Block's dissapear

every time a make a new block (in my case a building)
so when i compile the it is gone plz help

In [noparse]




[/noparse] tags please.

I’ve been talking to about half of FP, and we’ve all agreed we would like the compile log.

Yes.
But I dont need a compile log to figure out that you (maybe, perhaps) hit the brush limit.

Ah! Ninja!

Best question ever.

You need to give us more information on your problem for us to be the shining gods that we are and fix it.

Or in most cases, Terrenteller to drop by and ninja us all with his elaborate, well-written, informative, helpful and link-filled solution.

:h:Terrenteller.

Ah! Automerge!

[editline]08:28PM[/editline]

Wut?

I think you need to save in order for changes to get compiled?

** Executing…
** Command: “c:\program files\steam\steamapps\zoro7789\sourcesdk\bin\ep1\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps\zoro7789\counter-strike source\cstrike” -onlyents “C:\Program Files\Steam\steamapps\zoro7789\sourcesdk_content\cstrike\mapsrc\gm_why”

Valve Software - vbsp.exe (Dec 11 2006)
onlyents = true
2 threads
materialPath: c:\program files\steam\steamapps\zoro7789\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\steamapps\zoro7789\sourcesdk_content\cstrike\mapsrc\gm_why.vmf
1 second elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\zoro7789\sourcesdk\bin\ep1\bin\vvis.exe”
** Parameters: -game “c:\program files\steam\steamapps\zoro7789\counter-strike source\cstrike” “C:\Program Files\Steam\steamapps\zoro7789\sourcesdk_content\cstrike\mapsrc\gm_why”

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\zoro7789\sourcesdk_content\cstrike\mapsrc\gm_why.bsp
reading c:\program files\steam\steamapps\zoro7789\sourcesdk_content\cstrike\mapsrc\gm_why.prt
LoadPortals: couldn’t read c:\program files\steam\steamapps\zoro7789\sourcesdk_content\cstrike\mapsrc\gm_why.prt

** Executing…
** Command: “c:\program files\steam\steamapps\zoro7789\sourcesdk\bin\ep1\bin\vrad.exe”
** Parameters: -game “c:\program files\steam\steamapps\zoro7789\counter-strike source\cstrike” “C:\Program Files\Steam\steamapps\zoro7789\sourcesdk_content\cstrike\mapsrc\gm_why”

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]

Loading c:\program files\steam\steamapps\zoro7789\sourcesdk_content\cstrike\mapsrc\gm_why.bsp
2538 faces
4 degenerate faces
284625 square feet [40986052.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2534 patches before subdivision
zero area child patch
21590 patches after subdivision
9 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (23)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (13)
transfers 1928811, max 881
transfer lists: 14.7 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(7921, 5449, 4148)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(1251, 555, 371)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #3 added RGB(383, 77, 47)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(175, 11, 7)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(107, 2, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(68, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #7 added RGB(47, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(32, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(23, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #10 added RGB(16, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #11 added RGB(11, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #12 added RGB(8, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #13 added RGB(6, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #14 added RGB(4, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #15 added RGB(3, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #17 added RGB(1, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #18 added RGB(1, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #19 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0135 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0…1…2…3…4…5…6…7…8…9…10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 197/8192 2364/98304 ( 2.4%)
brushsides 1337/65536 10696/524288 ( 2.0%)
planes 1114/65536 22280/1310720 ( 1.7%)
vertexes 4177/65536 50124/786432 ( 6.4%)
nodes 1317/65536 42144/2097152 ( 2.0%)
texinfos 152/12288 10944/884736 ( 1.2%)
texdata 18/2048 576/65536 ( 0.9%)
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 795/65536 44520/3670016 ( 1.2%)
leaves 1319/65536 42208/2097152 ( 2.0%)
leaffaces 2759/65536 5518/131072 ( 4.2%)
leafbrushes 909/65536 1818/131072 ( 1.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 15399/512000 61596/2048000 ( 3.0%)
edges 8217/256000 32868/1024000 ( 3.2%)
LDR worldlights 9/8192 792/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 169/32768 1690/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4671/65536 9342/131072 ( 7.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 617684/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 87295/16777216 ( 0.5%)
entdata [variable] 2436/393216 ( 0.6%)
LDR leaf ambient 1319/65536 31656/1572864 ( 2.0%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/1724 ( 0.1%)
pakfile [variable] 10106/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 73319/4194304 ( 1.7%)
==== Total Win32 BSP file data space used: 1304170 bytes ====

Total triangle count: 7146
Writing c:\program files\steam\steamapps\zoro7789\sourcesdk_content\cstrike\mapsrc\gm_why.bsp
41 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files\Steam\steamapps\zoro7789\sourcesdk_content\cstrike\mapsrc\gm_why.bsp” “c:\program files\steam\steamapps\zoro7789\counter-strike source\cstrike\maps\gm_why.bsp”

You’re running vbsp only for entities, the world geometry will not get updated. Make sure to run VBsp on normal.


** Executing...
** Command: "c:\program files\steam\steamapps\zoro7789\sourcesdk\bin\ep1\b in\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\zoro7789\counter-strike source\cstrike" -onlyents "C:\Program Files\Steam\steamapps\zoro7789\sourcesdk_content\c strike\mapsrc\gm_why"

Valve Software - vbsp.exe (Dec 11 2006)
onlyents = true
2 threads
materialPath: c:\program files\steam\steamapps\zoro7789\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\steamapps\zoro7789\sourcesdk_content\c strike\mapsrc\gm_why.vmf
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\zoro7789\sourcesdk\bin\ep1\b in\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\zoro7789\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\zoro7789\sourcesdk_content\c strike\mapsrc\gm_why"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\zoro7789\sourcesdk_content\c strike\mapsrc\gm_why.bsp
reading c:\program files\steam\steamapps\zoro7789\sourcesdk_content\c strike\mapsrc\gm_why.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\zoro7789\sourcesdk_content\c strike\mapsrc\gm_why.prt


** Executing...
** Command: "c:\program files\steam\steamapps\zoro7789\sourcesdk\bin\ep1\b in\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\zoro7789\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\zoro7789\sourcesdk_content\c strike\mapsrc\gm_why"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\zoro7789\sourcesdk_content\c strike\mapsrc\gm_why.bsp
2538 faces
4 degenerate faces
284625 square feet [40986052.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2534 patches before subdivision
zero area child patch
21590 patches after subdivision
9 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (23)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 1928811, max 881
transfer lists: 14.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(7921, 5449, 4148)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1251, 555, 371)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(383, 77, 47)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(175, 11, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(107, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(68, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(47, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(32, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(23, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(16, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(11, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0135 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness 
------------ --------------- --------------- -------- 
models 1/1024 48/49152 ( 0.1%) 
brushes 197/8192 2364/98304 ( 2.4%) 
brushsides 1337/65536 10696/524288 ( 2.0%) 
planes 1114/65536 22280/1310720 ( 1.7%) 
vertexes 4177/65536 50124/786432 ( 6.4%) 
nodes 1317/65536 42144/2097152 ( 2.0%) 
texinfos 152/12288 10944/884736 ( 1.2%) 
texdata 18/2048 576/65536 ( 0.9%) 
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 795/65536 44520/3670016 ( 1.2%) 
leaves 1319/65536 42208/2097152 ( 2.0%) 
leaffaces 2759/65536 5518/131072 ( 4.2%) 
leafbrushes 909/65536 1818/131072 ( 1.4%) 
areas 2/256 16/2048 ( 0.8%) 
surfedges 15399/512000 61596/2048000 ( 3.0%) 
edges 8217/256000 32868/1024000 ( 3.2%) 
LDR worldlights 9/8192 792/720896 ( 0.1%) 
HDR worldlights 0/8192 0/720896 ( 0.0%) 
waterstrips 169/32768 1690/327680 ( 0.5%) 
waterverts 0/65536 0/786432 ( 0.0%) 
waterindices 4671/65536 9342/131072 ( 7.1%) 
cubemapsamples 0/1024 0/16384 ( 0.0%) 
overlays 0/512 0/180224 ( 0.0%) 
LDR lightdata [variable] 617684/0 ( 0.0%) 
HDR lightdata [variable] 0/0 ( 0.0%) 
visdata [variable] 87295/16777216 ( 0.5%) 
entdata [variable] 2436/393216 ( 0.6%) 
LDR leaf ambient 1319/65536 31656/1572864 ( 2.0%) 
HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 
occluders 0/0 0/0 ( 0.0%) 
occluder polygons 0/0 0/0 ( 0.0%) 
occluder vert ind 0/0 0/0 ( 0.0%) 
detail props [variable] 1/12 ( 8.3%) 
static props [variable] 1/1724 ( 0.1%) 
pakfile [variable] 10106/0 ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics [variable] 73319/4194304 ( 1.7%) 
==== Total Win32 BSP file data space used: 1304170 bytes ====

Total triangle count: 7146
Writing c:\program files\steam\steamapps\zoro7789\sourcesdk_content\c strike\mapsrc\gm_why.bsp
41 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\zoro7789\sourcesdk_content\c strike\mapsrc\gm_why.bsp" "c:\program files\steam\steamapps\zoro7789\counter-strike source\cstrike\maps\gm_why.bsp"

…Looks nicer.

now all my prop’s are shiny

Cubemaps

and my infodecals have there own background,

What?

[editline]04:01PM[/editline]

Post another compile log.

Reading fail. Come on man, I’m trying to preempt this, and you aren’t helping.

i will post picture

[noparse][/noparse]

Just in case.

Not that he’ll even read it. :v:

I was thinking the same thing. :v:

the cubemap helps, thx guys