Most likely broken areaportals. Send me your compile log
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Running command:
cd "X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64"
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Running command:
"X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\vbsp.exe" -game "X:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.vmf"
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←[0mValve Software - vbsp.exe (Oct 22 2024)
8 threads
Using shader api: shaderapiempty.dll
materialPath: X:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_2fort/nature/blendgroundtogravel001_wvt_patch
Patching WVT material: maps/koth_2fort/nature/blendgroundtograss003_nodetail_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...Wrote X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.lin
Areaportal leak ! File: X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.lin
Brush 26411: areaportal brush doesn't touch two areas
Brush 26411: areaportal brush doesn't touch two areas
Brush 26411: areaportal brush doesn't touch two areas
Brush 26411: areaportal brush doesn't touch two areas
Brush 26404: areaportal brush doesn't touch two areas
Brush 26418: areaportal brush doesn't touch two areas
Brush 26404: areaportal brush doesn't touch two areas
Brush 27713: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (1)
Occluder "occluder_red_front1" straddles multiple areas. This is invalid!
Occluder "occluder_red_front1" straddles multiple areas. This is invalid!
Occluder "occluder_red_front1" straddles multiple areas. This is invalid!
Occluder "occluder_red_front4" straddles multiple areas. This is invalid!
Occluder "occluder_red_front4" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1294 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.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) (4419580 bytes)
Static prop models/props_2fort/blue_window001_glass.mdl outside the map (0.00, -836.00, 328.00)
0.130485 -0.022887 0.000000
-0.348282 -0.006133 0.000000
-0.348282 -0.006133 0.000000
-0.361837 -0.022887 0.000000
make_triangles:calc_triangle_representation: Cannot convert
0.130485 -0.022887 0.000000
-0.348282 -0.006133 0.000000
-0.348282 -0.006133 0.000000
-0.361837 -0.022887 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7489 texinfos to 5612
Reduced 340 texdatas to 301 (12043 bytes to 10187)
Writing X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.bsp
Wrote ZIP buffer, estimated size 73782, actual size 53200
24 seconds elapsed
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Running command:
cd "X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64"
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Running command:
"X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\vvis.exe" -game "X:\SteamLibrary\steamapps\common\Team Fortress 2\tf" -fast "X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort"
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←[0mValve Software - vvis.exe (Oct 22 2024)
fastvis = true
8 threads
reading x:\steamlibrary\steamapps\common\team fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.bsp
reading x:\steamlibrary\steamapps\common\team fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.prt
5466 portalclusters
16159 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 979668 visible clusters (16.20%)
Total clusters visible: 6045608
Average clusters visible: 1106
Building PAS...
Average clusters audible: 3206
visdatasize:4848242 compressed from 7521216
writing x:\steamlibrary\steamapps\common\team fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.bsp
5 seconds elapsed
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Running command:
cd "X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64"
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Running command:
"X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\vrad.exe" -game "X:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort"
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←[0mValve Software - vrad.exe SSE (Oct 22 2024)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading x:\steamlibrary\steamapps\common\team fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (2.97 seconds)
21591 faces
21 degenerate faces
5372175 square feet [773593216.00 square inches]
234 Displacements
171314 Square Feet [24669354.00 Square Inches]
21570 patches before subdivision
351288 patches after subdivision
sun extent from map=0.008727
1726 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (44)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25)
transfers 28545435, max 879
transfer lists: 217.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(1333199, 1061846, 862390)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(356585, 256348, 188558)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(125840, 85607, 58635)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(50817, 32359, 20285)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(22863, 13685, 7883)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(10827, 5995, 3138)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5328, 2721, 1294)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(2676, 1251, 538)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1364, 582, 226)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(701, 272, 96)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(363, 128, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(189, 60, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(99, 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 (1)
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 (0)
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<0.1376 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
1177 of 1439 (81% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (48)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 145/1024 6960/49152 (14.2%)
brushes 5519/8192 66228/98304 (67.4%)
brushsides 39115/65536 312920/524288 (59.7%)
planes 15784/65536 315680/1310720 (24.1%)
vertexes 37327/65536 447924/786432 (57.0%)
nodes 12504/65536 400128/2097152 (19.1%)
texinfos 5612/12288 404064/884736 (45.7%)
texdata 301/2048 9632/65536 (14.7%)
dispinfos 234/0 41184/0 ( 0.0%)
disp_verts 13818/0 276360/0 ( 0.0%)
disp_tris 21312/0 42624/0 ( 0.0%)
disp_lmsamples 528095/0 528095/0 ( 0.0%)
faces 21591/65536 1209096/3670016 (32.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 13581/65536 760536/3670016 (20.7%)
leaves 12650/65536 404800/2097152 (19.3%)
leaffaces 27470/65536 54940/131072 (41.9%)
leafbrushes 15098/65536 30196/131072 (23.0%)
areas 22/256 176/2048 ( 8.6%)
surfedges 159421/512000 637684/2048000 (31.1%)
edges 97237/256000 388948/1024000 (38.0%)
LDR worldlights 1726/8192 151888/720896 (21.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 13/32768 156/393216 ( 0.0%)
waterstrips 2606/32768 26060/327680 ( 8.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 46185/65536 92370/131072 (70.5%)
cubemapsamples 87/1024 1392/16384 ( 8.5%)
overlays 249/512 87648/180224 (48.6%)
LDR lightdata [variable] 12206536/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 4848242/16777216 (28.9%)
entdata [variable] 316942/393216 (80.6%) VERY FULL!
LDR ambient table 12650/65536 50600/262144 (19.3%)
HDR ambient table 12650/65536 50600/262144 (19.3%)
LDR leaf ambient 61690/65536 1727320/1835008 (94.1%) VERY FULL!
HDR leaf ambient 12650/65536 354200/1835008 (19.3%)
occluders 13/0 520/0 ( 0.0%)
occluder polygons 39/0 468/0 ( 0.0%)
occluder vert ind 174/0 696/0 ( 0.0%)
detail props [variable] 1/86756 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/209430 ( 0.0%)
pakfile [variable] 53200/0 ( 0.0%)
physics [variable] 4419580/4194304 (105.4%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 62092
Writing x:\steamlibrary\steamapps\common\team fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.bsp
2 minutes, 16 seconds elapsed
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Running command:
copy "X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.bsp" "X:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\koth_2fort.bsp"
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7 command(s) finished in 2 minutes, 52 seconds
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Press a key to close.
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