Can you post your compile log here?
Sure. I did check inerlopers btw.
** 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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.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 (0) (89407 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 232 texinfos to 134
Reduced 25 texdatas to 24 (566 bytes to 548)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
Wrote ZIP buffer, estimated size 105905, actual size 105691
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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1"
Valve Software - vvis.exe (Aug 2 2018)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.prt
155 portalclusters
317 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: 42 visible clusters (0.60%)
Total clusters visible: 6957
Average clusters visible: 44
Building PAS...
Average clusters audible: 107
visdatasize:6446 compressed from 7440
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1"
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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
Setting up ray-trace acceleration structure... Done (0.69 seconds)
896 faces
209042 square feet [30102086.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
896 patches before subdivision
24582 patches after subdivision
sun extent from map=0.000000
109 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 2404461, max 375
transfer lists: 18.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(329583, 239740, 184498)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(54369, 31953, 25556)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(9855, 4520, 3758)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1862, 637, 553)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(377, 92, 83)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(80, 13, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(18, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0150 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (3)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 30/1024 1440/49152 ( 2.9%)
brushes 240/8192 2880/98304 ( 2.9%)
brushsides 1470/65536 11760/524288 ( 2.2%)
planes 718/65536 14360/1310720 ( 1.1%)
vertexes 1528/65536 18336/786432 ( 2.3%)
nodes 582/65536 18624/2097152 ( 0.9%)
texinfos 134/12288 9648/884736 ( 1.1%)
texdata 24/2048 768/65536 ( 1.2%)
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 896/65536 50176/3670016 ( 1.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 557/65536 31192/3670016 ( 0.8%)
leaves 613/65536 19616/2097152 ( 0.9%)
leaffaces 1026/65536 2052/131072 ( 1.6%)
leafbrushes 428/65536 856/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6536/512000 26144/2048000 ( 1.3%)
edges 3821/256000 15284/1024000 ( 1.5%)
LDR worldlights 109/8192 9592/720896 ( 1.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 99/32768 990/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1728/65536 3456/131072 ( 2.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 478308/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 6446/16777216 ( 0.0%)
entdata [variable] 109269/393216 (27.8%)
LDR ambient table 613/65536 2452/262144 ( 0.9%)
HDR ambient table 613/65536 2452/262144 ( 0.9%)
LDR leaf ambient 2260/65536 63280/1835008 ( 3.4%)
HDR leaf ambient 613/65536 17164/1835008 ( 0.9%)
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] 1/5944 ( 0.0%)
pakfile [variable] 105691/0 ( 0.0%)
physics [variable] 89407/4194304 ( 2.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 2527
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
21 seconds elapsed
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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
Setting up ray-trace acceleration structure... Done (0.70 seconds)
896 faces
209042 square feet [30102086.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
896 patches before subdivision
24582 patches after subdivision
sun extent from map=0.000000
109 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 2404461, max 375
transfer lists: 18.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1988, 1587, 1164)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(299, 220, 166)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(49, 32, 25)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(8, 5, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0150 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 30/1024 1440/49152 ( 2.9%)
brushes 240/8192 2880/98304 ( 2.9%)
brushsides 1470/65536 11760/524288 ( 2.2%)
planes 718/65536 14360/1310720 ( 1.1%)
vertexes 1528/65536 18336/786432 ( 2.3%)
nodes 582/65536 18624/2097152 ( 0.9%)
texinfos 134/12288 9648/884736 ( 1.1%)
texdata 24/2048 768/65536 ( 1.2%)
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 896/65536 50176/3670016 ( 1.4%)
hdr faces 896/65536 50176/3670016 ( 1.4%)
origfaces 557/65536 31192/3670016 ( 0.8%)
leaves 613/65536 19616/2097152 ( 0.9%)
leaffaces 1026/65536 2052/131072 ( 1.6%)
leafbrushes 428/65536 856/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6536/512000 26144/2048000 ( 1.3%)
edges 3821/256000 15284/1024000 ( 1.5%)
LDR worldlights 109/8192 9592/720896 ( 1.3%)
HDR worldlights 109/8192 9592/720896 ( 1.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 99/32768 990/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1728/65536 3456/131072 ( 2.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 478308/0 ( 0.0%)
HDR lightdata [variable] 478308/0 ( 0.0%)
visdata [variable] 6446/16777216 ( 0.0%)
entdata [variable] 109269/393216 (27.8%)
LDR ambient table 613/65536 2452/262144 ( 0.9%)
HDR ambient table 613/65536 2452/262144 ( 0.9%)
LDR leaf ambient 2260/65536 63280/1835008 ( 3.4%)
HDR leaf ambient 820/65536 22960/1835008 ( 1.3%)
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] 1/5944 ( 0.0%)
pakfile [variable] 105691/0 ( 0.0%)
physics [variable] 89407/4194304 ( 2.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 2527
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
12 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_indaclash_a1.bsp"