Sfm Problem

Discussion in 'Mapping Questions & Discussion' started by Umbya Shpee, Feb 9, 2016.

  1. Umbya Shpee

    Umbya Shpee L1: Registered

    Messages:
    14
    Positive Ratings:
    1
    Ok this is is more for those who know how to use sfm however I am exporting a map to sfm for a test however for some reason it says wrong map loaded and to prove that I put it in the right folder here's how the folder looked when I put it the map's called "New folsome"

    [​IMG]


    Another thing is this how the map's compile looked




    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\umbya_000\Music\New Folsome\New folsome.vmf
    Patching WVT material: maps/new folsome/nature/blendrockground007_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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\umbya_000\Music\New Folsome\New folsome.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...
    done (0) (79336 bytes)
    Static prop models/props_spytech/vent_system_straight_128.mdl outside the map (2114.00, -3536.00, 391.00)
    Static prop models/props_mining/track_straight_256.mdl outside the map (2446.00, -3312.00, 73.00)
    Static prop models/props_mining/track_straight_256.mdl outside the map (2686.00, -3312.00, 73.00)
    Static prop models/props_mining/track_straight_256.mdl outside the map (2451.00, -3752.00, 73.00)
    Static prop models/props_mining/track_straight_256.mdl outside the map (2691.00, -3752.00, 73.00)
    Static prop models/props_mining/track_straight_256.mdl outside the map (2467.00, -4185.00, 73.00)
    Static prop models/props_mining/track_straight_256.mdl outside the map (2707.00, -4185.00, 73.00)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 597 texinfos to 533
    Reduced 18 texdatas to 17 (402 bytes to 376)
    Writing C:\Users\umbya_000\Music\New Folsome\New folsome.bsp
    Wrote ZIP buffer, estimated size 590, actual size 510
    4 seconds elapsed



    4 threads
    reading c:\users\umbya_000\music\new folsome\New folsome.bsp
    reading c:\users\umbya_000\music\new folsome\New folsome.prt
    1462 portalclusters
    4903 numportals
    0...1...2...3...4...5...6...7...8...9...10Optimized: 63179 visible clusters (3.29%)
    Total clusters visible: 1922724
    Average clusters visible: 1315
    Building PAS...
    Average clusters audible: 1461
    visdatasize:542385 compressed from 538016
    writing c:\users\umbya_000\music\new folsome\New folsome.bsp
    1 second elapsed



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\users\umbya_000\music\new folsome\New folsome.bsp
    4995 faces
    3792173 square feet [546073024.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    4995 patches before subdivision
    101313 patches after subdivision
    20 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6781380, max 1415
    transfer lists: 51.7 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(185066, 81071, 47395)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(7145, 1956, 956)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1097, 163, 54)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(105, 9, 3)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(19, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(3, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0606 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% 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 1/1024 48/49152 ( 0.1%)
    brushes 198/8192 2376/98304 ( 2.4%)
    brushsides 1237/65536 9896/524288 ( 1.9%)
    planes 1572/65536 31440/1310720 ( 2.4%)
    vertexes 7337/65536 88044/786432 (11.2%)
    nodes 2971/65536 95072/2097152 ( 4.5%)
    texinfos 533/12288 38376/884736 ( 4.3%)
    texdata 17/2048 544/65536 ( 0.8%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 4995/65536 279720/3670016 ( 7.6%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 990/65536 55440/3670016 ( 1.5%)
    leaves 2973/65536 95136/2097152 ( 4.5%)
    leaffaces 5689/65536 11378/131072 ( 8.7%)
    leafbrushes 1960/65536 3920/131072 ( 3.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 27508/512000 110032/2048000 ( 5.4%)
    edges 14125/256000 56500/1024000 ( 5.5%)
    LDR worldlights 20/8192 1760/720896 ( 0.2%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 469/32768 4690/327680 ( 1.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 6894/65536 13788/131072 (10.5%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 6989928/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 542385/16777216 ( 3.2%)
    entdata [variable] 20334/393216 ( 5.2%)
    LDR ambient table 2973/65536 11892/262144 ( 4.5%)
    HDR ambient table 2973/65536 11892/262144 ( 4.5%)
    LDR leaf ambient 13046/65536 365288/1835008 (19.9%)
    HDR leaf ambient 2973/65536 83244/1835008 ( 4.5%)
    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] 1/26980 ( 0.0%)
    pakfile [variable] 510/0 ( 0.0%)
    physics [variable] 79336/4194304 ( 1.9%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 13514
    Writing c:\users\umbya_000\music\new folsome\New folsome.bsp
    57 seconds elapsed



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\users\umbya_000\music\new folsome\New folsome.bsp
    4995 faces
    3792173 square feet [546073024.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    4995 patches before subdivision
    101313 patches after subdivision
    20 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6781380, max 1415
    transfer lists: 51.7 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(185066, 81071, 47395)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(7145, 1956, 956)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1097, 163, 54)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(105, 9, 3)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(19, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(3, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0785 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% 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 1/1024 48/49152 ( 0.1%)
    brushes 198/8192 2376/98304 ( 2.4%)
    brushsides 1237/65536 9896/524288 ( 1.9%)
    planes 1572/65536 31440/1310720 ( 2.4%)
    vertexes 7337/65536 88044/786432 (11.2%)
    nodes 2971/65536 95072/2097152 ( 4.5%)
    texinfos 533/12288 38376/884736 ( 4.3%)
    texdata 17/2048 544/65536 ( 0.8%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 4995/65536 279720/3670016 ( 7.6%)
    hdr faces 4995/65536 279720/3670016 ( 7.6%)
    origfaces 990/65536 55440/3670016 ( 1.5%)
    leaves 2973/65536 95136/2097152 ( 4.5%)
    leaffaces 5689/65536 11378/131072 ( 8.7%)
    leafbrushes 1960/65536 3920/131072 ( 3.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 27508/512000 110032/2048000 ( 5.4%)
    edges 14125/256000 56500/1024000 ( 5.5%)
    LDR worldlights 20/8192 1760/720896 ( 0.2%)
    HDR worldlights 20/8192 1760/720896 ( 0.2%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 469/32768 4690/327680 ( 1.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 6894/65536 13788/131072 (10.5%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 6989928/0 ( 0.0%)
    HDR lightdata [variable] 6989928/0 ( 0.0%)
    visdata [variable] 542385/16777216 ( 3.2%)
    entdata [variable] 20334/393216 ( 5.2%)
    LDR ambient table 2973/65536 11892/262144 ( 4.5%)
    HDR ambient table 2973/65536 11892/262144 ( 4.5%)
    LDR leaf ambient 13046/65536 365288/1835008 (19.9%)
    HDR leaf ambient 13046/65536 365288/1835008 (19.9%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/26980 ( 0.0%)
    pakfile [variable] 510/0 ( 0.0%)
    physics [variable] 79336/4194304 ( 1.9%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 13514
    Writing c:\users\umbya_000\music\new folsome\New folsome.bsp
    1 minute, 11 seconds elapsed

    And this is the map file itself (This map was made for sfm rather than tf2) also the map's not completed yet just doing a test in sfm
     

    Attached Files:

    Last edited: Feb 9, 2016
  2. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    Don't have spaces in the bsp name. I've heard that can cause issues sometimes. I'm pretty sure that when you compile, all spaces are turned into under scores so you would have to change the bsp name after compile, but I may be wrong.
     
  3. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    I just read you compile log, and I found this:
    This means you have a leak, or you have a prop completely inside a world brush.
    You really should do some optimization. You generally should never have over 2000 numportals (visleafs). This will cause your compile to take a long time. Here is a short tutorial to fix that. There is a longer one with more info, but this tutorial will make your numportal count lower.

    View: https://www.youtube.com/watch?v=mIy0Usc8zXU


    I also ran your log through Interlopers Compile Checker, and it said that vbsp, vvis, and vrad didn't ever run. I'm not too sure if this is correct, I don't use interlopers that much, so if any other mapper can confirm this, that would be great.
     
  4. Crash

    aa Crash func_nerd

    Messages:
    3,178
    Positive Ratings:
    4,863
    This is a problem. They are either outside of the map completely, or potentially buried in brushwork somewhere.

    And yeah, get rid of the capitalization and space.
     
  5. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    @Crash Do you know the answer about the interlopers thing I posted one reply above yours? I'm like 99.9% sure vbsp, vvis, and vrad ran, as the compile would be much short than that. Is it just a bug with Interlopers? I barely use it so I wouldn't know.
     
  6. Crash

    aa Crash func_nerd

    Messages:
    3,178
    Positive Ratings:
    4,863
    Honestly, it sort of looks like parts of the compile log were cut out? Specifically the parts where it's executing vrad/ vvis/ vbsp. Not sure.
     
  7. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    @Crash I see, I must've read it wrong:
    It appears vbsp was not included in this compile log.
    Not running vbsp may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error.
     
  8. Crash

    aa Crash func_nerd

    Messages:
    3,178
    Positive Ratings:
    4,863
    The compile checker is probably just looking this section:
    Which is missing for some reason in that compile, despite it looking like each step had been run.
     
  9. Umbya Shpee

    Umbya Shpee L1: Registered

    Messages:
    14
    Positive Ratings:
    1
    Ok I fixed everything but I am having a little trouble with the sky box and I don't know why.

    Here is the problem
    *** 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!

    This is the FULL compile below

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\umbya_000\Music\New Folsome\New_folsome.vmf"

    Valve Software - vbsp.exe (Jan 19 2016)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\umbya_000\Music\New Folsome\New_folsome.vmf
    Patching WVT material: maps/new_folsome/nature/blendrockground007_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity prop_static (-3738.00 -7780.79 1302.00) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    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...
    done (0) (38368 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 320 texinfos to 291
    Reduced 12 texdatas to 11 (281 bytes to 255)
    Writing C:\Users\umbya_000\Music\New Folsome\New_folsome.bsp
    Wrote ZIP buffer, estimated size 590, actual size 510
    1 second elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\umbya_000\Music\New Folsome\New_folsome"

    Valve Software - vvis.exe (Jan 19 2016)
    fastvis = true
    4 threads
    reading c:\users\umbya_000\music\new folsome\New_folsome.bsp
    reading c:\users\umbya_000\music\new folsome\New_folsome.prt
    LoadPortals: couldn't read c:\users\umbya_000\music\new folsome\New_folsome.prt


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Users\umbya_000\Music\New Folsome\New_folsome"

    Valve Software - vrad.exe SSE (Jan 19 2016)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\umbya_000\music\new folsome\New_folsome.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.81 seconds)
    4244 faces
    8442347 square feet [1215697920.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.087156
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
    Build Patch/Sample Hash Table(s).....Done<0.0478 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
    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 (24)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 95/8192 1140/98304 ( 1.2%)
    brushsides 595/65536 4760/524288 ( 0.9%)
    planes 876/65536 17520/1310720 ( 1.3%)
    vertexes 5498/65536 65976/786432 ( 8.4%)
    nodes 2897/65536 92704/2097152 ( 4.4%)
    texinfos 291/12288 20952/884736 ( 2.4%)
    texdata 11/2048 352/65536 ( 0.5%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 4244/65536 237664/3670016 ( 6.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 520/65536 29120/3670016 ( 0.8%)
    leaves 2899/65536 92768/2097152 ( 4.4%)
    leaffaces 4634/65536 9268/131072 ( 7.1%)
    leafbrushes 1276/65536 2552/131072 ( 1.9%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 21200/512000 84800/2048000 ( 4.1%)
    edges 10712/256000 42848/1024000 ( 4.2%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 306/32768 3060/327680 ( 0.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4497/65536 8994/131072 ( 6.9%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 5644600/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 2384/393216 ( 0.6%)
    LDR ambient table 2899/65536 11596/262144 ( 4.4%)
    HDR ambient table 2899/65536 11596/262144 ( 4.4%)
    LDR leaf ambient 15489/65536 433692/1835008 (23.6%)
    HDR leaf ambient 2899/65536 81172/1835008 ( 4.4%)
    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] 1/12590 ( 0.0%)
    pakfile [variable] 510/0 ( 0.0%)
    physics [variable] 38368/4194304 ( 0.9%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 10604
    Writing c:\users\umbya_000\music\new folsome\New_folsome.bsp
    36 seconds elapsed
    Valve Software - vrad.exe SSE (Jan 19 2016)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\umbya_000\music\new folsome\New_folsome.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (1.03 seconds)
    4244 faces
    8442347 square feet [1215697920.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.087156
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
    Build Patch/Sample Hash Table(s).....Done<0.0475 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
    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 (24)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 95/8192 1140/98304 ( 1.2%)
    brushsides 595/65536 4760/524288 ( 0.9%)
    planes 876/65536 17520/1310720 ( 1.3%)
    vertexes 5498/65536 65976/786432 ( 8.4%)
    nodes 2897/65536 92704/2097152 ( 4.4%)
    texinfos 291/12288 20952/884736 ( 2.4%)
    texdata 11/2048 352/65536 ( 0.5%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 4244/65536 237664/3670016 ( 6.5%)
    hdr faces 4244/65536 237664/3670016 ( 6.5%)
    origfaces 520/65536 29120/3670016 ( 0.8%)
    leaves 2899/65536 92768/2097152 ( 4.4%)
    leaffaces 4634/65536 9268/131072 ( 7.1%)
    leafbrushes 1276/65536 2552/131072 ( 1.9%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 21200/512000 84800/2048000 ( 4.1%)
    edges 10712/256000 42848/1024000 ( 4.2%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 2/8192 176/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 306/32768 3060/327680 ( 0.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4497/65536 8994/131072 ( 6.9%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 5644600/0 ( 0.0%)
    HDR lightdata [variable] 5644600/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 2384/393216 ( 0.6%)
    LDR ambient table 2899/65536 11596/262144 ( 4.4%)
    HDR ambient table 2899/65536 11596/262144 ( 4.4%)
    LDR leaf ambient 15489/65536 433692/1835008 (23.6%)
    HDR leaf ambient 15489/65536 433692/1835008 (23.6%)
    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] 1/12590 ( 0.0%)
    pakfile [variable] 510/0 ( 0.0%)
    physics [variable] 38368/4194304 ( 0.9%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 10604
    Writing c:\users\umbya_000\music\new folsome\New_folsome.bsp
    37 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\umbya_000\Music\New Folsome\New_folsome.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\New_folsome.bsp"
     
  10. Vel0city

    aa Vel0city func_fish

    Messages:
    1,930
    Positive Ratings:
    1,540
    You still have a leak.

    Entity prop_static (-3738.00 -7780.79 1302.00) leaked!
     
    • Agree Agree x 1
  11. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    The skybox problem is always there, don't worry about that. Have you actually tested the map? The sky box should work fine, except you have a leak, so it will appear all buggy and glitched.