: maps/sdk_pl_goldrush/nature/blendgroundtogravel005_wvt_patch
Patching WVT material: maps/sdk_pl_goldrush/nature/blendgroundtograss003_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Occluder "occluders_b2" straddles multiple areas. This is invalid!
Occluder "occluders_b2" straddles multiple areas. This is invalid!
Occluder "occluders_b2" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_b2" straddles multiple areas. This is invalid!
Occluder "occluders_b2" straddles multiple areas. This is invalid!
Occluder "occluders_b2" straddles multiple areas. This is invalid!
Chop Details...done (1)
Find Visible Detail Sides...
Merged 2410 detail faces...done (2)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
writing C:Program FilesSteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcValve Officialsdk_pl_goldrush.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: invalid neighbor connection on displacement near (-3523.18 768.00 -0.00)
Warning: invalid neighbor connection on displacement near (-3511.15 768.00 -128.00)
Warning: invalid neighbor connection on displacement near (-3624.00 894.24 0.00)
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (7) (2910704 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 16097 texinfos to 9788
Reduced 205 texdatas to 187 (4996 bytes to 4481)
Writing C:Program FilesSteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcValve Officialsdk_pl_goldrush.bsp
42 seconds elapsed
================== VVIS ==================
4 threads
reading c:program filessteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcvalve officialsdk_pl_goldrush.bsp
reading c:program filessteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcvalve officialsdk_pl_goldrush.prt
2851 portalclusters
7969 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 4338 visible clusters (0.00%)
Total clusters visible: 765195
Average clusters visible: 268
Building PAS...
Average clusters audible: 895
visdatasize:800368 compressed from 2052720
writing c:program filessteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcvalve officialsdk_pl_goldrush.bsp
6 minutes, 8 seconds elapsed
================== VRAD ==================
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:program filessteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcvalve officialsdk_pl_goldrush.bsp
22393 faces
4 degenerate faces
2742905 square feet [394978368.00 square inches]
1657 Displacements
934195 Square Feet [134524160.00 Square Inches]
22389 patches before subdivision
182411 patches after subdivision
379 direct lights
0...1...2...3...4...5...6...7...8.. warning - face vectors parallel to face normal. bad lighting will be produced
.9...100...1...2...3...4...5...6...7...8...9...10transfers 14862102, max 1102
transfer lists: 113.4 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(686238, 379604, 261963)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(108141, 51313, 35089)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(23690, 11464, 8286)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(6978, 3681, 2650)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2609, 1453, 990)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1138, 626, 389)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(543, 282, 158)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(271, 129, 65)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(139, 60, 27)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(72, 28, 11)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(38, 13, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(20, 6, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(10, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(6, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1689 sec>
0...1...2...3...4...5...6...7...8.. warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
.9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
163 of 211 (77% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 209/1024 10032/49152 (20.4%)
brushes 8052/8192 96624/98304 (98.3%) VERY FULL!
brushsides 56067/65536 448536/524288 (85.6%) VERY FULL!
planes 17610/65536 352200/1310720 (26.9%)
vertexes 44651/65536 535812/786432 (68.1%)
nodes 8787/65536 281184/2097152 (13.4%)
texinfos 9788/12288 704736/884736 (79.7%)
texdata 187/2048 5984/65536 ( 9.1%)
dispinfos 1657/0 291632/0 ( 0.0%)
disp_verts 55313/0 1106260/0 ( 0.0%)
disp_tris 76832/0 153664/0 ( 0.0%)
disp_lmsamples 2287888/0 2287888/0 ( 0.0%)
faces 22393/65536 1254008/3670016 (34.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 18623/65536 1042888/3670016 (28.4%)
leaves 8997/65536 287904/2097152 (13.7%)
leaffaces 27630/65536 55260/131072 (42.2%)
leafbrushes 17315/65536 34630/131072 (26.4%)
areas 74/256 592/2048 (28.9%)
surfedges 188089/512000 752356/2048000 (36.7%)
edges 127816/256000 511264/1024000 (49.9%)
LDR worldlights 378/8192 33264/720896 ( 4.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 3094/32768 30940/327680 ( 9.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 64962/65536 129924/131072 (99.1%) VERY FULL!
cubemapsamples 15/1024 240/16384 ( 1.5%)
overlays 252/512 88704/180224 (49.2%)
LDR lightdata [variable] 14564232/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 800368/16777216 ( 4.8%)
entdata [variable] 412068/393216 (104.8%) VERY FULL!
LDR ambient table 8997/65536 35988/262144 (13.7%)
HDR ambient table 8997/65536 35988/262144 (13.7%)
LDR leaf ambient 44746/65536 1252888/1835008 (68.3%)
HDR leaf ambient 8997/65536 251916/1835008 (13.7%)
occluders 36/0 1440/0 ( 0.0%)
occluder polygons 49/0 588/0 ( 0.0%)
occluder vert ind 214/0 856/0 ( 0.0%)
detail props [variable] 1/567472 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/156902 ( 0.0%)
pakfile [variable] 11484/0 ( 0.0%)
physics [variable] 2910704/4194304 (69.4%)
physics terrain [variable] 335413/1048576 (32.0%)
Level flags = 0
Total triangle count: 68644
Writing c:program filessteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcvalve officialsdk_pl_goldrush.bsp
14 minutes, 50 seconds elapsed
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:program filessteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcvalve officialsdk_pl_goldrush.bsp
22393 faces
4 degenerate faces
2742905 square feet [394978368.00 square inches]
1657 Displacements
934195 Square Feet [134524160.00 Square Inches]
22389 patches before subdivision
182411 patches after subdivision
379 direct lights
0...1...2...3...4...5...6...7...8.. warning - face vectors parallel to face normal. bad lighting will be produced
.9...100...1...2...3...4...5...6...7...8...9...10transfers 14862102, max 1102
transfer lists: 113.4 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(668615, 365565, 249434)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(103462, 48004, 32190)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(22143, 10368, 7332)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(6373, 3251, 2299)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2347, 1269, 852)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1018, 546, 334)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(485, 246, 136)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(243, 113, 56)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(125, 53, 23)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(65, 25, 10)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(34, 12, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(18, 5, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(10, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(5, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1734 sec>
0...1...2...3...4...5...6...7...8.. warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
.9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
163 of 211 (77% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 209/1024 10032/49152 (20.4%)
brushes 8052/8192 96624/98304 (98.3%) VERY FULL!
brushsides 56067/65536 448536/524288 (85.6%) VERY FULL!
planes 17610/65536 352200/1310720 (26.9%)
vertexes 44651/65536 535812/786432 (68.1%)
nodes 8787/65536 281184/2097152 (13.4%)
texinfos 9788/12288 704736/884736 (79.7%)
texdata 187/2048 5984/65536 ( 9.1%)
dispinfos 1657/0 291632/0 ( 0.0%)
disp_verts 55313/0 1106260/0 ( 0.0%)
disp_tris 76832/0 153664/0 ( 0.0%)
disp_lmsamples 2287888/0 2287888/0 ( 0.0%)
faces 22393/65536 1254008/3670016 (34.2%)
hdr faces 22393/65536 1254008/3670016 (34.2%)
origfaces 18623/65536 1042888/3670016 (28.4%)
leaves 8997/65536 287904/2097152 (13.7%)
leaffaces 27630/65536 55260/131072 (42.2%)
leafbrushes 17315/65536 34630/131072 (26.4%)
areas 74/256 592/2048 (28.9%)
surfedges 188089/512000 752356/2048000 (36.7%)
edges 127816/256000 511264/1024000 (49.9%)
LDR worldlights 378/8192 33264/720896 ( 4.6%)
HDR worldlights 378/8192 33264/720896 ( 4.6%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 3094/32768 30940/327680 ( 9.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 64962/65536 129924/131072 (99.1%) VERY FULL!
cubemapsamples 15/1024 240/16384 ( 1.5%)
overlays 252/512 88704/180224 (49.2%)
LDR lightdata [variable] 14564232/0 ( 0.0%)
HDR lightdata [variable] 14564232/0 ( 0.0%)
visdata [variable] 800368/16777216 ( 4.8%)
entdata [variable] 412068/393216 (104.8%) VERY FULL!
LDR ambient table 8997/65536 35988/262144 (13.7%)
HDR ambient table 8997/65536 35988/262144 (13.7%)
LDR leaf ambient 44746/65536 1252888/1835008 (68.3%)
HDR leaf ambient 44710/65536 1251880/1835008 (68.2%)
occluders 36/0 1440/0 ( 0.0%)
occluder polygons 49/0 588/0 ( 0.0%)
occluder vert ind 214/0 856/0 ( 0.0%)
detail props [variable] 1/567472 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/156902 ( 0.0%)
pakfile [variable] 11484/0 ( 0.0%)
physics [variable] 2910704/4194304 (69.4%)
physics terrain [variable] 335413/1048576 (32.0%)
Level flags = 0
Total triangle count: 68644
Writing c:program filessteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcvalve officialsdk_pl_goldrush.bsp
14 minutes, 50 seconds elapsed