** Executing...
** Command: "c:\program files\steam\steamapps\spyder347\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\spyder347\team fortress 2\tf" "C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49.vmf"
Valve Software - vbsp.exe (May 7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\spyder347\team fortress 2\tf\materials
Loading C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49.vmf
Patching WVT material: maps/achievement_chambers_v49/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/achievement_chambers_v49/dev/dev_blendmeasure_wvt_patch
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 (1)
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:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (1) (499461 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1803 texinfos to 1028
Reduced 135 texdatas to 118 (4567 bytes to 3690)
Writing C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49.bsp
8 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\spyder347\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\spyder347\team fortress 2\tf" "C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49"
Valve Software - vvis.exe (May 7 2010)
2 threads
reading c:\users\noodleboy347\desktop\hammermaps\team fortress 2\chambers\achievement_chambers_v49.bsp
reading c:\users\noodleboy347\desktop\hammermaps\team fortress 2\chambers\achievement_chambers_v49.prt
3 portalclusters
0 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: 0 visible clusters (0.00%)
Total clusters visible: 3
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:34 compressed from 48
writing c:\users\noodleboy347\desktop\hammermaps\team fortress 2\chambers\achievement_chambers_v49.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\spyder347\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\spyder347\team fortress 2\tf" "C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49"
Valve Software - vrad.exe SSE (May 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\noodleboy347\desktop\hammermaps\team fortress 2\chambers\achievement_chambers_v49.bsp
Setting up ray-trace acceleration structure... Done (1.44 seconds)
8769 faces
2 degenerate faces
3593920 square feet [517524608.00 square inches]
1 Displacements
44945 Square Feet [6472135.50 Square Inches]
8767 patches before subdivision
190847 patches after subdivision
sun extent from map=0.008727
sun extent from map=0.008727
118 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (94)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (175)
transfers 22691514, max 1427
transfer lists: 173.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(2423826, 1846370, 1704624)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(789867, 546464, 425849)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(274939, 171319, 111643)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(103458, 58672, 32257)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(40133, 20742, 9670)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(16376, 7764, 3096)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(6908, 3010, 1037)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(3039, 1221, 367)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(1382, 512, 136)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(651, 222, 52)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(315, 99, 21)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(156, 45, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(79, 21, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(41, 10, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(21, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(11, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(6, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(3, 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)
Build Patch/Sample Hash Table(s).....Done<0.1552 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (26)
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 (45)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 139/1024 6672/49152 (13.6%)
brushes 1285/8192 15420/98304 (15.7%)
brushsides 8479/65536 67832/524288 (12.9%)
planes 3744/65536 74880/1310720 ( 5.7%)
vertexes 14082/65536 168984/786432 (21.5%)
nodes 5804/65536 185728/2097152 ( 8.9%)
texinfos 1028/12288 74016/884736 ( 8.4%)
texdata 118/2048 3776/65536 ( 5.8%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 71470/0 71470/0 ( 0.0%)
faces 8769/65536 491064/3670016 (13.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3707/65536 207592/3670016 ( 5.7%)
leaves 5944/65536 190208/2097152 ( 9.1%)
leaffaces 9921/65536 19842/131072 (15.1%)
leafbrushes 3588/65536 7176/131072 ( 5.5%)
areas 5/256 40/2048 ( 2.0%)
surfedges 56530/512000 226120/2048000 (11.0%)
edges 31964/256000 127856/1024000 (12.5%)
LDR worldlights 117/8192 10296/720896 ( 1.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 6/32768 72/393216 ( 0.0%)
waterstrips 1028/32768 10280/327680 ( 3.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 15414/65536 30828/131072 (23.5%)
cubemapsamples 11/1024 176/16384 ( 1.1%)
overlays 4/512 1408/180224 ( 0.8%)
LDR lightdata [variable] 7094604/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 34/16777216 ( 0.0%)
entdata [variable] 159836/393216 (40.6%)
LDR ambient table 5944/65536 23776/262144 ( 9.1%)
HDR ambient table 5944/65536 23776/262144 ( 9.1%)
LDR leaf ambient 29331/65536 821268/1835008 (44.8%)
HDR leaf ambient 5944/65536 166432/1835008 ( 9.1%)
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] 1/15644 ( 0.0%)
pakfile [variable] 1281209/0 ( 0.0%)
physics [variable] 499461/4194304 (11.9%)
physics terrain [variable] 774/1048576 ( 0.1%)
Level flags = 0
Total triangle count: 23898
Writing c:\users\noodleboy347\desktop\hammermaps\team fortress 2\chambers\achievement_chambers_v49.bsp
5 minutes, 55 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49.bsp" "c:\program files\steam\steamapps\spyder347\team fortress 2\tf\maps\achievement_chambers_v49.bsp"