================== VBSP ==================
materialPath: D:\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading D:\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\tm_stadium_b2.vmf
"tools/locked" - "materials/tools/locked.vtf": cached version doesn't exist
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/tm_stadium_b2/maritime/nature/maritime_grass002_wvt_patch
Patching WVT material: maps/tm_stadium_b2/light08/tm_stadium/grass_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)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 7828 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing D:\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\tm_stadium_b2.prt...Building visibility clusters...
done (0)
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
*** 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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (4) (2968694 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 19267 texinfos to 10556
Reduced 699 texdatas to 600 (27573 bytes to 23775)
Writing D:\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\tm_stadium_b2.bsp
Wrote ZIP buffer, estimated size 149705, actual size 109157
17 seconds elapsed
================== VVIS ==================
4 threads
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tm_stadium_b2.bsp
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tm_stadium_b2.prt
2584 portalclusters
6183 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 5652 visible clusters (0.42%)
Total clusters visible: 1337639
Average clusters visible: 517
Building PAS...
Average clusters audible: 1069
visdatasize:774127 compressed from 1695104
writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tm_stadium_b2.bsp
5 minutes, 38 seconds elapsed
================== VRAD ==================
[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']
[Reading texlights from 'D:\Steam\SteamApps\common\Team Fortress 2\tf\light.rad']
[3 texlights parsed from 'D:\Steam\SteamApps\common\Team Fortress 2\tf\light.rad']
Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tm_stadium_b2.bsp
Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
Loaded alpha texture materials\models\props_foliage\pine_tree_large.vtf
Loaded alpha texture materials\models\props_foliage\shrub_03.vtf
Loaded alpha texture materials\models\props_foliage\shrub_03_snow.vtf
Loaded alpha texture materials\models\props_foliage\shrub_01a.vtf
25838 faces
9 degenerate faces
36695700 square feet [5284180480.00 square inches]
87 Displacements
51399 Square Feet [7401567.50 Square Inches]
25829 patches before subdivision
zero area child patch
523721 patches after subdivision
1084 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 130692988, max 3363
transfer lists: 997.1 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(767815, 954446, 934998)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(283980, 356370, 292213)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(102276, 124809, 89299)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(47899, 57482, 35832)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(20808, 24040, 13133)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(10154, 11316, 5405)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(4736, 5055, 2111)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(2331, 2384, 871)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(1124, 1098, 350)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(556, 519, 145)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(273, 243, 59)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(136, 115, 25)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(67, 55, 10)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(34, 26, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(17, 12, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(8, 6, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(4, 3, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.3767 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 428 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 448/1024 21504/49152 (43.8%)
brushes 7665/8192 91980/98304 (93.6%) VERY FULL!
brushsides 64749/65536 517992/524288 (98.8%) VERY FULL!
planes 43246/65536 864920/1310720 (66.0%)
vertexes 46030/65536 552360/786432 (70.2%)
nodes 12377/65536 396064/2097152 (18.9%)
texinfos 10556/12288 760032/884736 (85.9%) VERY FULL!
texdata 600/2048 19200/65536 (29.3%)
dispinfos 87/0 15312/0 ( 0.0%)
disp_verts 2175/0 43500/0 ( 0.0%)
disp_tris 2784/0 5568/0 ( 0.0%)
disp_lmsamples 91740/0 91740/0 ( 0.0%)
faces 25838/65536 1446928/3670016 (39.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 18782/65536 1051792/3670016 (28.7%)
leaves 12826/65536 410432/2097152 (19.6%)
leaffaces 30797/65536 61594/131072 (47.0%)
leafbrushes 18394/65536 36788/131072 (28.1%)
areas 17/256 136/2048 ( 6.6%)
surfedges 198665/512000 794660/2048000 (38.8%)
edges 125937/256000 503748/1024000 (49.2%)
LDR worldlights 1084/8192 95392/720896 (13.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 9/32768 108/393216 ( 0.0%)
waterstrips 2020/32768 20200/327680 ( 6.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 38430/65536 76860/131072 (58.6%)
cubemapsamples 28/1024 448/16384 ( 2.7%)
overlays 505/512 177760/180224 (98.6%) VERY FULL!
LDR lightdata [variable] 16185100/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 774127/16777216 ( 4.6%)
entdata [variable] 515106/393216 (131.0%) VERY FULL!
LDR ambient table 12826/65536 51304/262144 (19.6%)
HDR ambient table 12826/65536 51304/262144 (19.6%)
LDR leaf ambient 39214/65536 1097992/1835008 (59.8%)
HDR leaf ambient 12826/65536 359128/1835008 (19.6%)
occluders 7/0 280/0 ( 0.0%)
occluder polygons 51/0 612/0 ( 0.0%)
occluder vert ind 230/0 920/0 ( 0.0%)
detail props [variable] 1/1101720 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/112736 ( 0.0%)
pakfile [variable] 7049745/0 ( 0.0%)
physics [variable] 2968694/4194304 (70.8%)
physics terrain [variable] 15743/1048576 ( 1.5%)
Level flags = 1
Total triangle count: 71301
Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tm_stadium_b2.bsp
21 minutes, 47 seconds elapsed