BuildFaceLights 0. -_-

So I’m working on this map, its relatively small with few lights. I really have no idea why It’s taking so long, I have like 15 lights max. I was recently getting portal flow errors but I deleted a bunch of brushes that were to small and that seemed to fix that problem. Now I have no idea why I’m getting this error.

Post your compile log.

Ditto to that, we need a better explaination/hammer screen-shots of suspected bugs/compile logs before we can even think about helping.

func_detail

It depends on the situation. If the brushes in question are in-fact details, then yes. But, if the brushes are necessary (IE: a wall in a building or something similar that blocks visibility) then no. Rooms should be as square as possible if you take away func_details. Outside areas should comprise almost entirely of func_details, with the exception of, say, a house.

I’d (Along with everybody else.) have to know more in-order to get a better idea of what’s really going on. Post a screen-shot of the top/ side view in hammer, along with the compile log.

How long does it take? Do you have a name on your lights? If you do remove the names, if your lights have a name the game will think that sometime in the game they will be either turned on or turned off or both. This will make VRAD take much longer as it have to calculate two different lightings for that light.

My lights have no names, things that need to be func_detailed are. My compile log dosent finish because at this rate it will take like 8 hours for the facelights to compile. Everything goes smoothly up until here:


 


materialPath: e:\program files\steam\steamapps\radley_3\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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) (495220 bytes)
Error! prop_static using model "models/props/cs_assault/barrelwarning.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_assault/barrelwarning.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1251 texinfos to 695
Reduced 117 texdatas to 90 (3784 bytes to 3026)
Writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
14 seconds elapsed



1 threads
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt
1452 portalclusters
4973 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 60064 visible clusters (0.00%)
Total clusters visible: 1757098
Average clusters visible: 1210
Building PAS...
Average clusters audible: 1442
visdatasize:520454  compressed from 534336
writing e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
15 seconds elapsed



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
5698 faces
4 degenerate faces
476816 square feet [68661536.00 square inches]
0 displacements
0 square feet [0.00 square inches]
5694 patches before subdivision
50460 patches after subdivision
17 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 8688869, max 1359
transfer lists:  66.3 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(321528, 292186, 253897)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(39489, 33439, 23105)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(7596, 7039, 4266)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(1983, 2076, 1144)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(600, 713, 364)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(193, 259, 122)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(64, 97, 42)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(22, 37, 14)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(7, 14, 5)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(3, 5, 2)
0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(1, 2, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #12 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0613 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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                 107/1024         5136/49152    (10.4%) 
brushes               1363/8192        16356/98304    (16.6%) 
brushsides           11601/65536       92808/524288   (17.7%) 
planes                9372/65536      187440/1310720  (14.3%) 
vertexes             11061/65536      132732/786432   (16.9%) 
nodes                 3449/65536      110368/2097152  ( 5.3%) 
texinfos               695/12288       50040/884736   ( 5.7%) 
texdata                 90/2048         2880/65536    ( 4.4%) 
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                 5698/65536      319088/3670016  ( 8.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3609/65536      202104/3670016  ( 5.5%) 
leaves                3557/65536      113824/2097152  ( 5.4%) 
leaffaces             6730/65536       13460/131072   (10.3%) 
leafbrushes           2483/65536        4966/131072   ( 3.8%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            41214/512000     164856/2048000  ( 8.0%) 
edges                24265/256000      97060/1024000  ( 9.5%) 
LDR worldlights         17/8192         1496/720896   ( 0.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            484/32768        4840/327680   ( 1.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          8403/65536       16806/131072   (12.8%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1938720/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      520454/16777216 ( 3.1%) 
entdata               [variable]       70197/393216   (17.9%) 
LDR leaf ambient      3557/65536       85368/1572864  ( 5.4%) 
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]           1/7410     ( 0.0%) 
pakfile               [variable]      182362/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      495220/4194304  (11.8%) 
==== Total Win32 BSP file data space used: 4828623 bytes ====

Total triangle count: 15499
Writing e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
5 minutes, 39 seconds elapsed



materialPath: e:\program files\steam\steamapps\radley_3\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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 (0) (493620 bytes)
Error! prop_static using model "models/props/cs_assault/barrelwarning.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_assault/barrelwarning.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1263 texinfos to 702
Reduced 117 texdatas to 90 (3784 bytes to 3026)
Writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
16 seconds elapsed



1 threads
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt
1436 portalclusters
4887 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3


materialPath: e:\program files\steam\steamapps\radley_3\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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) (493620 bytes)
Error! prop_static using model "models/props/cs_assault/barrelwarning.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_assault/barrelwarning.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1364 texinfos to 764
Reduced 130 texdatas to 100 (4536 bytes to 3606)
Writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
13 seconds elapsed



1 threads
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt
1436 portalclusters
4887 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3


materialPath: e:\program files\steam\steamapps\radley_3\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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) (493620 bytes)
Error! prop_static using model "models/props/cs_assault/barrelwarning.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_assault/barrelwarning.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1364 texinfos to 764
Reduced 130 texdatas to 100 (4536 bytes to 3606)
Writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
14 seconds elapsed



1 threads
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt
1436 portalclusters
4887 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3


materialPath: e:\program files\steam\steamapps\radley_3\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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 (0) (493620 bytes)
Error! prop_static using model "models/props/cs_assault/barrelwarning.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_assault/barrelwarning.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1364 texinfos to 764
Reduced 130 texdatas to 100 (4536 bytes to 3606)
Writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
17 seconds elapsed



1 threads
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt
1436 portalclusters
4887 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2.


materialPath: e:\program files\steam\steamapps\radley_3\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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) (493863 bytes)
Error! prop_static using model "models/props/cs_assault/barrelwarning.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_assault/barrelwarning.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1372 texinfos to 766
Reduced 131 texdatas to 101 (4558 bytes to 3628)
Writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
13 seconds elapsed



1 threads
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt
1442 portalclusters
4907 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3


materialPath: e:\program files\steam\steamapps\radley_3\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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) (494127 bytes)
Error! prop_static using model "models/props/cs_assault/barrelwarning.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_assault/barrelwarning.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1374 texinfos to 765
Reduced 131 texdatas to 101 (4558 bytes to 3628)
Writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
24 seconds elapsed



1 threads
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt
1443 portalclusters
4903 numportals
0...1...2...3...4...5...6...7...8...9...100...1..


materialPath: e:\program files\steam\steamapps\radley_3\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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 (0) (455711 bytes)
Error! prop_static using model "models/props/cs_assault/barrelwarning.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_assault/barrelwarning.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1205 texinfos to 652
Reduced 128 texdatas to 98 (4457 bytes to 3527)
Writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
7 seconds elapsed



1 threads
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt
1060 portalclusters
3205 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4


materialPath: e:\program files\steam\steamapps\radley_3\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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) (446396 bytes)
Error! prop_static using model "models/props/cs_assault/barrelwarning.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_assault/barrelwarning.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1197 texinfos to 644
Reduced 128 texdatas to 98 (4457 bytes to 3527)
Writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
14 seconds elapsed



1 threads
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt
1060 portalclusters
3205 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4..


[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
No vis information, direct lighting only.
4784 faces
5 degenerate faces
484255 square feet [69732832.00 square inches]
0 displacements
0 square feet [0.00 square inches]
13 direct lights
0...1.


materialPath: e:\program files\steam\steamapps\radley_3\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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 (0) (444044 bytes)
Error! prop_static using model "models/props/cs_assault/barrelwarning.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_assault/barrelwarning.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1093 texinfos to 580
Reduced 115 texdatas to 88 (3743 bytes to 2985)
Writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
7 seconds elapsed



1 threads
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt
1043 portalclusters
3125 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 39763 visible clusters (0.00%)
Total clusters visible: 808178
Average clusters visible: 774
Building PAS...
Average clusters audible: 1032
visdatasize:266007  compressed from 283696
writing e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
5 seconds elapsed



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
4747 faces
5 degenerate faces
484244 square feet [69731248.00 square inches]
0 displacements
0 square feet [0.00 square inches]
4742 patches before subdivision
49880 patches after subdivision
13 direct lights
0...1...2...3...4...5...6...7


materialPath: e:\program files\steam\steamapps\radley_3\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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 (0) (443252 bytes)
Error! prop_static using model "models/props/cs_assault/barrelwarning.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_assault/barrelwarning.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1085 texinfos to 576
Reduced 115 texdatas to 88 (3743 bytes to 2985)
Writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
7 seconds elapsed



1 threads
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt
1037 portalclusters
3104 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 39398 visible clusters (0.00%)
Total clusters visible: 797965
Average clusters visible: 769
Building PAS...
Average clusters audible: 1026
visdatasize:262276  compressed from 282064
writing e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
4 seconds elapsed



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
4738 faces
5 degenerate faces
484044 square feet [69702448.00 square inches]
0 displacements
0 square feet [0.00 square inches]
4733 patches before subdivision
49883 patches after subdivision
13 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7


materialPath: e:\program files\steam\steamapps\radley_3\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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 (0) (440858 bytes)
Error! prop_static using model "models/props/cs_assault/barrelwarning.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_assault/barrelwarning.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1054 texinfos to 555
Reduced 115 texdatas to 88 (3740 bytes to 2982)
Writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
8 seconds elapsed



1 threads
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt
1056 portalclusters
3199 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 39118 visible clusters (0.00%)
Total clusters visible: 833126
Average clusters visible: 788
Building PAS...
Average clusters audible: 1045
visdatasize:271320  compressed from 287232
writing e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
5 seconds elapsed



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
4721 faces
4 degenerate faces
483686 square feet [69650800.00 square inches]
0 displacements
0 square feet [0.00 square inches]
4717 patches before subdivision
49809 patches after subdivision
13 direct lights
0...1...2...3...4...5...6...7...8...9...100.


materialPath: e:\program files\steam\steamapps\radley_3\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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 (0) (440858 bytes)
Error! prop_static using model "models/props/cs_assault/barrelwarning.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_assault/barrelwarning.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1054 texinfos to 555
Reduced 115 texdatas to 88 (3740 bytes to 2982)
Writing E:\Program Files\Steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
8 seconds elapsed



1 threads
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
reading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.prt
1056 portalclusters
3199 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 39118 visible clusters (0.00%)
Total clusters visible: 833126
Average clusters visible: 788
Building PAS...
Average clusters audible: 1045
visdatasize:271320  compressed from 287232
writing e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
5 seconds elapsed



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:\program files\steam\steamapps\radley_3\sourcesdk_content\cstrike\mapsrc\cs_crackhouserm.bsp
4721 faces
4 degenerate faces
483686 square feet [69650800.00 square inches]
0 displacements
0 square feet [0.00 square inches]
4717 patches before subdivision
49809 patches after subdivision
13 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 7934346, max 1202
transfer lists:  60.5 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(305125, 274412, 235884)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(37805, 32322, 22189)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(7434, 7004, 4210)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(1948, 2081, 1137)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(589, 713, 360)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(189, 258, 120)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(62, 96, 41)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(21, 36, 14)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(7, 14, 5)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(2, 5, 2)
0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(1, 2, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #12 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.1053 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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                 100/1024         4800/49152    ( 9.8%) 
brushes               1229/8192        14748/98304    (15.0%) 
brushsides            8207/65536       65656/524288   (12.5%) 
planes                2870/65536       57400/1310720  ( 4.4%) 
vertexes              8841/65536      106092/786432   (13.5%) 
nodes                 2780/65536       88960/2097152  ( 4.2%) 
texinfos               555/12288       39960/884736   ( 4.5%) 
texdata                 88/2048         2816/65536    ( 4.3%) 
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                 4721/65536      264376/3670016  ( 7.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             2908/65536      162848/3670016  ( 4.4%) 
leaves                2881/65536       92192/2097152  ( 4.4%) 
leaffaces             5490/65536       10980/131072   ( 8.4%) 
leafbrushes           2204/65536        4408/131072   ( 3.4%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            34078/512000     136312/2048000  ( 6.7%) 
edges                20501/256000      82004/1024000  ( 8.0%) 
LDR worldlights         13/8192         1144/720896   ( 0.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            426/32768        4260/327680   ( 1.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          7395/65536       14790/131072   (11.3%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1924956/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      271320/16777216 ( 1.6%) 
entdata               [variable]       60230/393216   (15.3%) 
LDR leaf ambient      2881/65536       69144/1572864  ( 4.4%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
occluders                0/0               0/0        ( 0.0%) 

Hmm, Interesting problem there!


Error! prop_static using model "models/props/cs_assault/barrelwarning.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_assault/barrelwarning.mdl"!

I don’t know if this will help, but in the properties of those props change them to


prop_dynamic_override

It might help. I also notice a long looping of the same things for at least 15 times!

Also check for leaks, big open spaces, and check for errors option under the map tab. Those could help also.

Ive done check for errors and there are no leaks. I think that one prop I made prop_static by accident so it should just need a prop_dynamic. Nonetheless I don’t think that has much to do with my buildfacelights.

That error can generally be ignored. He doesn’t have any leaks.

For how long have you waited? Usually the compiler freezes and doesn’t move, but it does work. For example of build face lights freezes at …4 it might be at …8. Have patience and wait for about 2 hours depending on what lightmap scales you’re using etc.

If you have waited for that long, do you compile with -final?

WARNING: Cluster portals saw into cluster

That’s probably the main problem here.

This is what interlopers says.

Hmm, Try two things.

  1. restart Hammer (reload the map, it might say X’s solids were removed from the map)
  2. In the compile window set VIS and/or RAD to fast.

Compiling on fast won’t solve anything.

Joannou1, Ive tried to compile multiple times, no solids have been removed.

Cold_IcE, I have no idea where to start to func_detail things. It could be any brush that’s causing it?

I can give you the vtf if you want to give it a look yourself.

Hmm, I can take a look at it and see what I can do.

I never told you to func_detail, func_detail only reduces time on portal flow and build visleafs, build face lights calculates your lightmaps and lights overall. I can look at it, but as I’m working on my own project I have no idea if I can squeeze it in.

Well apparently Interlopers said that’s how you can fix it.

The portal cluster problem yeah. Well, func_detail any brushes that doesn’t block the player view and that doesn’t seal the map, that’s the basics. You can’t func_detail displacements and other entities, that’s not necessary anyway as displacements as many other entities doesn’t generate visleafs.

I don’t really follow. Any brush that is not used for something like “func_breakable” should be “func_detailed”? I thought func_detail was only necessary for very tiny brushes =O?

I said that you can’t func_detail them, none breakable glass should be func_detail, doorframes, windowframes (if you make them with brushes) tiny and/or complex brushwork, simple brushwork that doesn’t block the players view (player can see behind) should all be func_detail.