Map is not changing after compile

So I’m making my survival map (I know it’s not about gmod, but I really need help), and since the first name was not ok as a final name I decided to rename it, adding the prefix l4d_sv. Now, when I renamed and compiled again, I got an error saying “File not found”. Reading the compile log I found out it was trying to copy the bsp, the old one (without compiling the new one) to the l4d maps folder and run the game. So I tried to rename the bsp to the new name too, and when the game ran the map was the same as the old compile (as I said it was trying to copy the old file to the maps folder). So I decided I would switch back to the old name and so I renamed back the bsp. For the vmf, since I did modifies to the map with a different name, I just copied all from there and pasted it in the old one. Then tried to compile, thinking it would work again, and it compiled the map and did all the radiosity calculations and stuff, but when the game opened the map was the same old one. So I tried to delete the old bsp but I am getting “File not found errors”, and if I leave it the map will be the old one. What should I do? Help please!

** Executing…
** Command: “d:\program files\steam\steamapps\common\left 4 dead\bin\vbsp.exe”
** Parameters: -game “d:\program files\steam\steamapps\common\left 4 dead\left4dead” “D:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\mcdonalds-mds_d”

Valve Software - vbsp.exe (Jun 22 2009)
4 threads
materialPath: d:\program files\steam\steamapps\common\left 4 dead\left4dead\materials
Loading D:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\mcdonalds-mds_d.vmf
material “concrete/concretewall013a” not found.
Material not found!: CONCRETE/CONCRETEWALL013A
material “de_piranesi/marblefloor04” not found.
Material not found!: DE_PIRANESI/MARBLEFLOOR04
material “props/metalfreezerstainless01a” not found.
Material not found!: PROPS/METALFREEZERSTAINLESS01A
material “metal/metalroof003a” not found.
Material not found!: METAL/METALROOF003A
material “brick/brickwall045f” not found.
Material not found!: BRICK/BRICKWALL045F
material “concrete/concretefloor011a_c17” not found.
Material not found!: CONCRETE/CONCRETEFLOOR011A_C17
material “cs_havana/glassfluorescentlighton01” not found.
Material not found!: CS_HAVANA/GLASSFLUORESCENTLIGHTON01
material “cs_italy/wallpaper1” not found.
Material not found!: CS_ITALY/WALLPAPER1
material “props/metalstainless01” not found.
Material not found!: PROPS/METALSTAINLESS01
material “cs_havana/metalfluorescentsides01” not found.
Material not found!: CS_HAVANA/METALFLUORESCENTSIDES01
material “de_prodigy/metal02” not found.
Material not found!: DE_PRODIGY/METAL02
material “mcdonalds/1” not found.
Material not found!: MCDONALDS/1
material “mcdonalds/2” not found.
Material not found!: MCDONALDS/2
material “effects/tvscreen_noise001a” not found.
Material not found!: EFFECTS/TVSCREEN_NOISE001A
material “props/acousticceiling002a” not found.
Material not found!: PROPS/ACOUSTICCEILING002A
material “mcdonalds/happymeal” not found.
Material not found!: MCDONALDS/HAPPYMEAL
Patching WVT material: maps/mcdonalds-mds_d/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 (1)
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (1)
writing D:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\mcdonalds-mds_d.prt…Building visibility clusters…
done (0)
Finding displacement neighbors…
Finding lightmap sample positions…
Displacement Alpha : 0…1…2…3…4…5…6…7…8…9…10
Overlay touching too many faces (touching 85, max 64)
Overlay decals/decalstreet005a at 1285.0 -2430.0 -438.9

** Executing…
** Command: “d:\program files\steam\steamapps\common\left 4 dead\bin\vrad.exe”
** Parameters: -both -game “d:\program files\steam\steamapps\common\left 4 dead\left4dead” “D:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\mcdonalds-mds_d”

Valve Software - vrad.exe SSE (Jun 22 2009)

  Valve Radiosity Simulator    

4 threads
[Reading texlights from ‘lights.rad’]
[2 texlights parsed from ‘lights.rad’]

Loading d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\mcdonalds-mds_d.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (1.42 seconds)
3076 faces
17 degenerate faces
122186 square feet [17594856.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
48 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (13)
Build Patch/Sample Hash Table(s)…Done<0.0135 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (5)
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 (9)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 39/1024 1872/49152 ( 3.8%)
brushes 401/8192 4812/98304 ( 4.9%)
brushsides 3359/65536 26872/524288 ( 5.1%)
planes 3678/65536 73560/1310720 ( 5.6%)
vertexes 4847/65536 58164/786432 ( 7.4%)
nodes 2168/65536 69376/2097152 ( 3.3%)
texinfos 785/12288 56520/884736 ( 6.4%)
texdata 53/2048 1696/65536 ( 2.6%)
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 3076/65536 172256/3670016 ( 4.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1542/65536 86352/3670016 ( 2.4%)
leaves 2208/65536 70656/2097152 ( 3.4%)
leaffaces 3748/65536 7496/131072 ( 5.7%)
leafbrushes 1357/65536 2714/131072 ( 2.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 21282/512000 85128/2048000 ( 4.2%)
edges 11715/256000 46860/1024000 ( 4.6%)
LDR worldlights 48/8192 4800/819200 ( 0.6%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 329/32768 3290/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5679/65536 11358/131072 ( 8.7%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 1027620/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 53310/393216 (13.6%)
LDR ambient table 2208/65536 8832/262144 ( 3.4%)
HDR ambient table 2208/65536 8832/262144 ( 3.4%)
LDR leaf ambient 6788/65536 190064/1835008 (10.4%)
HDR leaf ambient 2208/65536 61824/1835008 ( 3.4%)
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] 1/850 ( 0.1%)
pakfile [variable] 180959/0 ( 0.0%)
physics [variable] 159607/4194304 ( 3.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 8892
Writing d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\mcdonalds-mds_d.bsp
28 seconds elapsed
***VPK: FastFindFile Attempting to use full path with VPK file!
File: d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\mcdonalds-mds_d.rad
Valve Software - vrad.exe SSE (Jun 22 2009)

  Valve Radiosity Simulator    

4 threads
[Reading texlights from ‘lights.rad’]
[2 texlights parsed from ‘lights.rad’]

Loading d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\mcdonalds-mds_d.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (1.39 seconds)
3076 faces
17 degenerate faces
122186 square feet [17594856.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
48 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (12)
Build Patch/Sample Hash Table(s)…Done<0.0141 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (6)
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 (9)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 39/1024 1872/49152 ( 3.8%)
brushes 401/8192 4812/98304 ( 4.9%)
brushsides 3359/65536 26872/524288 ( 5.1%)
planes 3678/65536 73560/1310720 ( 5.6%)
vertexes 4847/65536 58164/786432 ( 7.4%)
nodes 2168/65536 69376/2097152 ( 3.3%)
texinfos 785/12288 56520/884736 ( 6.4%)
texdata 53/2048 1696/65536 ( 2.6%)
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 3076/65536 172256/3670016 ( 4.7%)
hdr faces 3076/65536 172256/3670016 ( 4.7%)
origfaces 1542/65536 86352/3670016 ( 2.4%)
leaves 2208/65536 70656/2097152 ( 3.4%)
leaffaces 3748/65536 7496/131072 ( 5.7%)
leafbrushes 1357/65536 2714/131072 ( 2.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 21282/512000 85128/2048000 ( 4.2%)
edges 11715/256000 46860/1024000 ( 4.6%)
LDR worldlights 48/8192 4800/819200 ( 0.6%)
HDR worldlights 48/8192 4800/819200 ( 0.6%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 329/32768 3290/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5679/65536 11358/131072 ( 8.7%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 1027620/0 ( 0.0%)
HDR lightdata [variable] 1027620/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 53310/393216 (13.6%)
LDR ambient table 2208/65536 8832/262144 ( 3.4%)
HDR ambient table 2208/65536 8832/262144 ( 3.4%)
LDR leaf ambient 6788/65536 190064/1835008 (10.4%)
HDR leaf ambient 6698/65536 187544/1835008 (10.2%)
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] 1/850 ( 0.1%)
pakfile [variable] 180959/0 ( 0.0%)
physics [variable] 159607/4194304 ( 3.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 8892
Writing d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\mcdonalds-mds_d.bsp
28 seconds elapsed
***VPK: FastFindFile Attempting to use full path with VPK file!
File: d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\mcdonalds-mds_d.rad

** Executing…
** Command: Copy File
** Parameters: “D:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\mcdonalds-mds_d.bsp” “d:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\mcdonalds-mds_d.bsp”

** Executing…
** Command: “d:\program files\steam\steamapps\common\left 4 dead\left4dead.exe”
** Parameters: -game “d:\program files\steam\steamapps\common\left 4 dead\left4dead” -console -dev +sv_lan 1 +map “mcdonalds-mds_d”

rename it then compile it.

Rename what, the bsp or the vmf? If I rename the bsp I will get a file not found error, and if I rename the vmf I will get a file not found error too because the corresponding bsp is missing.

the vmf

Done, I get the file not found thing when it wants to copy the bsp from the sdk_content folder to the l4d maps folder.

open the renamed VMF and then compile it.

Overlay touching too many faces (touching 85, max 64)
Overlay decals/decalstreet005a at 1285.0 -2430.0 -438.9

i cant help you now.


material "concrete/concretewall013a" not found.
Material not found!: CONCRETE/CONCRETEWALL013A
material "de_piranesi/marblefloor04" not found.
Material not found!: DE_PIRANESI/MARBLEFLOOR04
material "props/metalfreezerstainless01a" not found.
Material not found!: PROPS/METALFREEZERSTAINLESS01A
material "metal/metalroof003a" not found.
Material not found!: METAL/METALROOF003A
material "brick/brickwall045f" not found.
Material not found!: BRICK/BRICKWALL045F
material "concrete/concretefloor011a_c17" not found.
Material not found!: CONCRETE/CONCRETEFLOOR011A_C17
material "cs_havana/glassfluorescentlighton01" not found.
Material not found!: CS_HAVANA/GLASSFLUORESCENTLIGHTON01
material "cs_italy/wallpaper1" not found.
Material not found!: CS_ITALY/WALLPAPER1
material "props/metalstainless01" not found.
Material not found!: PROPS/METALSTAINLESS01
material "cs_havana/metalfluorescentsides01" not found.
Material not found!: CS_HAVANA/METALFLUORESCENTSIDES01
material "de_prodigy/metal02" not found.
Material not found!: DE_PRODIGY/METAL02
material "mcdonalds/1" not found.
Material not found!: MCDONALDS/1
material "mcdonalds/2" not found.
Material not found!: MCDONALDS/2
material "effects/tvscreen_noise001a" not found.
Material not found!: EFFECTS/TVSCREEN_NOISE001A
material "props/acousticceiling002a" not found.
Material not found!: PROPS/ACOUSTICCEILING002A
material "mcdonalds/happymeal" not found.
Material not found!: MCDONALDS/HAPPYMEAL

for that error, try restarting steam.
it bugs me alot, but i just restart steam and its gone.

Fuck yes, your awesome!

I got this problem on another map too (which I had to leave incomplete because I couldn’t find a solution), so I tought it was nothing related to what’s in my map.

Thanks a lot again!

Why are you not running VVIS?

It takes a shitload of time, idk why

[editline]10:32PM[/editline]

I still have a question tho. Why is my func precipitation (with l4d type rain) not showing? Are there any rules I must follow to apply it? I heard it must be at the right distance from something, but I don’t remember more.
Can someone remember me or show me a guide/tutorial about it?

If VIS is taking longer than 30s, you didn’t build your map right.

http://www.interlopers.net/errors
You can paste whole compile logs there, and they can be checked for errors. I had the same problem once, when I had tied a displacement to an entity.

In this case:

Also, YOU MUST RUN VVIS. It takes a lot of time because you haven’t tried using optimisation techniques, for instance things like **all brushes that are not walls, floors or ceiling **(not the ground, sky, or main building parts) should be func_detail entities.

I know it’s long and boring, but reading this description of map optimisation is well, well worth it.

Or you’re compiling a really big map with an old computer, like me.

This isn’t correct. To determine what and what doesn’t need to be func_detailed, you need to look at the leaves. Less leaves in the map isn’t always better, you have to balance the leaves with how many leaves can see how many other leaves in the level. It takes time to understand how this works, but once you do, your maps will take no time at all to compile.

Old computers aren’t an excuse for long compile times, unless it’s a really old machine like a Pentium 200.

I kinda gave the simple straight-forward version there >.> I do know how it all works, it’s just that I don’t want to overcomplicate things for people who are new to the subject. I have a Pentium M single-core 1.95 GHz processor on a DELL laptop from 2003. I’m not perfect at balancing visleaves yet, but I’ve had my fair share of times when there were too few and times when there were too many.

Ok, I’ve fixed the thing making all the tables, internal walls and stuff func_details

anyway now when I run it the rain shows, but I don’t see the splashes.
Are there any rules that apply to l4d rain to make it be the right way? Like distance from stuff, what it shoule be touching … ?

30s may be an exaggeration for some maps…

Ok that problem is fixed, thank you, but now I got another problem: fire and rain splashes (rain itself is showing, splashes aren’t) aren’t there…

I added a env_fog_controller but nothing…

Do I have to add something more than the fog controller? What settings does it need to make sure it will work?

Here is the compile log, I read it but couldn’t find anything, I also tried the error checker module but it gave no results.

** Executing…
** Command: “d:\program files\steam\steamapps\common\left 4 dead\bin\vbsp.exe”
** Parameters: -game “d:\program files\steam\steamapps\common\left 4 dead\left4dead” “D:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\l4d_sv_mcd”

Valve Software - vbsp.exe (Jun 22 2009)
4 threads
materialPath: d:\program files\steam\steamapps\common\left 4 dead\left4dead\materials
Loading D:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\l4d_sv_mcd.vmf
material “concrete/concretewall013a” not found.
Material not found!: CONCRETE/CONCRETEWALL013A
material “de_piranesi/marblefloor04” not found.
Material not found!: DE_PIRANESI/MARBLEFLOOR04
material “metal/metalroof003a” not found.
Material not found!: METAL/METALROOF003A
material “brick/brickwall045f” not found.
Material not found!: BRICK/BRICKWALL045F
material “concrete/concretefloor011a_c17” not found.
Material not found!: CONCRETE/CONCRETEFLOOR011A_C17
material “cs_italy/wallpaper1” not found.
Material not found!: CS_ITALY/WALLPAPER1
material “cs_havana/glassfluorescentlighton01” not found.
Material not found!: CS_HAVANA/GLASSFLUORESCENTLIGHTON01
material “cs_havana/metalfluorescentsides01” not found.
Material not found!: CS_HAVANA/METALFLUORESCENTSIDES01
material “mcdonalds/1” not found.
Material not found!: MCDONALDS/1
material “mcdonalds/2” not found.
Material not found!: MCDONALDS/2
material “effects/tvscreen_noise001a” not found.
Material not found!: EFFECTS/TVSCREEN_NOISE001A
material “props/acousticceiling002a” not found.
Material not found!: PROPS/ACOUSTICCEILING002A
material “mcdonalds/happymeal” not found.
Material not found!: MCDONALDS/HAPPYMEAL
material “props/metalfreezerstainless01a” not found.
Material not found!: PROPS/METALFREEZERSTAINLESS01A
material “props/metalstainless01” not found.
Material not found!: PROPS/METALSTAINLESS01
Patching WVT material: maps/l4d_sv_mcd/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 (0)
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 338 detail faces…done (0)
Merging details…done (1)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing D:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\l4d_sv_mcd.prt…Building visibility clusters…
done (0)
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) (162124 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 1456 texinfos to 773
Reduced 84 texdatas to 56 (2587 bytes to 1938)
Writing D:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\l4d_sv_mcd.bsp
2 seconds elapsed

** Executing…
** Command: “d:\program files\steam\steamapps\common\left 4 dead\bin\vvis.exe”
** Parameters: -game “d:\program files\steam\steamapps\common\left 4 dead\left4dead” “D:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\l4d_sv_mcd”

Valve Software - vvis.exe (Jun 22 2009)
4 threads
reading d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\l4d_sv_mcd.bsp
reading d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\l4d_sv_mcd.prt
421 portalclusters
1376 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 (77)
Optimized: 658 visible clusters (0.00%)
Total clusters visible: 83873
Average clusters visible: 199
Building PAS…
Average clusters audible: 418
visdatasize:46493 compressed from 47152
writing d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\l4d_sv_mcd.bsp
1 minute, 17 seconds elapsed

** Executing…
** Command: “d:\program files\steam\steamapps\common\left 4 dead\bin\vrad.exe”
** Parameters: -both -game “d:\program files\steam\steamapps\common\left 4 dead\left4dead” “D:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\l4d_sv_mcd”

Valve Software - vrad.exe SSE (Jun 22 2009)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[2 texlights parsed from ‘lights.rad’]

Loading d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\l4d_sv_mcd.bsp
Setting up ray-trace acceleration structure… Done (2.19 seconds)
2538 faces
1 degenerate faces
304895 square feet [43904976.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2537 patches before subdivision
14509 patches after subdivision
sun extent from map=0.087156
48 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (15)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (9)
transfers 1409161, max 595
transfer lists: 10.8 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(122908, 111774, 92817)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(46034, 38440, 29373)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(20218, 15559, 10980)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(9226, 6491, 4147)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(4313, 2784, 1622)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #6 added RGB(2025, 1191, 626)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(960, 516, 247)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(456, 224, 96)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(218, 98, 38)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #10 added RGB(105, 43, 15)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #11 added RGB(50, 19, 6)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #12 added RGB(24, 8, 2)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #13 added RGB(12, 4, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #14 added RGB(6, 2, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #15 added RGB(3, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #16 added RGB(1, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0231 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (8)
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 (9)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 35/1024 1680/49152 ( 3.4%)
brushes 405/8192 4860/98304 ( 4.9%)
brushsides 3569/65536 28552/524288 ( 5.4%)
planes 4250/65536 85000/1310720 ( 6.5%)
vertexes 4130/65536 49560/786432 ( 6.3%)
nodes 1123/65536 35936/2097152 ( 1.7%)
texinfos 773/12288 55656/884736 ( 6.3%)
texdata 56/2048 1792/65536 ( 2.7%)
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 2538/65536 142128/3670016 ( 3.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1594/65536 89264/3670016 ( 2.4%)
leaves 1159/65536 37088/2097152 ( 1.8%)
leaffaces 3543/65536 7086/131072 ( 5.4%)
leafbrushes 1034/65536 2068/131072 ( 1.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 18689/512000 74756/2048000 ( 3.7%)
edges 10777/256000 43108/1024000 ( 4.2%)
LDR worldlights 48/8192 4800/819200 ( 0.6%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 308/32768 3080/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5136/65536 10272/131072 ( 7.8%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 1292820/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 46493/16777216 ( 0.3%)
entdata [variable] 60140/393216 (15.3%)
LDR ambient table 1159/65536 4636/262144 ( 1.8%)
HDR ambient table 1159/65536 4636/262144 ( 1.8%)
LDR leaf ambient 3514/65536 98392/1835008 ( 5.4%)
HDR leaf ambient 1159/65536 32452/1835008 ( 1.8%)
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] 1/2062 ( 0.0%)
pakfile [variable] 181832/0 ( 0.0%)
physics [variable] 162124/4194304 ( 3.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7163
Writing d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\l4d_sv_mcd.bsp
45 seconds elapsed
***VPK: FastFindFile Attempting to use full path with VPK file!
File: d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\l4d_sv_mcd.rad
Valve Software - vrad.exe SSE (Jun 22 2009)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[2 texlights parsed from ‘lights.rad’]

Loading d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\l4d_sv_mcd.bsp
Setting up ray-trace acceleration structure… Done (2.07 seconds)
2538 faces
1 degenerate faces
304895 square feet [43904976.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2537 patches before subdivision
14509 patches after subdivision
sun extent from map=0.087156
48 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (13)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (9)
transfers 1409161, max 595
transfer lists: 10.8 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(61528, 56136, 46871)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(23036, 19249, 14727)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(10117, 7788, 5499)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(4617, 3249, 2077)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(2158, 1393, 812)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(1013, 596, 314)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #7 added RGB(481, 259, 124)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(228, 112, 48)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(109, 49, 19)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #10 added RGB(52, 21, 8)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #11 added RGB(25, 9, 3)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #12 added RGB(12, 4, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #13 added RGB(6, 2, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #14 added RGB(3, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #15 added RGB(1, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0230 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (7)
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 (9)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 35/1024 1680/49152 ( 3.4%)
brushes 405/8192 4860/98304 ( 4.9%)
brushsides 3569/65536 28552/524288 ( 5.4%)
planes 4250/65536 85000/1310720 ( 6.5%)
vertexes 4130/65536 49560/786432 ( 6.3%)
nodes 1123/65536 35936/2097152 ( 1.7%)
texinfos 773/12288 55656/884736 ( 6.3%)
texdata 56/2048 1792/65536 ( 2.7%)
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 2538/65536 142128/3670016 ( 3.9%)
hdr faces 2538/65536 142128/3670016 ( 3.9%)
origfaces 1594/65536 89264/3670016 ( 2.4%)
leaves 1159/65536 37088/2097152 ( 1.8%)
leaffaces 3543/65536 7086/131072 ( 5.4%)
leafbrushes 1034/65536 2068/131072 ( 1.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 18689/512000 74756/2048000 ( 3.7%)
edges 10777/256000 43108/1024000 ( 4.2%)
LDR worldlights 48/8192 4800/819200 ( 0.6%)
HDR worldlights 48/8192 4800/819200 ( 0.6%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 308/32768 3080/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5136/65536 10272/131072 ( 7.8%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 1292820/0 ( 0.0%)
HDR lightdata [variable] 1292820/0 ( 0.0%)
visdata [variable] 46493/16777216 ( 0.3%)
entdata [variable] 60140/393216 (15.3%)
LDR ambient table 1159/65536 4636/262144 ( 1.8%)
HDR ambient table 1159/65536 4636/262144 ( 1.8%)
LDR leaf ambient 3514/65536 98392/1835008 ( 5.4%)
HDR leaf ambient 3479/65536 97412/1835008 ( 5.3%)
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] 1/2062 ( 0.0%)
pakfile [variable] 181832/0 ( 0.0%)
physics [variable] 162124/4194304 ( 3.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7163
Writing d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\l4d_sv_mcd.bsp
42 seconds elapsed
***VPK: FastFindFile Attempting to use full path with VPK file!
File: d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\l4d_sv_mcd.rad

** Executing…
** Command: Copy File
** Parameters: “D:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\mcd\l4d_sv_mcd.bsp” “d:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_sv_mcd.bsp”

** Executing…
** Command: “d:\program files\steam\steamapps\common\left 4 dead\left4dead.exe”
** Parameters: -game “d:\program files\steam\steamapps\common\left 4 dead\left4dead” -console -dev +sv_lan 1 +map “l4d_sv_mcd”

No, it isn’t. On the Ep1 engine it would be in extremely rare circumstances, but not OB.