Valve Software - vbsp.exe (Jul 7 2010)
2 threads
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0Brush 2612: WARNING, microbrush
Brush 3185: WARNING, microbrush
...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0Brush 2612: WARNING, microbrush
Brush 3185: WARNING, microbrush
...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)
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 (1) (22072 bytes)
Error! To use model "models/weapons/w_models/w_arrow.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/w_models/w_arrow.mdl"!
Error! To use model "models/player/items/sniper/knife_shield.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/items/sniper/knife_shield.mdl"!
Error! To use model "models/player/items/sniper/tooth_hat.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/items/sniper/tooth_hat.mdl"!
Error! To use model "models/weapons/c_models/c_bow/c_bow.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_bow/c_bow.mdl"!
Error! To use model "models/weapons/c_models/c_claymore/c_claymore.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_claymore/c_claymore.mdl"!
Error! To use model "models/player/hwm/sniper.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/hwm/sniper.mdl"!
Error! To use model "models/weapons/c_models/urinejar.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/urinejar.mdl"!
Error! To use model "models/weapons/c_models/c_targe/c_targe.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_targe/c_targe.mdl"!
Error! To use model "models/weapons/c_models/c_machete.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_machete.mdl"!
Error! To use model "models/weapons/c_models/c_wood_machete/c_wood_machete.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_wood_machete/c_wood_machete.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 73 texinfos to 55
Reduced 16 texdatas to 16 (356 bytes to 356)
1 second elapsed
Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
2 threads
66 portalclusters
157 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 190 visible clusters (0.00%)
Total clusters visible: 2400
Average clusters visible: 36
Building PAS...
Average clusters audible: 53
visdatasize:1759 compressed from 2112
writing c:\program files\steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\cc_hotel_room_template.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Setting up ray-trace acceleration structure... Done (0.03 seconds)
275 faces
57368 square feet [8261019.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
275 patches before subdivision
5049 patches after subdivision
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 224903, max 245
transfer lists: 1.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(7219, 5019, 2584)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3145, 1376, 514)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1282, 296, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(620, 88, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(298, 26, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(147, 8, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(72, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(36, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0022 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 6/1024 288/49152 ( 0.6%)
brushes 53/8192 636/98304 ( 0.6%)
brushsides 412/65536 3296/524288 ( 0.6%)
planes 382/65536 7640/1310720 ( 0.6%)
vertexes 428/65536 5136/786432 ( 0.7%)
nodes 185/65536 5920/2097152 ( 0.3%)
texinfos 55/12288 3960/884736 ( 0.4%)
texdata 16/2048 512/65536 ( 0.8%)
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 275/65536 15400/3670016 ( 0.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 176/65536 9856/3670016 ( 0.3%)
leaves 192/65536 6144/2097152 ( 0.3%)
leaffaces 344/65536 688/131072 ( 0.5%)
leafbrushes 116/65536 232/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1969/512000 7876/2048000 ( 0.4%)
edges 1139/256000 4556/1024000 ( 0.4%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 18/32768 180/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 324/65536 648/131072 ( 0.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 82992/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1759/16777216 ( 0.0%)
entdata [variable] 5713/393216 ( 1.5%)
LDR ambient table 192/65536 768/262144 ( 0.3%)
HDR ambient table 192/65536 768/262144 ( 0.3%)
LDR leaf ambient 388/65536 10864/1835008 ( 0.6%)
HDR leaf ambient 192/65536 5376/1835008 ( 0.3%)
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] 1/796 ( 0.1%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 22072/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 715
2 threads
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0Brush 2612: WARNING, microbrush
Brush 3185: WARNING, microbrush
...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0Brush 2612: WARNING, microbrush
Brush 3185: WARNING, microbrush
...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)
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 (1) (22072 bytes)
Error! To use model "models/weapons/w_models/w_arrow.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/w_models/w_arrow.mdl"!
Error! To use model "models/player/items/sniper/knife_shield.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/items/sniper/knife_shield.mdl"!
Error! To use model "models/player/items/sniper/tooth_hat.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/items/sniper/tooth_hat.mdl"!
Error! To use model "models/weapons/c_models/c_bow/c_bow.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_bow/c_bow.mdl"!
Error! To use model "models/weapons/c_models/c_claymore/c_claymore.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_claymore/c_claymore.mdl"!
Error! To use model "models/player/hwm/sniper.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/hwm/sniper.mdl"!
Error! To use model "models/weapons/c_models/urinejar.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/urinejar.mdl"!
Error! To use model "models/weapons/c_models/c_targe/c_targe.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_targe/c_targe.mdl"!
Error! To use model "models/weapons/c_models/c_machete.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_machete.mdl"!
Error! To use model "models/weapons/c_models/c_wood_machete/c_wood_machete.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_wood_machete/c_wood_machete.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 73 texinfos to 55
Reduced 16 texdatas to 16 (356 bytes to 356)
1 second elapsed
Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
2 threads
66 portalclusters
157 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 190 visible clusters (0.00%)
Total clusters visible: 2400
Average clusters visible: 36
Building PAS...
Average clusters audible: 53
visdatasize:1759 compressed from 2112
writing c:\program files\steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\cc_hotel_room_template.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Setting up ray-trace acceleration structure... Done (0.03 seconds)
275 faces
57368 square feet [8261019.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
275 patches before subdivision
5049 patches after subdivision
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 224903, max 245
transfer lists: 1.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(7219, 5019, 2584)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3145, 1376, 514)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1282, 296, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(620, 88, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(298, 26, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(147, 8, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(72, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(36, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0022 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 6/1024 288/49152 ( 0.6%)
brushes 53/8192 636/98304 ( 0.6%)
brushsides 412/65536 3296/524288 ( 0.6%)
planes 382/65536 7640/1310720 ( 0.6%)
vertexes 428/65536 5136/786432 ( 0.7%)
nodes 185/65536 5920/2097152 ( 0.3%)
texinfos 55/12288 3960/884736 ( 0.4%)
texdata 16/2048 512/65536 ( 0.8%)
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 275/65536 15400/3670016 ( 0.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 176/65536 9856/3670016 ( 0.3%)
leaves 192/65536 6144/2097152 ( 0.3%)
leaffaces 344/65536 688/131072 ( 0.5%)
leafbrushes 116/65536 232/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1969/512000 7876/2048000 ( 0.4%)
edges 1139/256000 4556/1024000 ( 0.4%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 18/32768 180/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 324/65536 648/131072 ( 0.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 82992/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1759/16777216 ( 0.0%)
entdata [variable] 5713/393216 ( 1.5%)
LDR ambient table 192/65536 768/262144 ( 0.3%)
HDR ambient table 192/65536 768/262144 ( 0.3%)
LDR leaf ambient 388/65536 10864/1835008 ( 0.6%)
HDR leaf ambient 192/65536 5376/1835008 ( 0.3%)
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] 1/796 ( 0.1%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 22072/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 715
Valve Software - vbsp.exe (Jul 7 2010)
2 threads
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0Brush 2612: WARNING, microbrush
Brush 3185: WARNING, microbrush
...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0Brush 2612: WARNING, microbrush
Brush 3185: WARNING, microbrush
...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)
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) (22072 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 73 texinfos to 55
Reduced 16 texdatas to 16 (356 bytes to 356)
Writing C:\Program Files\Steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\cc_hotel_room_template.bsp
0 seconds elapsed
Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
2 threads
66 portalclusters
157 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 190 visible clusters (0.00%)
Total clusters visible: 2400
Average clusters visible: 36
Building PAS...
Average clusters audible: 53
visdatasize:1759 compressed from 2112
writing c:\program files\steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\cc_hotel_room_template.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Setting up ray-trace acceleration structure... Done (0.03 seconds)
275 faces
57383 square feet [8263277.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
275 patches before subdivision
5049 patches after subdivision
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 224994, max 245
transfer lists: 1.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(7221, 5019, 2584)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3146, 1376, 514)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1283, 296, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(620, 88, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(299, 26, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(147, 8, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(72, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(36, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0021 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 6/1024 288/49152 ( 0.6%)
brushes 53/8192 636/98304 ( 0.6%)
brushsides 412/65536 3296/524288 ( 0.6%)
planes 382/65536 7640/1310720 ( 0.6%)
vertexes 428/65536 5136/786432 ( 0.7%)
nodes 185/65536 5920/2097152 ( 0.3%)
texinfos 55/12288 3960/884736 ( 0.4%)
texdata 16/2048 512/65536 ( 0.8%)
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 275/65536 15400/3670016 ( 0.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 176/65536 9856/3670016 ( 0.3%)
leaves 192/65536 6144/2097152 ( 0.3%)
leaffaces 344/65536 688/131072 ( 0.5%)
leafbrushes 116/65536 232/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1969/512000 7876/2048000 ( 0.4%)
edges 1139/256000 4556/1024000 ( 0.4%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 18/32768 180/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 324/65536 648/131072 ( 0.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 82992/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1759/16777216 ( 0.0%)
entdata [variable] 19039/393216 ( 4.8%)
LDR ambient table 192/65536 768/262144 ( 0.3%)
HDR ambient table 192/65536 768/262144 ( 0.3%)
LDR leaf ambient 388/65536 10864/1835008 ( 0.6%)
HDR leaf ambient 192/65536 5376/1835008 ( 0.3%)
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] 1/796 ( 0.1%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 22072/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 715
2 threads
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0Brush 2612: WARNING, microbrush
Brush 3185: WARNING, microbrush
...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0Brush 2612: WARNING, microbrush
Brush 3185: WARNING, microbrush
...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)
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) (22072 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 73 texinfos to 55
Reduced 16 texdatas to 16 (356 bytes to 356)
Writing C:\Program Files\Steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\cc_hotel_room_template.bsp
0 seconds elapsed
Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
2 threads
66 portalclusters
157 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 190 visible clusters (0.00%)
Total clusters visible: 2400
Average clusters visible: 36
Building PAS...
Average clusters audible: 53
visdatasize:1759 compressed from 2112
writing c:\program files\steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\cc_hotel_room_template.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Setting up ray-trace acceleration structure... Done (0.03 seconds)
275 faces
57383 square feet [8263277.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
275 patches before subdivision
5049 patches after subdivision
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 224994, max 245
transfer lists: 1.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(7221, 5019, 2584)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3146, 1376, 514)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1283, 296, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(620, 88, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(299, 26, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(147, 8, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(72, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(36, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0021 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 6/1024 288/49152 ( 0.6%)
brushes 53/8192 636/98304 ( 0.6%)
brushsides 412/65536 3296/524288 ( 0.6%)
planes 382/65536 7640/1310720 ( 0.6%)
vertexes 428/65536 5136/786432 ( 0.7%)
nodes 185/65536 5920/2097152 ( 0.3%)
texinfos 55/12288 3960/884736 ( 0.4%)
texdata 16/2048 512/65536 ( 0.8%)
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 275/65536 15400/3670016 ( 0.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 176/65536 9856/3670016 ( 0.3%)
leaves 192/65536 6144/2097152 ( 0.3%)
leaffaces 344/65536 688/131072 ( 0.5%)
leafbrushes 116/65536 232/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1969/512000 7876/2048000 ( 0.4%)
edges 1139/256000 4556/1024000 ( 0.4%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 18/32768 180/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 324/65536 648/131072 ( 0.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 82992/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1759/16777216 ( 0.0%)
entdata [variable] 19039/393216 ( 4.8%)
LDR ambient table 192/65536 768/262144 ( 0.3%)
HDR ambient table 192/65536 768/262144 ( 0.3%)
LDR leaf ambient 388/65536 10864/1835008 ( 0.6%)
HDR leaf ambient 192/65536 5376/1835008 ( 0.3%)
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] 1/796 ( 0.1%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 22072/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 715