** Executing...
** Command: "c:\program files (x86)\steam\steamapps\laserbman\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\laserbman\team fortress 2\tf" "C:\Users\Chris\Desktop\fuze\ctf_generic_ctf.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\laserbman\team fortress 2\tf\materials
Loading C:\Users\Chris\Desktop\fuze\ctf_generic_ctf.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...
Merged 220 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Chris\Desktop\fuze\ctf_generic_ctf.prt...Building visibility clusters...
done (1)
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 (0) (233748 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2034 texinfos to 977
Reduced 77 texdatas to 64 (3360 bytes to 2985)
Writing C:\Users\Chris\Desktop\fuze\ctf_generic_ctf.bsp
4 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\laserbman\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\laserbman\team fortress 2\tf" -fast "C:\Users\Chris\Desktop\fuze\ctf_generic_ctf"
Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
2 threads
reading c:\users\chris\desktop\fuze\ctf_generic_ctf.bsp
reading c:\users\chris\desktop\fuze\ctf_generic_ctf.prt
958 portalclusters
2910 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 77987 visible clusters (0.00%)
Total clusters visible: 469111
Average clusters visible: 489
Building PAS...
Average clusters audible: 928
visdatasize:204413 compressed from 229920
writing c:\users\chris\desktop\fuze\ctf_generic_ctf.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\laserbman\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\laserbman\team fortress 2\tf" -noextra "C:\Users\Chris\Desktop\fuze\ctf_generic_ctf"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\chris\desktop\fuze\ctf_generic_ctf.bsp
Setting up ray-trace acceleration structure... Done (0.55 seconds)
3638 faces
1058996 square feet [152495520.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3638 patches before subdivision
75472 patches after subdivision
sun extent from map=0.000000
71 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (43)
transfers 8716448, max 880
transfer lists: 66.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(135119, 107235, 101365)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(15465, 8628, 7698)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(1999, 806, 664)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(277, 77, 59)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(41, 8, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(6, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0737 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
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 (15)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 41/1024 1968/49152 ( 4.0%)
brushes 631/8192 7572/98304 ( 7.7%)
brushsides 3898/65536 31184/524288 ( 5.9%)
planes 1484/65536 29680/1310720 ( 2.3%)
vertexes 5531/65536 66372/786432 ( 8.4%)
nodes 1965/65536 62880/2097152 ( 3.0%)
texinfos 977/12288 70344/884736 ( 8.0%)
texdata 64/2048 2048/65536 ( 3.1%)
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 3638/65536 203728/3670016 ( 5.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2035/65536 113960/3670016 ( 3.1%)
leaves 2007/65536 64224/2097152 ( 3.1%)
leaffaces 4565/65536 9130/131072 ( 7.0%)
leafbrushes 1587/65536 3174/131072 ( 2.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 25113/512000 100452/2048000 ( 4.9%)
edges 14315/256000 57260/1024000 ( 5.6%)
LDR worldlights 71/8192 6248/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 400/32768 4000/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6003/65536 12006/131072 ( 9.2%)
cubemapsamples 8/1024 128/16384 ( 0.8%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4913828/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 204413/16777216 ( 1.2%)
entdata [variable] 52372/393216 (13.3%)
LDR ambient table 2007/65536 8028/262144 ( 3.1%)
HDR ambient table 2007/65536 8028/262144 ( 3.1%)
LDR leaf ambient 11919/65536 333732/1835008 (18.2%)
HDR leaf ambient 2007/65536 56196/1835008 ( 3.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 970470/0 ( 0.0%)
physics [variable] 233748/4194304 ( 5.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 9796
Writing c:\users\chris\desktop\fuze\ctf_generic_ctf.bsp
1 minute, 29 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Chris\Desktop\fuze\ctf_generic_ctf.bsp" "c:\program files (x86)\steam\steamapps\laserbman\team fortress 2\tf\maps\ctf_generic_ctf.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\laserbman\team fortress 2\tf" +map "ctf_generic_ctf"