VRAD - Max Limit Approach

Moronmaster

L1: Registered
Sep 28, 2011
16
3
I'll just post the mandatory compile log before going any further...

Code:
================== VBSP ==================



materialPath: F:\program files\steam\steamapps\moronmaster\team fortress 2\tf\materials
Loading F:\Games\[Hammer Maps]\Team Fortress 2\trade_mentel\trade_mentel.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_mentel/nature/blendgroundtocobble001_wvt_patch
Patching WVT material: maps/trade_mentel/harvest/ground_to_green_grass_001_wvt_patch
Patching WVT material: maps/trade_mentel/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/trade_mentel/nature/blendgroundtograss008_wvt_patch
Patching WVT material: maps/trade_mentel/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/trade_mentel/swamp/nature/blenddirtswampgrass001_wvt_patch
Patching WVT material: maps/trade_mentel/swamp/nature/blendswampmudtodirt001_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 (0)
Find Visible Detail Sides...
Merged 1036 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Games\[Hammer Maps]\Team Fortress 2\trade_mentel\trade_mentel.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
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 (0) (5154896 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
.10
Compacting texture/material tables...
Reduced 1587 texinfos to 577
Reduced 63 texdatas to 50 (2154 bytes to 1551)
Writing F:\Games\[Hammer Maps]\Team Fortress 2\trade_mentel\trade_mentel.bsp
3 seconds elapsed

================== VVIS ==================




8 threads
reading f:\games\[hammer maps]\team fortress 2\trade_mentel\trade_mentel.bsp
reading f:\games\[hammer maps]\team fortress 2\trade_mentel\trade_mentel.prt
 181 portalclusters
 810 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 30 visible clusters (0.00%)
Total clusters visible: 31518
Average clusters visible: 174
Building PAS...
Average clusters audible: 179
visdatasize:9745  compressed from 8688
writing f:\games\[hammer maps]\team fortress 2\trade_mentel\trade_mentel.bsp
18 seconds elapsed

================== VRAD ==================




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

Loading f:\games\[hammer maps]\team fortress 2\trade_mentel\trade_mentel.bsp
3251 faces
3 degenerate faces
1639623 square feet [236105792.00 square inches]
145 Displacements
437142 Square Feet [62948448.00 Square Inches]
3248 patches before subdivision
34220 patches after subdivision
25 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2448634, max 1014
transfer lists:  18.7 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(223597, 143980, 72881)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(14925, 7651, 3308)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(1697, 581, 145)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(407, 174, 42)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(56, 18, 3)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(28, 10, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(5, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0146 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                  16/1024          768/49152    ( 1.6%) 
brushes                790/8192         9480/98304    ( 9.6%) 
brushsides            5932/65536       47456/524288   ( 9.1%) 
planes                6188/65536      123760/1310720  ( 9.4%) 
vertexes              5746/65536       68952/786432   ( 8.8%) 
nodes                 1431/65536       45792/2097152  ( 2.2%) 
texinfos               577/12288       41544/884736   ( 4.7%) 
texdata                 50/2048         1600/65536    ( 2.4%) 
dispinfos              145/0           25520/0        ( 0.0%) 
disp_verts           24905/0          498100/0        ( 0.0%) 
disp_tris            43040/0           86080/0        ( 0.0%) 
disp_lmsamples      692450/0          692450/0        ( 0.0%) 
faces                 3251/65536      182056/3670016  ( 5.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             2388/65536      133728/3670016  ( 3.6%) 
leaves                1448/65536       46336/2097152  ( 2.2%) 
leaffaces             3698/65536        7396/131072   ( 5.6%) 
leafbrushes           1368/65536        2736/131072   ( 2.1%) 
areas                    4/256            32/2048     ( 1.6%) 
surfedges            25573/512000     102292/2048000  ( 5.0%) 
edges                15805/256000      63220/1024000  ( 6.2%) 
LDR worldlights         25/8192         2200/720896   ( 0.3%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips            266/32768        2660/327680   ( 0.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          5781/65536       11562/131072   ( 8.8%) 
cubemapsamples           5/1024           80/16384    ( 0.5%) 
overlays                 7/512          2464/180224   ( 1.4%) 
LDR lightdata         [variable]     6415080/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        9745/16777216 ( 0.1%) 
entdata               [variable]       61747/393216   (15.7%) 
LDR ambient table     1448/65536        5792/262144   ( 2.2%) 
HDR ambient table     1448/65536        5792/262144   ( 2.2%) 
LDR leaf ambient      6473/65536      181244/1835008  ( 9.9%) 
HDR leaf ambient      1448/65536       40544/1835008  ( 2.2%) 
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]           1/19690    ( 0.0%) 
pakfile               [variable]        7877/0        ( 0.0%) 
physics               [variable]     5154896/4194304  (122.9%) VERY FULL!
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 9457
Writing f:\games\[hammer maps]\team fortress 2\trade_mentel\trade_mentel.bsp
24 seconds elapsed

Now, I checked this log through the Interlopers parser, and it only returned a few, minor errors. However, one thing that's got me real concerned is the Physics memory:
Code:
physics               [variable]     5154896/4194304  (122.9%) VERY FULL!
After some compiling and disabling VisGroups, I concluded that the main problem is the displacements in my map. Pretty much all the ground in my map is made up of displacements, merely because there's a lot of outdoor areas and I needed to paint/displace the grass and dirt.

The map is kind of laggy in-game. Not unbearable, but just enough to irritate your eyes and annoy you.

Is there any way to work around this?
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Try destroying all the displacements except for the ones you REALLY NEED. The vertex tool may be a good alternative to displacements.

Also, VVIS ignores displacements, which is probably why your map runs slowly.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
I'm kinda amazed you got it that high for a trade map. I get the feeling that your displacements are way more dense than they need to be. However, I don't this would be a direct cause for low framerate, that is probably just poor optimization assuming you don't know how that kind of thing is done.

I also think there is some other cause at hand, because looking at the displacement info it doesn't seem high enough to entirely account for the physics data (plus, there is 0 physics terrain, which is odd).
 

Moronmaster

L1: Registered
Sep 28, 2011
16
3
Try destroying all the displacements except for the ones you REALLY NEED. The vertex tool may be a good alternative to displacements.

Also, VVIS ignores displacements, which is probably why your map runs slowly.

I destroyed all displacements that didn't require any blend textures, but it only helped slightly, lowering the 122.9% to 97%. Still getting a "Max Limit Approach" warning.
And what do you mean by VVIS disregarding displacements?

I also think there is some other cause at hand, because looking at the displacement info it doesn't seem high enough to entirely account for the physics data (plus, there is 0 physics terrain, which is odd).

I've noticed a "physics terrain" value in some other compile logs. What does it symbolize?
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
I'm actually not sure what the difference/meaning of the two physics entries are, I've never seen an explanation, just that I've always seen something in both. Even my maps with zero displacements have 2 bytes of "physics terrain" data so I don't know why you have 0.

His statement about VVIS is that displacements cannot block visibility for rendering optimization, so if you used them extensively without walls/floors in proper places too much of the map may be rendering at once, leading to the poor framerate. I think that is what should be focused on more, since it isn't really the displacements themselves causing problems. A couple screenshots of the map might help determine the causes.

Another thing, that isn't actually a limit you need to worry about. All the items listed with [variable] were guidelines for the HL2 devs to keep things within the minimum specs target for the game back in 2003. Only the stuff with numbers in the left column (and aren't X/0) will error if they reach the limit.

edit: actually I just saw the problem looking back at the log.
"WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU."
One should never really use 4th power displacements, it is better to use multiple smaller ones at 2 or 3. Explains the 0 bytes too.
 
Last edited:

Moronmaster

L1: Registered
Sep 28, 2011
16
3
One should never really use 4th power displacements, it is better to use multiple smaller ones at 2 or 3. Explains the 0 bytes too.

This is great news! I'll try it out and see what happens.

EDIT:
So after scouring around my map for every single displacement and setting them to the power of 3 (and six unnecessary compiles due to a tiny piece of rock in the farthest corner of my map with the power of 4), I present to you a much healthier compile log:

Code:
================== VBSP ==================



materialPath: F:\program files\steam\steamapps\moronmaster\team fortress 2\tf\materials
Loading F:\Games\[Hammer Maps]\Team Fortress 2\trade_mentel\trade_mentel.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_mentel/harvest/ground_to_green_grass_001_wvt_patch
Patching WVT material: maps/trade_mentel/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/trade_mentel/nature/blendgroundtocobble001_wvt_patch
Patching WVT material: maps/trade_mentel/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/trade_mentel/nature/blendgroundtograss008_wvt_patch
Patching WVT material: maps/trade_mentel/swamp/nature/blenddirtswampgrass001_wvt_patch
Patching WVT material: maps/trade_mentel/swamp/nature/blendswampmudtodirt001_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 (0)
Find Visible Detail Sides...
Merged 1036 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Games\[Hammer Maps]\Team Fortress 2\trade_mentel\trade_mentel.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 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) (274595 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
.10
Compacting texture/material tables...
Reduced 1093 texinfos to 553
Reduced 68 texdatas to 56 (2247 bytes to 1735)
Writing F:\Games\[Hammer Maps]\Team Fortress 2\trade_mentel\trade_mentel.bsp
3 seconds elapsed

================== VVIS ==================




8 threads
reading f:\games\[hammer maps]\team fortress 2\trade_mentel\trade_mentel.bsp
reading f:\games\[hammer maps]\team fortress 2\trade_mentel\trade_mentel.prt
 241 portalclusters
 976 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 83 visible clusters (0.00%)
Total clusters visible: 43358
Average clusters visible: 179
Building PAS...
Average clusters audible: 239
visdatasize:16975  compressed from 15424
writing f:\games\[hammer maps]\team fortress 2\trade_mentel\trade_mentel.bsp
14 seconds elapsed

================== VRAD ==================




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

Loading f:\games\[hammer maps]\team fortress 2\trade_mentel\trade_mentel.bsp
3281 faces
3 degenerate faces
1777780 square feet [256000384.00 square inches]
97 Displacements
284851 Square Feet [41018604.00 Square Inches]
3278 patches before subdivision
36500 patches after subdivision
24 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3136149, max 1036
transfer lists:  23.9 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(289589, 197258, 110793)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(18547, 10030, 4865)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(2187, 872, 303)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(263, 95, 28)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(34, 10, 2)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(7, 2, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0141 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 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                  15/1024          720/49152    ( 1.5%) 
brushes                726/8192         8712/98304    ( 8.9%) 
brushsides            5100/65536       40800/524288   ( 7.8%) 
planes                3266/65536       65320/1310720  ( 5.0%) 
vertexes              5892/65536       70704/786432   ( 9.0%) 
nodes                 1034/65536       33088/2097152  ( 1.6%) 
texinfos               553/12288       39816/884736   ( 4.5%) 
texdata                 56/2048         1792/65536    ( 2.7%) 
dispinfos               97/0           17072/0        ( 0.0%) 
disp_verts            6849/0          136980/0        ( 0.0%) 
disp_tris            10688/0           21376/0        ( 0.0%) 
disp_lmsamples      476900/0          476900/0        ( 0.0%) 
faces                 3281/65536      183736/3670016  ( 5.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             2336/65536      130816/3670016  ( 3.6%) 
leaves                1050/65536       33600/2097152  ( 1.6%) 
leaffaces             4006/65536        8012/131072   ( 6.1%) 
leafbrushes           1369/65536        2738/131072   ( 2.1%) 
areas                    4/256            32/2048     ( 1.6%) 
surfedges            25487/512000     101948/2048000  ( 5.0%) 
edges                15693/256000      62772/1024000  ( 6.1%) 
LDR worldlights         24/8192         2112/720896   ( 0.3%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips            269/32768        2690/327680   ( 0.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          6000/65536       12000/131072   ( 9.2%) 
cubemapsamples           5/1024           80/16384    ( 0.5%) 
overlays                 8/512          2816/180224   ( 1.6%) 
LDR lightdata         [variable]     5574580/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       16975/16777216 ( 0.1%) 
entdata               [variable]       58765/393216   (14.9%) 
LDR ambient table     1050/65536        4200/262144   ( 1.6%) 
HDR ambient table     1050/65536        4200/262144   ( 1.6%) 
LDR leaf ambient      6748/65536      188944/1835008  (10.3%) 
HDR leaf ambient      1050/65536       29400/1835008  ( 1.6%) 
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]           1/1029128  ( 0.0%) 
dtl prp lght          [variable]           1/87209    ( 0.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/19726    ( 0.0%) 
pakfile               [variable]        7509/0        ( 0.0%) 
physics               [variable]      274595/4194304  ( 6.5%) 
physics terrain       [variable]       25093/1048576  ( 2.4%) 

Level flags = 0

Total triangle count: 9521
Writing f:\games\[hammer maps]\team fortress 2\trade_mentel\trade_mentel.bsp
25 seconds elapsed

Thanks for your help, both of you. This website, along with the developer wiki is now my go-to source of information and other shenanigans (^ω^)

EDIT 2
While I still have your attention, I'll just add this: A large part of my map is encased with walls made out of prop_statics (the wooden pole-walls used in cp_degrootkeep). I know there's a texture that clips out VisLeaves and so on. Don't suppose you recall the name of it?
 
Last edited: