• My map compiles as fullbright despite no leaks or pointfile?
    9 replies, posted
I'm making a pretty sizable map, and just recently been getting some problems with compiling, mainly - It doesn't seem to run vrad all the way? Usually this only happens when you either run it with vrad off, or if you happen to have a leak in the map. But I have no pointfile, and my water seems perfectly fine. I'm pretty bad at deciphering these compile logs, maybe you can see something I don't? [CODE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Anonyma\Documents\mapdev\rp_thewall_b21.vmf" Valve Software - vbsp.exe (Oct 13 2015) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading C:\Users\Anonyma\Documents\mapdev\rp_thewall_b21.vmf Can't find surfaceprop antlionsand for material NATURE/BLENDSANDSAND008A, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_wall.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_wall.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_floor.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_floor.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/anonyma/frens/nowplaying.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/anonyma/frens/nowplaying.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/rp_thewall_b21/nature/blendprodasphaltgrass_wvt_patch Patching WVT material: maps/rp_thewall_b21/nature/blenddirtgrass006a_wvt_patch Patching WVT material: maps/rp_thewall_b21/nature/blendsandsand008a_wvt_patch fixing up env_cubemap materials on brush sides... KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/ANONYMA/FRENS/NOWPLAYING.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/ANONYMA/FRENS/NOWPLAYING.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/ANONYMA/FRENS/NOWPLAYING.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/ANONYMA/FRENS/NOWPLAYING.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... 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 (1) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9216.0 855.8 -277.6) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 160091: Processing areas...done (0) Building Faces...error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 416 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (3) writing C:\Users\Anonyma\Documents\mapdev\rp_thewall_b21.prt...Building visibility clusters... done (0) WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/assault*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/assault*.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... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (2) (7983739 bytes) Error! prop_static using model "models/props_junk/metalbucket01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_junk/metalbucket01a.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! 9...10 Compacting texture/material tables... Reduced 10625 texinfos to 4650 Reduced 674 texdatas to 563 (22361 bytes to 19102) Writing C:\Users\Anonyma\Documents\mapdev\rp_thewall_b21.bsp Wrote ZIP buffer, estimated size 514071, actual size 484779 31 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" -fast "C:\Users\Anonyma\Documents\mapdev\rp_thewall_b21" Valve Software - vvis.exe (Oct 13 2015) fastvis = true 4 threads reading c:\users\anonyma\documents\mapdev\rp_thewall_b21.bsp reading c:\users\anonyma\documents\mapdev\rp_thewall_b21.prt 7010 portalclusters 20408 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (30) Optimized: 1768237 visible clusters (4.08%) Total clusters visible: 43324732 Average clusters visible: 6180 Building PAS... Average clusters audible: 6977 visdatasize:12070974 compressed from 12337600 writing c:\users\anonyma\documents\mapdev\rp_thewall_b21.bsp 44 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" -noextra "C:\Users\Anonyma\Documents\mapdev\rp_thewall_b21" Valve Software - vrad.exe SSE (Oct 13 2015) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\anonyma\documents\mapdev\rp_thewall_b21.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (6.79 seconds) 38239 faces 10 degenerate faces 29955990 square feet [4313662464.00 square inches] 115 Displacements 5980975 Square Feet [861260480.00 Square Inches] 38229 patches before subdivision 1088051 patches after subdivision 66 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (240) BuildVisLeafs: 0...1...2...3...4...5...6...7...8. ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Anonyma\Documents\mapdev\rp_thewall_b21.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_thewall_b21.bsp" [/CODE]
[quote]findportalside: couldn't find a good match for which brush to assign to a portal near (9216.0 855.8 -277.6)[/quote] check around those coordinates for any leaky behavior or general fuckery. you might also want to look into optimizing a bit, if you haven't already.
Thanks fam. I really appreciate the help Edit: I was able to get it to fully compile on fast settings, only now the map crashes gmod on load. Here's the compile log now: [CODE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Anonyma\Documents\mapdev\rp_thewall_b21.vmf" Valve Software - vbsp.exe (Oct 13 2015) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading C:\Users\Anonyma\Documents\mapdev\rp_thewall_b21.vmf Can't find surfaceprop antlionsand for material NATURE/BLENDSANDSAND008A, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_wall.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_wall.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_floor.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_floor.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/anonyma/frens/nowplaying.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/anonyma/frens/nowplaying.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/rp_thewall_b21/nature/blendprodasphaltgrass_wvt_patch Patching WVT material: maps/rp_thewall_b21/nature/blenddirtgrass006a_wvt_patch Patching WVT material: maps/rp_thewall_b21/nature/blendsandsand008a_wvt_patch fixing up env_cubemap materials on brush sides... KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/ANONYMA/FRENS/NOWPLAYING.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/ANONYMA/FRENS/NOWPLAYING.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/ANONYMA/FRENS/NOWPLAYING.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/ANONYMA/FRENS/NOWPLAYING.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... 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 (1) Processing areas...done (0) Building Faces...error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 658 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (3) writing C:\Users\Anonyma\Documents\mapdev\rp_thewall_b21.prt...Building visibility clusters... done (0) WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/assault*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/assault*.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... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (2) (7984547 bytes) Error! prop_static using model "models/props_junk/metalbucket01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_junk/metalbucket01a.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8..Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! .9...10 Compacting texture/material tables... Reduced 10651 texinfos to 4737 Reduced 674 texdatas to 564 (22361 bytes to 19158) Writing C:\Users\Anonyma\Documents\mapdev\rp_thewall_b21.bsp Wrote ZIP buffer, estimated size 514071, actual size 484779 20 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" -fast "C:\Users\Anonyma\Documents\mapdev\rp_thewall_b21" Valve Software - vvis.exe (Oct 13 2015) fastvis = true 4 threads reading c:\users\anonyma\documents\mapdev\rp_thewall_b21.bsp reading c:\users\anonyma\documents\mapdev\rp_thewall_b21.prt 6364 portalclusters 18448 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (23) Optimized: 1237573 visible clusters (3.41%) Total clusters visible: 36322078 Average clusters visible: 5707 Building PAS... Average clusters audible: 6331 visdatasize:9985618 compressed from 10182400 writing c:\users\anonyma\documents\mapdev\rp_thewall_b21.bsp 34 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" -noextra "C:\Users\Anonyma\Documents\mapdev\rp_thewall_b21" Valve Software - vrad.exe SSE (Oct 13 2015) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\anonyma\documents\mapdev\rp_thewall_b21.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (6.41 seconds) 29076 faces 13 degenerate faces 30039658 square feet [4325710848.00 square inches] 115 Displacements 5980975 Square Feet [861260480.00 Square Inches] 29063 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch 367845 patches after subdivision 66 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (67) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (624) transfers 108130105, max 6947 transfer lists: 825.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(4171784, 3698808, 1683035) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(511614, 457907, 227922) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(187904, 157621, 63916) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(30834, 29833, 16455) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(14758, 13338, 6329) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(3582, 3911, 2311) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(1649, 1724, 944) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(533, 643, 382) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(232, 277, 159) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(87, 114, 66) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(37, 49, 28) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(15, 21, 12) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(6, 9, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(3, 4, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #15 added RGB(1, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #16 added RGB(0, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.2855 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (66) 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 (128) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 212/1024 10176/49152 (20.7%) brushes 4535/8192 54420/98304 (55.4%) brushsides 47540/65536 380320/524288 (72.5%) planes 43466/65536 869320/1310720 (66.3%) vertexes 40947/65536 491364/786432 (62.5%) nodes 14898/65536 476736/2097152 (22.7%) texinfos 4737/12288 341064/884736 (38.5%) texdata 564/2048 18048/65536 (27.5%) dispinfos 115/0 20240/0 ( 0.0%) disp_verts 31083/0 621660/0 ( 0.0%) disp_tris 54944/0 109888/0 ( 0.0%) disp_lmsamples 230796/0 230796/0 ( 0.0%) faces 29076/65536 1628256/3670016 (44.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 16492/65536 923552/3670016 (25.2%) leaves 15111/65536 483552/2097152 (23.1%) leaffaces 38435/65536 76870/131072 (58.6%) leafbrushes 13950/65536 27900/131072 (21.3%) areas 6/256 48/2048 ( 2.3%) surfedges 202408/512000 809632/2048000 (39.5%) edges 118977/256000 475908/1024000 (46.5%) LDR worldlights 66/8192 5808/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 4/32768 48/393216 ( 0.0%) waterstrips 2110/32768 21100/327680 ( 6.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 37245/65536 74490/131072 (56.8%) cubemapsamples 4/1024 64/16384 ( 0.4%) overlays 5/512 1760/180224 ( 1.0%) LDR lightdata [variable] 21352272/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 9985618/16777216 (59.5%) entdata [variable] 238947/393216 (60.8%) LDR ambient table 15111/65536 60444/262144 (23.1%) HDR ambient table 15111/65536 60444/262144 (23.1%) LDR leaf ambient 81685/65536 2287180/1835008 (124.6%) VERY FULL! HDR leaf ambient 15111/65536 423108/1835008 (23.1%) 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] 1/37264 ( 0.0%) pakfile [variable] 484779/0 ( 0.0%) physics [variable] 7984547/4194304 (190.4%) VERY FULL! physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 77592 Writing c:\users\anonyma\documents\mapdev\rp_thewall_b21.bsp 15 minutes, 11 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Anonyma\Documents\mapdev\rp_thewall_b21.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_thewall_b21.bsp" [/CODE]
[URL="http://static.socialitelife.com/uploads/2010/07/gavin-henson-nude-07192010-02-516x675.jpg"]engine hunk[/URL] overflow? [quote]WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. [/quote] This is a problem I get the impression that you're making a very large open map with lots of high power displacements. You'll need to lower the lightmap res and lower the power of the displacements - probably (make a backup of your vmf first obv)
Ah, I had a friend who had a map composed of roughly 30 square displacements once. I figured that was a thing you could do. [img]http://i.imgur.com/QGi6Zat.png[/img] So I should set these from power 4 to power 3? The lightmap scale is already set to 200... Okay. Cut it down significantly. added some more hint brushes, made the giant floor beneath the map into a nodraw texture, and here we go. [img]http://i.imgur.com/Y0nByrQ.png[/img] And yet it STILL crashes garry's mod during map load. What the hell. [CODE]** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Anonyma\Documents\mapdev\rp_maga_b1.vmf" Valve Software - vbsp.exe (Oct 13 2015) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading C:\Users\Anonyma\Documents\mapdev\rp_maga_b1.vmf Can't find surfaceprop antlionsand for material NATURE/BLENDSANDSAND008A, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_wall.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_wall.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_floor.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_floor.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/anonyma/frens/nowplaying.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/anonyma/frens/nowplaying.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/rp_maga_b1/nature/blendprodasphaltgrass_wvt_patch Patching WVT material: maps/rp_maga_b1/nature/blenddirtgrass006a_wvt_patch Patching WVT material: maps/rp_maga_b1/nature/blendsandsand008a_wvt_patch Patching WVT material: maps/rp_maga_b1/nature/blendsandrock004a_wvt_patch fixing up env_cubemap materials on brush sides... KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/ANONYMA/FRENS/NOWPLAYING.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/ANONYMA/FRENS/NOWPLAYING.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/ANONYMA/FRENS/NOWPLAYING.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/ANONYMA/FRENS/NOWPLAYING.vmt UnlitGeneric, (*Proxies*), (*TextureScroll*), Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) Processing areas...done (0) Building Faces...error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 658 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (4) writing C:\Users\Anonyma\Documents\mapdev\rp_maga_b1.prt...Building visibility clusters... done (1) WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/assault*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/assault*.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... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (3) (3535134 bytes) Error! prop_static using model "models/props_junk/metalbucket01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_junk/metalbucket01a.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8.Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! ..9...10 Compacting texture/material tables... Reduced 10670 texinfos to 4746 Reduced 675 texdatas to 564 (21576 bytes to 18436) Writing C:\Users\Anonyma\Documents\mapdev\rp_maga_b1.bsp Wrote ZIP buffer, estimated size 512057, actual size 482631 27 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" -fast "C:\Users\Anonyma\Documents\mapdev\rp_maga_b1" Valve Software - vvis.exe (Oct 13 2015) fastvis = true 4 threads reading c:\users\anonyma\documents\mapdev\rp_maga_b1.bsp reading c:\users\anonyma\documents\mapdev\rp_maga_b1.prt 6811 portalclusters 19271 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (49) Optimized: 1870017 visible clusters (4.68%) Total clusters visible: 39988627 Average clusters visible: 5871 Building PAS... Average clusters audible: 6778 visdatasize:11442392 compressed from 11660432 writing c:\users\anonyma\documents\mapdev\rp_maga_b1.bsp 1 minute, 9 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" -noextra "C:\Users\Anonyma\Documents\mapdev\rp_maga_b1" Valve Software - vrad.exe SSE (Oct 13 2015) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\anonyma\documents\mapdev\rp_maga_b1.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (8.16 seconds) 27903 faces 13 degenerate faces 27581308 square feet [3971708416.00 square inches] 38 Displacements 1625151 Square Feet [234021744.00 Square Inches] 27890 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch 294952 patches after subdivision 66 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (71) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (540) transfers 83314597, max 7020 transfer lists: 635.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(3474887, 3073918, 1380388) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(384198, 353001, 184274) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #3 added RGB(167402, 141877, 58513) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(27816, 27620, 15713) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(14012, 12822, 6191) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #6 added RGB(3463, 3829, 2287) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(1611, 1700, 938) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(525, 637, 381) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(229, 276, 159) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(86, 113, 66) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(37, 49, 28) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(15, 21, 12) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(6, 9, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(3, 4, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #15 added RGB(1, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #16 added RGB(0, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.2128 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (68) 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 (277) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 212/1024 10176/49152 (20.7%) brushes 4535/8192 54420/98304 (55.4%) brushsides 47540/65536 380320/524288 (72.5%) planes 43454/65536 869080/1310720 (66.3%) vertexes 41062/65536 492744/786432 (62.7%) nodes 15793/65536 505376/2097152 (24.1%) texinfos 4746/12288 341712/884736 (38.6%) texdata 564/2048 18048/65536 (27.5%) dispinfos 38/0 6688/0 ( 0.0%) disp_verts 8830/0 176600/0 ( 0.0%) disp_tris 15520/0 31040/0 ( 0.0%) disp_lmsamples 141054/0 141054/0 ( 0.0%) faces 27903/65536 1562568/3670016 (42.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 16413/65536 919128/3670016 (25.0%) leaves 16006/65536 512192/2097152 (24.4%) leaffaces 37220/65536 74440/131072 (56.8%) leafbrushes 14399/65536 28798/131072 (22.0%) areas 6/256 48/2048 ( 2.3%) surfedges 196708/512000 786832/2048000 (38.4%) edges 116381/256000 465524/1024000 (45.5%) LDR worldlights 66/8192 5808/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 4/32768 48/393216 ( 0.0%) waterstrips 2082/32768 20820/327680 ( 6.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 36777/65536 73554/131072 (56.1%) cubemapsamples 4/1024 64/16384 ( 0.4%) overlays 5/512 1760/180224 ( 1.0%) LDR lightdata [variable] 15460052/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 11442392/16777216 (68.2%) entdata [variable] 238947/393216 (60.8%) LDR ambient table 16006/65536 64024/262144 (24.4%) HDR ambient table 16006/65536 64024/262144 (24.4%) LDR leaf ambient 90050/65536 2521400/1835008 (137.4%) VERY FULL! HDR leaf ambient 16006/65536 448168/1835008 (24.4%) 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] 1/37264 ( 0.0%) pakfile [variable] 482631/0 ( 0.0%) physics [variable] 3535134/4194304 (84.3%) VERY FULL! physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 74554 Writing c:\users\anonyma\documents\mapdev\rp_maga_b1.bsp 16 minutes, 26 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Anonyma\Documents\mapdev\rp_maga_b1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_maga_b1.bsp"[/CODE]
So I put your log through [URL="http://www.interlopers.net/errors/"]the error checker[/URL] And it suggests you have a few broken materials along with possibly an invalid brush Have you tried the alt+p in hammer to check for the brush. What is the error you see when you run it in gmod? Is it engine hunk overflow? Also your log still seems to be using power of 4 displacements? If you cut them up (so 1 displacement into 4) and lower them to power of 3 you will have same "detail" terrain without having the buggy p4 displacements.
EDIT: Fixed the textures. Will report on whether the map works after I get home from work. I don't have too much faith that it'll run, though. EDIT EDIT: NOPE. IT STILL CRASHES [QUOTE=mdeceiver79;52366155]What is the error you see when you run it in gmod? Is it engine hunk overflow?[/QUOTE] Nothing. it just kills the process: no error shows, it just vanishes. [CODE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Anonyma\Documents\mapdev\rp_maga_b3.vmf" Valve Software - vbsp.exe (Jun 14 2017) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading C:\Users\Anonyma\Documents\mapdev\rp_maga_b3.vmf Can't find surfaceprop antlionsand for material NATURE/BLENDSANDSAND008A, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/rp_maga_b3/nature/blendprodasphaltgrass_wvt_patch Patching WVT material: maps/rp_maga_b3/nature/blenddirtgrass006a_wvt_patch Patching WVT material: maps/rp_maga_b3/nature/blendsandsand008a_wvt_patch Patching WVT material: maps/rp_maga_b3/nature/blendsandrock004a_wvt_patch fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... 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 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 658 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (3) writing C:\Users\Anonyma\Documents\mapdev\rp_maga_b3.prt...Building visibility clusters... done (0) WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/assault*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/assault*.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 (2) (1777796 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8.Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! .Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! .9...10 Compacting texture/material tables... Reduced 10653 texinfos to 4741 Reduced 675 texdatas to 563 (21613 bytes to 18446) Writing C:\Users\Anonyma\Documents\mapdev\rp_maga_b3.bsp Wrote ZIP buffer, estimated size 512603, actual size 483043 18 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" -fast "C:\Users\Anonyma\Documents\mapdev\rp_maga_b3" Valve Software - vvis.exe (Jun 14 2017) fastvis = true 4 threads reading c:\users\anonyma\documents\mapdev\rp_maga_b3.bsp reading c:\users\anonyma\documents\mapdev\rp_maga_b3.prt 6811 portalclusters 19271 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (29) Optimized: 1870017 visible clusters (4.68%) Total clusters visible: 39988627 Average clusters visible: 5871 Building PAS... Average clusters audible: 6778 visdatasize:11442392 compressed from 11660432 writing c:\users\anonyma\documents\mapdev\rp_maga_b3.bsp 43 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" -noextra "C:\Users\Anonyma\Documents\mapdev\rp_maga_b3" Valve Software - vrad.exe SSE (Jun 14 2017) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\anonyma\documents\mapdev\rp_maga_b3.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (5.78 seconds) 27900 faces 13 degenerate faces 27581370 square feet [3971717120.00 square inches] 34 Displacements 1541575 Square Feet [221986896.00 Square Inches] 27887 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch 292955 patches after subdivision 66 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (53) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (408) transfers 83525435, max 7018 transfer lists: 637.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(3487638, 3084664, 1384105) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(377152, 347372, 182820) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(167986, 142402, 58742) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(27421, 27339, 15665) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(13960, 12794, 6193) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(3438, 3814, 2286) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(1602, 1695, 938) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(523, 637, 381) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(228, 275, 159) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(86, 113, 66) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(37, 49, 28) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(15, 21, 12) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(6, 9, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(3, 4, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #15 added RGB(1, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #16 added RGB(0, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.2278 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (62) 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 (156) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 211/1024 10128/49152 (20.6%) brushes 4534/8192 54408/98304 (55.3%) brushsides 47534/65536 380272/524288 (72.5%) planes 43452/65536 869040/1310720 (66.3%) vertexes 41042/65536 492504/786432 (62.6%) nodes 15787/65536 505184/2097152 (24.1%) texinfos 4741/12288 341352/884736 (38.6%) texdata 563/2048 18016/65536 (27.5%) dispinfos 34/0 5984/0 ( 0.0%) disp_verts 2474/0 49480/0 ( 0.0%) disp_tris 3872/0 7744/0 ( 0.0%) disp_lmsamples 33760/0 33760/0 ( 0.0%) faces 27900/65536 1562400/3670016 (42.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 16410/65536 918960/3670016 (25.0%) leaves 15999/65536 511968/2097152 (24.4%) leaffaces 37221/65536 74442/131072 (56.8%) leafbrushes 14398/65536 28796/131072 (22.0%) areas 6/256 48/2048 ( 2.3%) surfedges 196686/512000 786744/2048000 (38.4%) edges 116355/256000 465420/1024000 (45.5%) LDR worldlights 66/8192 5808/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 4/32768 48/393216 ( 0.0%) waterstrips 2082/32768 20820/327680 ( 6.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 36777/65536 73554/131072 (56.1%) cubemapsamples 4/1024 64/16384 ( 0.4%) overlays 5/512 1760/180224 ( 1.0%) LDR lightdata [variable] 15371964/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 11442392/16777216 (68.2%) entdata [variable] 238767/393216 (60.7%) LDR ambient table 15999/65536 63996/262144 (24.4%) HDR ambient table 15999/65536 63996/262144 (24.4%) LDR leaf ambient 90008/65536 2520224/1835008 (137.3%) VERY FULL! HDR leaf ambient 15999/65536 447972/1835008 (24.4%) 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] 1/37264 ( 0.0%) pakfile [variable] 483043/0 ( 0.0%) physics [variable] 1777796/4194304 (42.4%) physics terrain [variable] 8706/1048576 ( 0.8%) Level flags = 0 Total triangle count: 74550 Writing c:\users\anonyma\documents\mapdev\rp_maga_b3.bsp 11 minutes, 38 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Anonyma\Documents\mapdev\rp_maga_b3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_maga_b3.bsp" [/CODE]
Maybe look at this [media]https://youtu.be/hILEwPBqggg?t=1505[/media] Jump to 25:05 if it doesn't do it automatically. You also have a brush with no volume.
Looks like I have multiple brushes with no volume. Looks like that's the cause of my problems. otherwise the majority of my lightmaps are set to 200. Interlopers seems to claim it's a really hard thing to find, but doesn't tell me where to start. What do you suggest my friend? EDIT: just had a brilliant idea, I'm gonna use cordon states to find parts of the map that work EDIT EDIT: [B]was able to pinpoint the no volume nodes to a set of buildings, removed them and the error doesn't appear. It still crashes though...[/B] [CODE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Anonyma\Documents\mapdev\rp_maga_b4test3.vmf" Valve Software - vbsp.exe (Jun 14 2017) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading C:\Users\Anonyma\Documents\mapdev\rp_maga_b4test3.vmf Can't find surfaceprop antlionsand for material NATURE/BLENDSANDSAND008A, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/rp_maga_b4test3/nature/blenddirtgrass006a_wvt_patch Patching WVT material: maps/rp_maga_b4test3/nature/blendsandsand008a_wvt_patch Patching WVT material: maps/rp_maga_b4test3/nature/blendsandrock004a_wvt_patch fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... 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) Chop Details...done (0) Find Visible Detail Sides... Merged 520 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) writing C:\Users\Anonyma\Documents\mapdev\rp_maga_b4test3.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/assault*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/assault*.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 (2) (1418761 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8..Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! .9...10 Compacting texture/material tables... Reduced 7725 texinfos to 3453 Reduced 495 texdatas to 409 (15136 bytes to 12735) Writing C:\Users\Anonyma\Documents\mapdev\rp_maga_b4test3.bsp Wrote ZIP buffer, estimated size 303878, actual size 287718 16 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" -fast "C:\Users\Anonyma\Documents\mapdev\rp_maga_b4test3" Valve Software - vvis.exe (Jun 14 2017) fastvis = true 4 threads reading c:\users\anonyma\documents\mapdev\rp_maga_b4test3.bsp reading c:\users\anonyma\documents\mapdev\rp_maga_b4test3.prt 6493 portalclusters 18242 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (24) Optimized: 1256819 visible clusters (3.41%) Total clusters visible: 36835317 Average clusters visible: 5673 Building PAS... Average clusters audible: 6461 visdatasize:10394109 compressed from 10596576 writing c:\users\anonyma\documents\mapdev\rp_maga_b4test3.bsp 35 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" -noextra "C:\Users\Anonyma\Documents\mapdev\rp_maga_b4test3" Valve Software - vrad.exe SSE (Jun 14 2017) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\anonyma\documents\mapdev\rp_maga_b4test3.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (4.59 seconds) 22800 faces 11 degenerate faces 27313242 square feet [3933106688.00 square inches] 32 Displacements 1540047 Square Feet [221766848.00 Square Inches] 22789 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch 222769 patches after subdivision 26 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (35) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (262) transfers 63889165, max 5854 transfer lists: 487.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(2948613, 2552397, 1044206) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(235722, 199990, 86838) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(125181, 94871, 26331) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(11506, 8697, 2974) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(7725, 5163, 1066) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(935, 621, 174) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(583, 344, 61) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(107, 62, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(57, 30, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(15, 8, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(7, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(3, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1697 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (48) 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 (159) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 106/1024 5088/49152 (10.4%) brushes 3767/8192 45204/98304 (46.0%) brushsides 39026/65536 312208/524288 (59.5%) planes 31846/65536 636920/1310720 (48.6%) vertexes 32984/65536 395808/786432 (50.3%) nodes 14110/65536 451520/2097152 (21.5%) texinfos 3453/12288 248616/884736 (28.1%) texdata 409/2048 13088/65536 (20.0%) dispinfos 32/0 5632/0 ( 0.0%) disp_verts 2312/0 46240/0 ( 0.0%) disp_tris 3616/0 7232/0 ( 0.0%) disp_lmsamples 29880/0 29880/0 ( 0.0%) faces 22800/65536 1276800/3670016 (34.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 13116/65536 734496/3670016 (20.0%) leaves 14217/65536 454944/2097152 (21.7%) leaffaces 31148/65536 62296/131072 (47.5%) leafbrushes 13016/65536 26032/131072 (19.9%) areas 6/256 48/2048 ( 2.3%) surfedges 158627/512000 634508/2048000 (31.0%) edges 93889/256000 375556/1024000 (36.7%) LDR worldlights 26/8192 2288/720896 ( 0.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 3/32768 36/393216 ( 0.0%) waterstrips 1666/32768 16660/327680 ( 5.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 29679/65536 59358/131072 (45.3%) cubemapsamples 2/1024 32/16384 ( 0.2%) overlays 2/512 704/180224 ( 0.4%) LDR lightdata [variable] 10476112/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 10394109/16777216 (62.0%) entdata [variable] 122080/393216 (31.0%) LDR ambient table 14217/65536 56868/262144 (21.7%) HDR ambient table 14217/65536 56868/262144 (21.7%) LDR leaf ambient 85355/65536 2389940/1835008 (130.2%) VERY FULL! HDR leaf ambient 14217/65536 398076/1835008 (21.7%) 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] 1/28990 ( 0.0%) pakfile [variable] 287718/0 ( 0.0%) physics [variable] 1418761/4194304 (33.8%) physics terrain [variable] 8152/1048576 ( 0.8%) Level flags = 0 Total triangle count: 60623 Writing c:\users\anonyma\documents\mapdev\rp_maga_b4test3.bsp 8 minutes, 36 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Anonyma\Documents\mapdev\rp_maga_b4test3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_maga_b4test3.bsp" [/CODE]
Perhaps try using Compile Pal to make your compile, then see if any warning/error pops up there. If it does, it has a built-in error checker. To debug further, you can try hiding certain type of entity/brush and see which fixes it. My first suggestion would be to, just for a test, remove or hide all displacements and then compile without them. Next would be any light entities. [CODE]zero area child patch[/CODE] That I believe is the cause of all of your issues. Since it doesn't point to anything, see "check for problems" in Hammer, it's in one of the dropdown menus (forgot which one). It could point you to something wrong that would cause that and kill lighting or make lighting not compile into the BSP. [B]EDIT [/B] [I]ALT+P[/I] is the shortcut to the problem checker in Hammer, it should point you to an invalid brush face... or an invalid displacements, because anything weird that you're getting is related to displacements. You might want to check your HDR settings and change levels between 0 (LDR), 1 (HDR) and 2 (Full HDR) and see if it works on LDR or HDR, since I can see this: [CODE]LDR leaf ambient 85355/65536 2389940/1835008 (130.2%) VERY FULL![/CODE]
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