materialPath: d:\games\steam\steamapps\oasiz\team fortress 2\tf\materials Loading Z:\www\mappi\tfalkua19.vmf 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...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing Z:\www\mappi\tfalkua19.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_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_day01_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) (51231 bytes) Error! To use model "models/props_gameplay/resupply_locker.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_gameplay/resupply_locker.mdl"! 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 126 texinfos to 105 Reduced 13 texdatas to 12 (311 bytes to 258) Writing Z:\www\mappi\tfalkua19.bsp 2 seconds elapsed 2 threads reading z:\www\mappi\tfalkua19.bsp reading z:\www\mappi\tfalkua19.prt 329 portalclusters 981 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 2849 visible clusters (0.00%) Total clusters visible: 94552 Average clusters visible: 287 Building PAS... Average clusters audible: 329 visdatasize:30480 compressed from 31584 writing z:\www\mappi\tfalkua19.bsp 0 seconds elapsed [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading z:\www\mappi\tfalkua19.bsp 948 faces 1425132 square feet [205219040.00 square inches] 15 Displacements 114297 Square Feet [16458876.00 Square Inches] 948 patches before subdivision 34242 patches after subdivision 9 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1971692, max 322 transfer lists: 15.0 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(9561, 6273, 4540) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1428, 753, 463) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(242, 78, 38) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(57, 15, 7) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(14, 2, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4, 0, 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<0.0182 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 1/1024 48/49152 ( 0.1%) brushes 128/8192 1536/98304 ( 1.6%) brushsides 810/65536 6480/524288 ( 1.2%) planes 418/65536 8360/1310720 ( 0.6%) vertexes 1234/65536 14808/786432 ( 1.9%) nodes 715/65536 22880/2097152 ( 1.1%) texinfos 105/12288 7560/884736 ( 0.9%) texdata 12/2048 384/65536 ( 0.6%) dispinfos 15/0 2640/0 ( 0.0%) disp_verts 1215/0 24300/0 ( 0.0%) disp_tris 1920/0 3840/0 ( 0.0%) disp_lmsamples 223680/0 223680/0 ( 0.0%) faces 948/65536 53088/3670016 ( 1.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 430/65536 24080/3670016 ( 0.7%) leaves 717/65536 22944/2097152 ( 1.1%) leaffaces 1037/65536 2074/131072 ( 1.6%) leafbrushes 474/65536 948/131072 ( 0.7%) areas 2/256 16/2048 ( 0.8%) surfedges 6087/512000 24348/2048000 ( 1.2%) edges 3366/256000 13464/1024000 ( 1.3%) LDR worldlights 9/8192 792/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 69/32768 690/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1059/65536 2118/131072 ( 1.6%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1195824/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 30480/16777216 ( 0.2%) entdata [variable] 4741/393216 ( 1.2%) LDR ambient table 717/65536 2868/262144 ( 1.1%) HDR ambient table 717/65536 2868/262144 ( 1.1%) LDR leaf ambient 3636/65536 101808/1835008 ( 5.5%) HDR leaf ambient 717/65536 20076/1835008 ( 1.1%) 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] 1/2660 ( 0.0%) pakfile [variable] 105990/0 ( 0.0%) physics [variable] 51231/4194304 ( 1.2%) physics terrain [variable] 5683/1048576 ( 0.5%) Level flags = 0 Total triangle count: 2477 Writing z:\www\mappi\tfalkua19.bsp 20 seconds elapsed materialPath: d:\games\steam\steamapps\oasiz\team fortress 2\tf\materials Loading Z:\www\mappi\tfalkua19.vmf 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 (1) Chop Details...done (0) Find Visible Detail Sides... Merged 40 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing Z:\www\mappi\tfalkua19.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_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_day01_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) (195608 bytes) Error! To use model "models/props_gameplay/resupply_locker.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_gameplay/resupply_locker.mdl"! 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 506 texinfos to 319 Reduced 23 texdatas to 22 (546 bytes to 493) Writing Z:\www\mappi\tfalkua19.bsp 2 seconds elapsed 2 threads reading z:\www\mappi\tfalkua19.bsp reading z:\www\mappi\tfalkua19.prt 533 portalclusters 1487 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 11030 visible clusters (0.00%) Total clusters visible: 215017 Average clusters visible: 403 Building PAS... Average clusters audible: 532 visdatasize:75533 compressed from 76752 writing z:\www\mappi\tfalkua19.bsp 0 seconds elapsed [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading z:\www\mappi\tfalkua19.bsp 2312 faces 1476743 square feet [212651120.00 square inches] 15 Displacements 114297 Square Feet [16458876.00 Square Inches] 2312 patches before subdivision 45444 patches after subdivision 9 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2823892, max 492 transfer lists: 21.5 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(18953, 11390, 7964) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3297, 1431, 929) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(857, 234, 157) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(256, 40, 26) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(80, 7, 5) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(28, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(9, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(3, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(1, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0223 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 629/8192 7548/98304 ( 7.7%) brushsides 5495/65536 43960/524288 ( 8.4%) planes 2162/65536 43240/1310720 ( 3.3%) vertexes 2879/65536 34548/786432 ( 4.4%) nodes 1303/65536 41696/2097152 ( 2.0%) texinfos 319/12288 22968/884736 ( 2.6%) texdata 22/2048 704/65536 ( 1.1%) dispinfos 15/0 2640/0 ( 0.0%) disp_verts 1215/0 24300/0 ( 0.0%) disp_tris 1920/0 3840/0 ( 0.0%) disp_lmsamples 223680/0 223680/0 ( 0.0%) faces 2312/65536 129472/3670016 ( 3.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1315/65536 73640/3670016 ( 2.0%) leaves 1320/65536 42240/2097152 ( 2.0%) leaffaces 2499/65536 4998/131072 ( 3.8%) leafbrushes 1195/65536 2390/131072 ( 1.8%) areas 2/256 16/2048 ( 0.8%) surfedges 15596/512000 62384/2048000 ( 3.0%) edges 8922/256000 35688/1024000 ( 3.5%) LDR worldlights 9/8192 792/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 86/32768 860/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1347/65536 2694/131072 ( 2.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1368040/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 75533/16777216 ( 0.5%) entdata [variable] 18375/393216 ( 4.7%) LDR ambient table 1320/65536 5280/262144 ( 2.0%) HDR ambient table 1320/65536 5280/262144 ( 2.0%) LDR leaf ambient 5522/65536 154616/1835008 ( 8.4%) HDR leaf ambient 1320/65536 36960/1835008 ( 2.0%) 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] 1/8188 ( 0.0%) pakfile [variable] 105990/0 ( 0.0%) physics [variable] 195608/4194304 ( 4.7%) physics terrain [variable] 5683/1048576 ( 0.5%) Level flags = 0 Total triangle count: 5796 Writing z:\www\mappi\tfalkua19.bsp 33 seconds elapsed materialPath: d:\games\steam\steamapps\oasiz\team fortress 2\tf\materials Loading Z:\www\mappi\tfalkua19.vmf 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 40 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing Z:\www\mappi\tfalkua19.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_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_day01_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) (195608 bytes) Error! To use model "models/props_gameplay/resupply_locker.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_gameplay/resupply_locker.mdl"! 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 506 texinfos to 319 Reduced 23 texdatas to 22 (546 bytes to 493) Writing Z:\www\mappi\tfalkua19.bsp 2 seconds elapsed 2 threads reading z:\www\mappi\tfalkua19.bsp reading z:\www\mappi\tfalkua19.prt 533 portalclusters 1487 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 11030 visible clusters (0.00%) Total clusters visible: 215017 Average clusters visible: 403 Building PAS... Average clusters audible: 532 visdatasize:75533 compressed from 76752 writing z:\www\mappi\tfalkua19.bsp 0 seconds elapsed materialPath: d:\games\steam\steamapps\oasiz\team fortress 2\tf\materials Loading Z:\www\mappi\tfalkua19.vmf 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 40 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing Z:\www\mappi\tfalkua19.prt...Building visibility clusters... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_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_day01_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) (195608 bytes) Error! To use model "models/props_gameplay/resupply_locker.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_gameplay/resupply_locker.mdl"! 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 506 texinfos to 319 Reduced 23 texdatas to 22 (546 bytes to 493) Writing Z:\www\mappi\tfalkua19.bsp 2 seconds elapsed 2 threads reading z:\www\mappi\tfalkua19.bsp reading z:\www\mappi\tfalkua19.prt 533 portalclusters 1487 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 11030 visible clusters (0.00%) Total clusters visible: 215017 Average clusters visible: 403 Building PAS... Average clusters audible: 532 visdatasize:75533 compressed from 76752 writing z:\www\mappi\tfalkua19.bsp 0 seconds elapsed materialPath: d:\games\steam\steamapps\oasiz\team fortress 2\tf\materials Loading Z:\www\mappi\tfalkua19.vmf 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 40 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing Z:\www\mappi\tfalkua19.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_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_day01_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) (196162 bytes) Error! To use model "models/props_gameplay/resupply_locker.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_gameplay/resupply_locker.mdl"! 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 506 texinfos to 319 Reduced 23 texdatas to 22 (546 bytes to 493) Writing Z:\www\mappi\tfalkua19.bsp 2 seconds elapsed 2 threads reading z:\www\mappi\tfalkua19.bsp reading z:\www\mappi\tfalkua19.prt 533 portalclusters 1487 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 11030 visible clusters (0.00%) Total clusters visible: 215017 Average clusters visible: 403 Building PAS... Average clusters audible: 532 visdatasize:75533 compressed from 76752 writing z:\www\mappi\tfalkua19.bsp 0 seconds elapsed