.bsp file not updating when compiled

I’ve recently had a problem with hammer and a css map which I am working on. The .bsp doesn’t seem to be updating when it is being compiled so I am only able to test a previous version of the map in-game.

Compile log (settings all on normal):



** 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:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\content\cstrike\mapsrc\de_project.vmf"

Valve Software - vbsp.exe (Aug 30 2013)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\content\cstrike\mapsrc\de_project.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/de_project/de_nuke/nukblenddirtgrassb_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 58 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\content\cstrike\mapsrc\de_project.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/office*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/office*.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 (1) (650683 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 758 texinfos to 448
Reduced 79 texdatas to 74 (1732 bytes to 1570)
Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\content\cstrike\mapsrc\de_project.bsp
3 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" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\content\cstrike\mapsrc\de_project"

Valve Software - vvis.exe (Aug 27 2013)
4 threads
reading c:\program files (x86)\steam\steamapps\common\counter-strike source\content\cstrike\mapsrc\de_project.bsp
reading c:\program files (x86)\steam\steamapps\common\counter-strike source\content\cstrike\mapsrc\de_project.prt
1919 portalclusters
5605 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (883)
Optimized: 5868 visible clusters (1.02%)
Total clusters visible: 575165
Average clusters visible: 299
Building PAS...
Average clusters audible: 1561
visdatasize:709138  compressed from 921120
writing c:\program files (x86)\steam\steamapps\common\counter-strike source\content\cstrike\mapsrc\de_project.bsp
14 minutes, 45 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\content\cstrike\mapsrc\de_project"

Valve Software - vrad.exe SSE (Sep 16 2013)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\counter-strike source\content\cstrike\mapsrc\de_project.bsp
Setting up ray-trace acceleration structure... Done (1.35 seconds)
5103 faces
405436 square feet [58382924.00 square inches]
4 Displacements
3965 Square Feet [570988.69 Square Inches]
5103 patches before subdivision
28631 patches after subdivision
sun extent from map=0.000000
57 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (14)
transfers 2389866, max 731
transfer lists:  18.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(100766, 110875, 114264)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(24813, 25176, 21990)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(7052, 6830, 5259)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(2045, 1905, 1305)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(617, 557, 343)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(189, 165, 92)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(59, 50, 25)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(18, 15, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(6, 5, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(2, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0145 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (9)
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 (12)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  28/1024         1344/49152    ( 2.7%) 
brushes               1877/8192        22524/98304    (22.9%) 
brushsides           12138/65536       97104/524288   (18.5%) 
planes                4074/65536       81480/1310720  ( 6.2%) 
vertexes             10986/65536      131832/786432   (16.8%) 
nodes                 4078/65536      130496/2097152  ( 6.2%) 
texinfos               448/12288       32256/884736   ( 3.6%) 
texdata                 74/2048         2368/65536    ( 3.6%) 
dispinfos                4/0             704/0        ( 0.0%) 
disp_verts             268/0            5360/0        ( 0.0%) 
disp_tris              416/0             832/0        ( 0.0%) 
disp_lmsamples       10248/0           10248/0        ( 0.0%) 
faces                 5103/65536      285768/3670016  ( 7.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3143/65536      176008/3670016  ( 4.8%) 
leaves                4107/65536      131424/2097152  ( 6.3%) 
leaffaces             5857/65536       11714/131072   ( 8.9%) 
leafbrushes           3932/65536        7864/131072   ( 6.0%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            37523/512000     150092/2048000  ( 7.3%) 
edges                23494/256000      93976/1024000  ( 9.2%) 
LDR worldlights         57/8192         5016/720896   ( 0.7%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            697/32768        6970/327680   ( 2.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         11805/65536       23610/131072   (18.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 3/512          1056/180224   ( 0.6%) 
LDR lightdata         [variable]     1242076/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      709138/16777216 ( 4.2%) 
entdata               [variable]       67181/393216   (17.1%) 
LDR ambient table     4107/65536       16428/262144   ( 6.3%) 
HDR ambient table     4107/65536       16428/262144   ( 6.3%) 
LDR leaf ambient     15313/65536      428764/1835008  (23.4%) 
HDR leaf ambient      4107/65536      114996/1835008  ( 6.3%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/10854    ( 0.0%) 
pakfile               [variable]      174853/0        ( 0.0%) 
physics               [variable]      650683/4194304  (15.5%) 
physics terrain       [variable]         718/1048576  ( 0.1%) 

Level flags = 0

Total triangle count: 14785
Writing c:\program files (x86)\steam\steamapps\common\counter-strike source\content\cstrike\mapsrc\de_project.bsp
44 seconds elapsed
Valve Software - vrad.exe SSE (Sep 16 2013)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\counter-strike source\content\cstrike\mapsrc\de_project.bsp
Setting up ray-trace acceleration structure... Done (1.35 seconds)
5103 faces
405436 square feet [58382924.00 square inches]
4 Displacements
3965 Square Feet [570988.69 Square Inches]
5103 patches before subdivision
28631 patches after subdivision
sun extent from map=0.000000
57 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (9)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 2389866, max 731
transfer lists:  18.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(100766, 110875, 114264)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(24813, 25176, 21990)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(7052, 6830, 5259)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(2045, 1905, 1305)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(617, 557, 343)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(189, 165, 92)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(59, 50, 25)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(18, 15, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(6, 5, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(2, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0155 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (8)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  28/1024         1344/49152    ( 2.7%) 
brushes               1877/8192        22524/98304    (22.9%) 
brushsides           12138/65536       97104/524288   (18.5%) 
planes                4074/65536       81480/1310720  ( 6.2%) 
vertexes             10986/65536      131832/786432   (16.8%) 
nodes                 4078/65536      130496/2097152  ( 6.2%) 
texinfos               448/12288       32256/884736   ( 3.6%) 
texdata                 74/2048         2368/65536    ( 3.6%) 
dispinfos                4/0             704/0        ( 0.0%) 
disp_verts             268/0            5360/0        ( 0.0%) 
disp_tris              416/0             832/0        ( 0.0%) 
disp_lmsamples       10248/0           10248/0        ( 0.0%) 
faces                 5103/65536      285768/3670016  ( 7.8%) 
hdr faces             5103/65536      285768/3670016  ( 7.8%) 
origfaces             3143/65536      176008/3670016  ( 4.8%) 
leaves                4107/65536      131424/2097152  ( 6.3%) 
leaffaces             5857/65536       11714/131072   ( 8.9%) 
leafbrushes           3932/65536        7864/131072   ( 6.0%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            37523/512000     150092/2048000  ( 7.3%) 
edges                23494/256000      93976/1024000  ( 9.2%) 
LDR worldlights         57/8192         5016/720896   ( 0.7%) 
HDR worldlights         57/8192         5016/720896   ( 0.7%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            697/32768        6970/327680   ( 2.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         11805/65536       23610/131072   (18.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 3/512          1056/180224   ( 0.6%) 
LDR lightdata         [variable]     1242076/0        ( 0.0%) 
HDR lightdata         [variable]     1242076/0        ( 0.0%) 
visdata               [variable]      709138/16777216 ( 4.2%) 
entdata               [variable]       67181/393216   (17.1%) 
LDR ambient table     4107/65536       16428/262144   ( 6.3%) 
HDR ambient table     4107/65536       16428/262144   ( 6.3%) 
LDR leaf ambient     15313/65536      428764/1835008  (23.4%) 
HDR leaf ambient     15313/65536      428764/1835008  (23.4%) 
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]           1/10854    ( 0.0%) 
pakfile               [variable]      174853/0        ( 0.0%) 
physics               [variable]      650683/4194304  (15.5%) 
physics terrain       [variable]         718/1048576  ( 0.1%) 

Level flags = 0

Total triangle count: 14785
Writing c:\program files (x86)\steam\steamapps\common\counter-strike source\content\cstrike\mapsrc\de_project.bsp
44 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\content\cstrike\mapsrc\de_project.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\download\maps\de_project.bsp"



There doesn’t seem to be any errors or leaks, unless I’m missing something. Thanks for any help.

check both your css maps folder and whatever folder you specified in your MapDir in the GameConfig.txt file. It should be the same folder that you save your vmf’s to by default, as long as that’s where your MapDir is pointing to.

“C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike*download*\maps\de_project.bsp”

Shouldn’t it go rather to this directory?

“…\Counter-Strike Source\cstrike\maps\de_project.bsp”"

It seems fixed now. I was compiling to the download maps folder because that’s where all the custom maps get placed. I was stuck on playing a version which was compiled to the regular maps folder even though I dont think I changed the directory. Any time I compiled afterwards it was overwriting the original directory and the version in the regular maps folder took priority over it.

I should probably switch it to the normal maps folder anyway.

Shouldn’t matter unless the downloads folder is protected by read only or admin privs. I used to save and run maps from my desktop.