Bugs, bugs everywhere!

I am currently encountering multiple bugs in my map that I have spent days trying to fix with no luck.

First off, I am getting strange dark spots on brushes inside of my buildings:

http://img818.imageshack.us/img818/5622/2011122800003w.jpg

I have tried:

  • Using smoothing groups
  • Using different forms of lighting (light_spots, lights)
  • Recreating the brushes
  • Reshaping/Clipping the brushes
  • Turning the affected areas into brush-based entities to see if this would have any effect (func_detail, func_brush)
  • Changing lightmap scale

I fixed the detail sprites! It ends up that it was the materials that I downloaded.
Don’t trust Oskutin, he will break your detail sprites! Shakes fist

Lastly, there seem to be very specific points which will bring my fps down from 150-300 to about 32fps (or even crash.)

Compile log (compiled with Valve Batch Compile Tool):


Welcome to VBCT
Session Date: Sunday, January 01, 2012,  3:02:38 PM
VBCT Version: 1.0t

Engine detected from registry: EP2
Selected MOD = half-life 2: episode two
Game name read from GameInfo.txt file: HALF-LIFE 2
appid read from GameInfo.txt file: 420

Available EP1 Source Engine 2006 Games:
Half-Life 2
Counter-Strike: Source
Half-Life 2: Deathmatch
Half-Life 2: Episode One

Available EP2 Source Engine 2007 Games:
Half-Life 2: Episode Two
Obsidian Conflict

Available EP2/Orangebox Source Engine MP Games:
Team Fortress 2
Counter-Strike: Source

Available EP2 Source Engine 2009 Games:
Half-Life 2
Half-Life 2: Episode One
Half-Life 2: Episode Two
Portal

HDR will be enabled for compiles!
NOTE: You should typically always have LDR enabled with HDR.
Warning, Defined Maps Folder not found: c:\program files (x86)\steam\steamapps\dalton0419\sourcesdk_content\ep2\mapsrc
Falling back to default.

Map File Selected:   C:\Users\Dalton\Desktop\vbct\Rp_HoboLake.vmf
There is no Custom Profile to load: C:\Users\Dalton\Desktop\vbct\Rp_HoboLake.pro

Full Compile Selected!
Compile Start Time: Sunday, January 01, 2012,  3:02:54 PM

-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP:  c:\program files (x86)\steam\steamapps\dalton0419\sourcesdk\bin\source2009\bin\vbsp.exe  -game  "c:\program files (x86)\steam\steamapps\dalton0419\half-life 2 episode two\ep2" "C:\Users\Dalton\Desktop\vbct\Rp_HoboLake"

Valve Software - vbsp.exe (Sep 15 2011)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\dalton0419\half-life 2 episode two\ep2\materials
Loading C:\Users\Dalton\Desktop\vbct\Rp_HoboLake.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\dalton0419\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/rp_hobolake/nature/blendgrassdirt03_wvt_patch
Patching WVT material: maps/rp_hobolake/nature/blenddirtgravel001a_wvt_patch
Patching WVT material: maps/rp_hobolake/concrete/blendconcreterock001a_wvt_patch
Patching WVT material: maps/rp_hobolake/nature/blendrockblack02a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1918 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing C:\Users\Dalton\Desktop\vbct\Rp_HoboLake.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep02_06_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep02_06_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (4) (2384127 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 15244 texinfos to 8861
Reduced 398 texdatas to 326 (16724 bytes to 13590)
Writing C:\Users\Dalton\Desktop\vbct\Rp_HoboLake.bsp
17 seconds elapsed
  -1.828800 -10.769600 0.000000
  -4.876800 -10.769600 0.000000
  -1.625600 -10.769600 0.000000
  -1.625600 -8.128000 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -1.625600 -10.769600 0.000000
  -3.048000 -10.769600 0.000000
  -3.251200 -8.128000 0.000000
  -3.251200 -10.769600 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  30.746700 -23.977600 0.000000
  25.946100 -14.731999 0.000000
  25.946100 -23.977600 0.000000
  31.089600 -23.977600 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  31.800800 -23.977600 0.000000
  31.711899 -23.977600 0.000000
  31.089600 -14.731999 0.000000
  31.089600 -23.977600 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  31.800800 -23.977600 0.000000
  31.711899 -23.977600 0.000000
  31.089600 -14.731999 0.000000
  31.089600 -23.977600 0.000000
make_triangles:calc_triangle_representation: Cannot convert

Compile Complete for this module.
VBSP Completed: Sunday, January 01, 2012,  3:03:12 PM
VBSP: Error loading studio model ""!
VBSP:  Compile time: 17 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS:  c:\program files (x86)\steam\steamapps\dalton0419\sourcesdk\bin\source2009\bin\vvis.exe  -game  "c:\program files (x86)\steam\steamapps\dalton0419\half-life 2 episode two\ep2" "C:\Users\Dalton\Desktop\vbct\Rp_HoboLake"

Valve Software - vvis.exe (Sep 15 2011)
8 threads
reading c:\users\dalton\desktop\vbct\Rp_HoboLake.bsp
reading c:\users\dalton\desktop\vbct\Rp_HoboLake.prt
1130 portalclusters
3580 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (450)
Optimized: 6198 visible clusters (0.00%)
Total clusters visible: 423921
Average clusters visible: 375
Building PAS...
Average clusters audible: 1021
visdatasize:282843  compressed from 325440
writing c:\users\dalton\desktop\vbct\Rp_HoboLake.bsp
7 minutes, 31 seconds elapsed

Compile Complete for this module.
VVIS Completed: Sunday, January 01, 2012,  3:10:44 PM
VVIS: Compile time: 7 minutes, 31 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD:  c:\program files (x86)\steam\steamapps\dalton0419\sourcesdk\bin\source2009\bin\vrad.exe -both  -game  "c:\program files (x86)\steam\steamapps\dalton0419\half-life 2 episode two\ep2" "C:\Users\Dalton\Desktop\vbct\Rp_HoboLake"

Valve Software - vrad.exe SSE (Sep 15 2011)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\dalton\desktop\vbct\Rp_HoboLake.bsp
Setting up ray-trace acceleration structure... Done (14.71 seconds)
24580 faces
7 degenerate faces
6929954 square feet [997913472.00 square inches]
224 Displacements
956749 Square Feet [137771872.00 Square Inches]
24573 patches before subdivision
154007 patches after subdivision
sun extent from map=0.087156
202 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (46)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (102)
transfers 21425317, max 3476
transfer lists: 163.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(685927, 621436, 469759)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(424419, 364162, 251506)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(269247, 223097, 145131)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(174002, 139448, 85958)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(114059, 88719, 52393)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(75634, 57178, 32603)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(50715, 37284, 20657)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(34341, 24564, 13302)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(23477, 16333, 8677)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(16192, 10950, 5728)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(11263, 7396, 3817)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(7897, 5029, 2565)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(5580, 3439, 1735)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #14 added RGB(3972, 2365, 1181)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #15 added RGB(2847, 1634, 808)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #16 added RGB(2055, 1134, 555)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #17 added RGB(1493, 790, 382)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #18 added RGB(1091, 552, 264)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #19 added RGB(802, 387, 183)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #20 added RGB(593, 272, 127)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #21 added RGB(441, 192, 89)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #22 added RGB(329, 136, 62)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #23 added RGB(247, 96, 43)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #24 added RGB(186, 68, 30)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #25 added RGB(141, 49, 21)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #26 added RGB(107, 35, 15)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #27 added RGB(82, 25, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #28 added RGB(63, 18, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #29 added RGB(48, 13, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #30 added RGB(37, 9, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #31 added RGB(29, 6, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #32 added RGB(22, 5, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #33 added RGB(17, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #34 added RGB(13, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #35 added RGB(10, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #36 added RGB(8, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #37 added RGB(6, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #38 added RGB(5, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #39 added RGB(4, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #40 added RGB(3, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #41 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #42 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #43 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #44 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #45 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0693 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (19)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (19)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 112/1024         5376/49152    (10.9%) 
brushes               6298/8192        75576/98304    (76.9%) 
brushsides           46688/65536      373504/524288   (71.2%) 
planes               18430/65536      368600/1310720  (28.1%) 
vertexes             39309/65536      471708/786432   (60.0%) 
nodes                 6299/65536      201568/2097152  ( 9.6%) 
texinfos              8861/12288      637992/884736   (72.1%) 
texdata                326/2048        10432/65536    (15.9%) 
dispinfos              224/0           39424/0        ( 0.0%) 
disp_verts           60336/0         1206720/0        ( 0.0%) 
disp_tris           106624/0          213248/0        ( 0.0%) 
disp_lmsamples     1061379/0         1061379/0        ( 0.0%) 
faces                24580/65536     1376480/3670016  (37.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            20893/65536     1170008/3670016  (31.9%) 
leaves                6412/65536      205184/2097152  ( 9.8%) 
leaffaces            29999/65536       59998/131072   (45.8%) 
leafbrushes          10743/65536       21486/131072   (16.4%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges           203939/512000     815756/2048000  (39.8%) 
edges               126201/256000     504804/1024000  (49.3%) 
LDR worldlights        202/8192        17776/720896   ( 2.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            3/32768          36/393216   ( 0.0%) 
waterstrips           2415/32768       24150/327680   ( 7.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         47256/65536       94512/131072   (72.1%) 
cubemapsamples         103/1024         1648/16384    (10.1%) 
overlays                 6/512          2112/180224   ( 1.2%) 
LDR lightdata         [variable]     6655952/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      282843/16777216 ( 1.7%) 
entdata               [variable]      239905/393216   (61.0%) 
LDR ambient table     6412/65536       25648/262144   ( 9.8%) 
HDR ambient table     6412/65536       25648/262144   ( 9.8%) 
LDR leaf ambient     15361/65536      430108/1835008  (23.4%) 
HDR leaf ambient      6412/65536      179536/1835008  ( 9.8%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/2973764  ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/41710    ( 0.0%) 
pakfile               [variable]    11055139/0        ( 0.0%) 
physics               [variable]     2384127/4194304  (56.8%) 
physics terrain       [variable]      145903/1048576  (13.9%) 

Level flags = 0

Total triangle count: 69860
Writing c:\users\dalton\desktop\vbct\Rp_HoboLake.bsp
4 minutes, 15 seconds elapsed
Valve Software - vrad.exe SSE (Sep 15 2011)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\dalton\desktop\vbct\Rp_HoboLake.bsp
Setting up ray-trace acceleration structure... Done (14.61 seconds)
24580 faces
7 degenerate faces
6929954 square feet [997913472.00 square inches]
224 Displacements
956749 Square Feet [137771872.00 Square Inches]
24573 patches before subdivision
154007 patches after subdivision
sun extent from map=0.087156
202 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (45)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (105)
transfers 21425317, max 3476
transfer lists: 163.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(685922, 621431, 469755)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(424415, 364159, 251504)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(269245, 223096, 145130)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(174001, 139447, 85958)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(114058, 88719, 52393)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(75634, 57178, 32602)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(50715, 37284, 20657)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(34341, 24564, 13302)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(23477, 16333, 8677)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(16192, 10950, 5728)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(11263, 7396, 3817)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(7897, 5029, 2565)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(5580, 3439, 1735)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #14 added RGB(3972, 2365, 1181)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #15 added RGB(2847, 1634, 808)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #16 added RGB(2055, 1134, 555)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #17 added RGB(1493, 790, 382)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #18 added RGB(1091, 552, 264)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #19 added RGB(802, 387, 183)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #20 added RGB(593, 272, 127)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #21 added RGB(441, 192, 89)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #22 added RGB(329, 136, 62)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #23 added RGB(247, 96, 43)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #24 added RGB(186, 68, 30)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #25 added RGB(141, 49, 21)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #26 added RGB(107, 35, 15)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #27 added RGB(82, 25, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #28 added RGB(63, 18, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #29 added RGB(48, 13, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #30 added RGB(37, 9, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #31 added RGB(29, 6, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #32 added RGB(22, 5, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #33 added RGB(17, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #34 added RGB(13, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #35 added RGB(10, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #36 added RGB(8, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #37 added RGB(6, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #38 added RGB(5, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #39 added RGB(4, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #40 added RGB(3, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #41 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #42 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #43 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #44 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #45 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0718 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (15)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (20)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 112/1024         5376/49152    (10.9%) 
brushes               6298/8192        75576/98304    (76.9%) 
brushsides           46688/65536      373504/524288   (71.2%) 
planes               18430/65536      368600/1310720  (28.1%) 
vertexes             39309/65536      471708/786432   (60.0%) 
nodes                 6299/65536      201568/2097152  ( 9.6%) 
texinfos              8861/12288      637992/884736   (72.1%) 
texdata                326/2048        10432/65536    (15.9%) 
dispinfos              224/0           39424/0        ( 0.0%) 
disp_verts           60336/0         1206720/0        ( 0.0%) 
disp_tris           106624/0          213248/0        ( 0.0%) 
disp_lmsamples     1061379/0         1061379/0        ( 0.0%) 
faces                24580/65536     1376480/3670016  (37.5%) 
hdr faces            24580/65536     1376480/3670016  (37.5%) 
origfaces            20893/65536     1170008/3670016  (31.9%) 
leaves                6412/65536      205184/2097152  ( 9.8%) 
leaffaces            29999/65536       59998/131072   (45.8%) 
leafbrushes          10743/65536       21486/131072   (16.4%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges           203939/512000     815756/2048000  (39.8%) 
edges               126201/256000     504804/1024000  (49.3%) 
LDR worldlights        202/8192        17776/720896   ( 2.5%) 
HDR worldlights        202/8192        17776/720896   ( 2.5%) 
leafwaterdata            3/32768          36/393216   ( 0.0%) 
waterstrips           2415/32768       24150/327680   ( 7.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         47256/65536       94512/131072   (72.1%) 
cubemapsamples         103/1024         1648/16384    (10.1%) 
overlays                 6/512          2112/180224   ( 1.2%) 
LDR lightdata         [variable]     6655952/0        ( 0.0%) 
HDR lightdata         [variable]     6655952/0        ( 0.0%) 
visdata               [variable]      282843/16777216 ( 1.7%) 
entdata               [variable]      239905/393216   (61.0%) 
LDR ambient table     6412/65536       25648/262144   ( 9.8%) 
HDR ambient table     6412/65536       25648/262144   ( 9.8%) 
LDR leaf ambient     15361/65536      430108/1835008  (23.4%) 
HDR leaf ambient     15357/65536      429996/1835008  (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]           1/2973764  ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/41710    ( 0.0%) 
pakfile               [variable]    11055139/0        ( 0.0%) 
physics               [variable]     2384127/4194304  (56.8%) 
physics terrain       [variable]      145903/1048576  (13.9%) 

Level flags = 0

Total triangle count: 69860
Writing c:\users\dalton\desktop\vbct\Rp_HoboLake.bsp
4 minutes, 14 seconds elapsed

Compile Complete for this module.
VRAD Completed: Sunday, January 01, 2012,  3:19:14 PM
VRAD: Compile time: 4 minutes, 15 seconds elapsed
VRAD: Compile time: 4 minutes, 14 seconds elapsed

One Line Summary: 1/1/2012 3:19:14 PM, Rp_HoboLake.vmf, HALF-LIFE 2, normal , normal, normal, 00:00:18, 00:07:31, 00:08:30, 00:16:20
History.csv was updated.

Compile Summary - job mode: FULL
Map Name: Rp_HoboLake.vmf
VBSP - mode:normal , 17 seconds, 00:00:18 elapsed
VVIS - mode:normal, 7 minutes, 31 seconds, 00:07:31 elapsed
VRAD - mode:normal, 4 minutes, 15 seconds(LDR), 4 minutes, 14 seconds(HDR), 00:08:30 elapsed
Total Compile time: 00:16:20
                                                                  
NOTE: old BSP file renamed to : c:\program files (x86)\steam\steamapps\dalton0419\half-life 2 episode two\ep2\maps\Rp_HoboLake_old.bsp

File copied: C:\Users\Dalton\Desktop\vbct\Rp_HoboLake.bsp to c:\program files (x86)\steam\steamapps\dalton0419\half-life 2 episode two\ep2\maps\Rp_HoboLake.bsp


We’ve tried fixing the wall shadows with no luck already. The same people who could of helped are still here.

As for the detail sprites you should delete the detail.vbsp in your root folder.

Have you tried compiling vrad with -final?

make_triangles:calc_triangle_representation: Cannot convert

from interlopers error page:make_triangles:calc_triangle_representation: cannot convert

The affected object may not work and/or cause general errors

make_triangles:calc_triangle_representation: cannot convert

Description:
Usually preceded by some coordinates, the best explanation I can give at the moment is that this is caused by certain models (a b0rked subpart). In particular the “/wasteland/InteriorFence002d.mdl”-model. I’ve also heard small panes of glass and some other (even self-made) models can cause this error to occur, as do some freaky regular brushes. This error can also be caused by bad displacements.
If it is displacements they may fail to collide with vehicles and physics objects on the triangles that are causing a problem. Parts of the displacement may still work others may not.

Solution:
You can look for ages to find the model causing the problem, after hiding all your models first and see if that is causing your problem. Once found, you can decide to reconstruct that model, there doesn’t seem to be a real error in the model itself though. In other words, leave it be, it won’t hurt you. Unless you bite first! It may be the case that the game will not load the map because of this error. It would present you with a pup-up with the beloved memory error.
The displacement problem as of right now has only 1 solution and it is to delete the displacement. If its a brush, find it with Cordon Tools and delete it.

That is a model problem, not going to cause what he sees.

-snip-
This was a more general question than a bug, I’ll post this in the help section.

Try to reduce the lightmap grid value, worth the shot :stuck_out_tongue:

Tried that too :frowning:

What about making hardfalloff distances for the light?