Team spawning is messed up

Discussion in 'Mapping Questions & Discussion' started by Itspice, Aug 31, 2019.

  1. Itspice

    Itspice L1: Registered

    Messages:
    48
    Positive Ratings:
    5
    Red Bots are spawning from this [​IMG] spawn point which is weird because the team is set to blue and i've elevated the spawn points for both teams on both sides. what do guys?

    compile log:

    ** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\graphs\choking_hazard.vmf"

    Valve Software - vbsp.exe (Aug 2 2018)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\graphs\choking_hazard.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity func_tanktrain (-2219.00 -397.00 108.50) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 256.0 -8.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 768.0 24.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 512.0 254.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 256.0 520.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 768.0 486.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 1024.0 256.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 512.0 256.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 -256.0 -8.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    *** Suppressing further FindPortalSide errors.... ***
    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...
    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) (23402 bytes)
    Error loading studio model ""!
    Error! To use model "models/weapons/shells/shell_sniperrifle.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/weapons/shells/shell_sniperrifle.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! To use model "models/weapons/shells/shell_pistol.mdl"
    with detail_prop, it must be compiled with $staticprop!
    Error loading studio model "models/weapons/shells/shell_pistol.mdl"!
    10
    Compacting texture/material tables...
    Reduced 154 texinfos to 105
    Reduced 23 texdatas to 22 (513 bytes to 495)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\graphs\choking_hazard.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    0 seconds 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\graphs\choking_hazard"

    Valve Software - vvis.exe (Aug 2 2018)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\choking_hazard.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\choking_hazard.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\choking_hazard.prt


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\graphs\choking_hazard"

    Valve Software - vrad.exe SSE (Jul 18 2018)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\choking_hazard.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.08 seconds)
    791 faces
    1 degenerate faces
    347390 square feet [50024216.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    11 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Build Patch/Sample Hash Table(s).....Done<0.0078 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 12/1024 576/49152 ( 1.2%)
    brushes 56/8192 672/98304 ( 0.7%)
    brushsides 374/65536 2992/524288 ( 0.6%)
    planes 412/65536 8240/1310720 ( 0.6%)
    vertexes 1114/65536 13368/786432 ( 1.7%)
    nodes 415/65536 13280/2097152 ( 0.6%)
    texinfos 105/12288 7560/884736 ( 0.9%)
    texdata 22/2048 704/65536 ( 1.1%)
    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 791/65536 44296/3670016 ( 1.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 205/65536 11480/3670016 ( 0.3%)
    leaves 428/65536 13696/2097152 ( 0.7%)
    leaffaces 994/65536 1988/131072 ( 1.5%)
    leafbrushes 190/65536 380/131072 ( 0.3%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 4414/512000 17656/2048000 ( 0.9%)
    edges 2327/256000 9308/1024000 ( 0.9%)
    LDR worldlights 11/8192 968/720896 ( 0.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 47/32768 470/327680 ( 0.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 666/65536 1332/131072 ( 1.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 9/512 3168/180224 ( 1.8%)
    LDR lightdata [variable] 1826656/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 29329/393216 ( 7.5%)
    LDR ambient table 428/65536 1712/262144 ( 0.7%)
    HDR ambient table 428/65536 1712/262144 ( 0.7%)
    LDR leaf ambient 1153/65536 32284/1835008 ( 1.8%)
    HDR leaf ambient 428/65536 11984/1835008 ( 0.7%)
    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] 1/3732 ( 0.0%)
    pakfile [variable] 54/0 ( 0.0%)
    physics [variable] 23402/4194304 ( 0.6%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 2008
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\choking_hazard.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    1 second elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\graphs\choking_hazard.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\choking_hazard.bsp"
     
    Last edited: Aug 31, 2019
  2. Maid of Heart

    aa Maid of Heart Common and Garden Maid

    Messages:
    117
    Positive Ratings:
    178
    Try putting your compile log in here whenever you need to check for errors. Your map is leaking, and has a great many other errors, which you need to deal with (the page linked offering guidance on how to do so).
    Your spawnpoint error is common in multistage maps, for which you need to set the 'Blue Spawn for Round' parameter to fix. If your map is not multistage or does not have a team_control_point_round entity, then I'm not sure what other cause there may be.
     
  3. nesman

    aa nesman oh god how did this get here

    Messages:
    353
    Positive Ratings:
    215
    you have... lots of leaks. That can and will break your map in most cases
     
    • Thanks Thanks x 1
    • Agree Agree x 1
  4. geegor102

    geegor102 L3: Member

    Messages:
    101
    Positive Ratings:
    13
    you may also want to sub your func_tanktrain for a func_tracktrain
     
    • Thanks Thanks x 1
  5. Itspice

    Itspice L1: Registered

    Messages:
    48
    Positive Ratings:
    5
    how do i find where the leaks are?
     
  6. Itspice

    Itspice L1: Registered

    Messages:
    48
    Positive Ratings:
    5
    Its not multistage, its just a single stage koth map
     
  7. Itspice

    Itspice L1: Registered

    Messages:
    48
    Positive Ratings:
    5
    some weird errors that i dont get
    entity func_tracktrain (-2219.00 -397.00 108.50) leaked!
    not sure how this is happening as its not being used to seal the map anywhere
    can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    i dont have any skybox brushes, its an inside map so i didnt use any
    findportalside: couldn't find a good match for which brush to assign to a portal near (3072.0 256.0 -8.0)
    i didnt put in a portal either

     
  8. nesman

    aa nesman oh god how did this get here

    Messages:
    353
    Positive Ratings:
    215
    There's a leak. Go to Map > Load Point File. Look for the red line and it will show you where and what is leaking.
     
    • Thanks Thanks x 1
  9. Itspice

    Itspice L1: Registered

    Messages:
    48
    Positive Ratings:
    5
    turns out the track train was going through a leak which explains 1 of those errors
     
  10. nesman

    aa nesman oh god how did this get here

    Messages:
    353
    Positive Ratings:
    215
    Also findportalside is referring to areaportals. This means your areaportals are not sealing their respecting area off correctly. You can ignore the skybox one.
     
    • Thanks Thanks x 1
  11. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

    Messages:
    1,126
    Positive Ratings:
    769
    FindPortalSide is caused by a variety of things, not just areaportals. In this case, the likely cause is your leak. Seal that and any other leaks, and the FindPortalSide error should go away as well.
     
    • Thanks Thanks x 1
  12. Itspice

    Itspice L1: Registered

    Messages:
    48
    Positive Ratings:
    5
    im still very new, whats an areaportal?
     
  13. Itspice

    Itspice L1: Registered

    Messages:
    48
    Positive Ratings:
    5
    its going through?
    [​IMG]
     
  14. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

    Messages:
    1,126
    Positive Ratings:
    769
    That's kinda complicated, if you really wanna know read this, but it's not important for your current problem.

    Make sure those brushes aren't func_detail or another entity, and make sure that the origin of some entity isn't inside that brush.
     
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  15. Itspice

    Itspice L1: Registered

    Messages:
    48
    Positive Ratings:
    5
    i've deleetd and replaced the brush and now there doesnt seem to eb any leaks, but the spawn issue is still persisiting, even after i deleted the faulty spawn point
     
  16. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

    Messages:
    1,126
    Positive Ratings:
    769
    What gamemode are you mapping for?
     
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  17. Itspice

    Itspice L1: Registered

    Messages:
    48
    Positive Ratings:
    5
    KOTH
     
  18. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

    Messages:
    1,126
    Positive Ratings:
    769
    Can you post the compile log again please?
     
  19. nesman

    aa nesman oh god how did this get here

    Messages:
    353
    Positive Ratings:
    215
    Ok this means you arent using them then which is good. Learn sealing your map first lol. btw in the ABS prefab pack is a prefab for spawn rooms, if you are having issues with your spawns id suggest using that!
     
  20. Itspice

    Itspice L1: Registered

    Messages:
    48
    Positive Ratings:
    5
    the spawns are working now, strangely, but here

    ** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\graphs\choking_hazard.vmf"

    Valve Software - vbsp.exe (Aug 2 2018)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\graphs\choking_hazard.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    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...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\graphs\choking_hazard.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) (26509 bytes)
    Error! To use model "models/weapons/shells/shell_pistol.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/weapons/shells/shell_pistol.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 176 texinfos to 101
    Reduced 24 texdatas to 23 (527 bytes to 509)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\graphs\choking_hazard.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\graphs\choking_hazard"

    Valve Software - vvis.exe (Aug 2 2018)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\choking_hazard.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\choking_hazard.prt
    98 portalclusters
    220 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 3 visible clusters (0.06%)
    Total clusters visible: 5021
    Average clusters visible: 51
    Building PAS...
    Average clusters audible: 80
    visdatasize:3294 compressed from 3136
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\choking_hazard.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\graphs\choking_hazard"

    Valve Software - vrad.exe SSE (Jul 18 2018)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\choking_hazard.bsp
    Setting up ray-trace acceleration structure... Done (0.23 seconds)
    453 faces
    1 degenerate faces
    185162 square feet [26663384.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    452 patches before subdivision
    15382 patches after subdivision
    12 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 1717278, max 344
    transfer lists: 13.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(68998, 70215, 57958)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(22118, 18613, 13097)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(7525, 5278, 3182)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(2579, 1523, 787)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(903, 452, 201)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(317, 135, 52)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(113, 41, 14)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(40, 13, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(14, 4, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(5, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0186 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 15/1024 720/49152 ( 1.5%)
    brushes 63/8192 756/98304 ( 0.8%)
    brushsides 418/65536 3344/524288 ( 0.6%)
    planes 460/65536 9200/1310720 ( 0.7%)
    vertexes 724/65536 8688/786432 ( 1.1%)
    nodes 304/65536 9728/2097152 ( 0.5%)
    texinfos 101/12288 7272/884736 ( 0.8%)
    texdata 23/2048 736/65536 ( 1.1%)
    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 453/65536 25368/3670016 ( 0.7%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 189/65536 10584/3670016 ( 0.3%)
    leaves 320/65536 10240/2097152 ( 0.5%)
    leaffaces 604/65536 1208/131072 ( 0.9%)
    leafbrushes 170/65536 340/131072 ( 0.3%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 2808/512000 11232/2048000 ( 0.5%)
    edges 1518/256000 6072/1024000 ( 0.6%)
    LDR worldlights 12/8192 1056/720896 ( 0.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 27/32768 270/327680 ( 0.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 387/65536 774/131072 ( 0.6%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 11/512 3872/180224 ( 2.1%)
    LDR lightdata [variable] 796944/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 3294/16777216 ( 0.0%)
    entdata [variable] 31982/393216 ( 8.1%)
    LDR ambient table 320/65536 1280/262144 ( 0.5%)
    HDR ambient table 320/65536 1280/262144 ( 0.5%)
    LDR leaf ambient 1410/65536 39480/1835008 ( 2.2%)
    HDR leaf ambient 320/65536 8960/1835008 ( 0.5%)
    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] 1/4160 ( 0.0%)
    pakfile [variable] 54/0 ( 0.0%)
    physics [variable] 26509/4194304 ( 0.6%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 1142
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\choking_hazard.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    4 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\graphs\choking_hazard.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\choking_hazard.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "choking_hazard" -steam