Can't Get CS:GO SDK to Work Correctly

Basically, when I create a map, even a basic cube with a couple of spawns and a light, it will fail to launch upon completion of the compile. The window will close and nothing else will happen.

A few other things I’ve noticed are that there is a missing model for the info_player_terrorist_spawn entity, which I noticed because I watched a video on creating a basic CS:GO map because I thought I was doing something wrong and they had the model.

http://filesmelt.com/dl/temp11.PNG

And secondly brushes don’t render correctly in the 3D Shaded Texture window, which made me think perhaps it’s an issue with how hammer is configured.

http://filesmelt.com/dl/temp21.PNG

So here is my hammer configuration window.

http://filesmelt.com/dl/temp3.PNG

And here is a compile log from the above map, which failed to launch the game.


-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
e Global Offensive\bin"
-------------------------------------------------------------------------------




-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
lobal Offensive\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm
on\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\steamapps
\common\Counter-Strike Global Offensive\sdk_content\maps	est.vmf"
-------------------------------------------------------------------------------


Valve Software - vbsp.exe (Dec 26 2012)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Globa
l Offensive\csgo\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offe
nsive\sdk_content\maps	est.vmf
Map revision 4
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offe
nsive\sdk_content\maps	est.prt...Building visibility clusters...
done (0)
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) (2328 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 5
Reduced 3 texdatas to 3 (69 bytes to 69)
Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offe
nsive\sdk_content\maps	est.bsp
0 seconds elapsed
Reference Count for Material ___error (1) != 0


-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
e Global Offensive\bin"
-------------------------------------------------------------------------------




-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
lobal Offensive\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm
on\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\steamapps
\common\Counter-Strike Global Offensive\sdk_content\maps	est"
-------------------------------------------------------------------------------


Valve Software - vvis.exe (Dec 26 2012)
4 threads
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe
nsive\sdk_content\maps	est.bsp
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe
nsive\sdk_content\maps	est.prt
   4 portalclusters
   4 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44  compressed from 64
writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe
nsive\sdk_content\maps	est.bsp
0 seconds elapsed


-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
e Global Offensive\bin"
-------------------------------------------------------------------------------




-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
lobal Offensive\bin\vrad.exe" -both -game "C:\Program Files (x86)\Steam\steamapp
s\common\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\ste
amapps\common\Counter-Strike Global Offensive\sdk_content\maps	est"
-------------------------------------------------------------------------------


Valve Software - vrad.exe SSE (Dec 26 2012)


      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 global offe
nsive\sdk_content\maps	est.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
16 faces
1820 square feet [262144.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
496 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 35216, max 170
transfer lists:   0.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0001 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish


Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes                  6/8192           72/98304    ( 0.1%)
brushsides              36/65536         288/524288   ( 0.1%)
planes                  40/65536         800/1310720  ( 0.1%)
vertexes                19/65536         228/786432   ( 0.0%)
nodes                   27/65536         864/2097152  ( 0.0%)
texinfos                 5/12288         360/884736   ( 0.0%)
texdata                  3/2048           96/65536    ( 0.1%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_multiblend          0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                   16/65536         896/3670016  ( 0.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces                6/65536         336/3670016  ( 0.0%)
facebrushes              0/0               0/0        ( 0.0%)
facebrushlists          16/0              64/0        ( 0.0%)
leaves                  29/65536         928/2097152  ( 0.0%)
leaffaces               16/65536          32/131072   ( 0.0%)
leafbrushes             16/65536          32/131072   ( 0.0%)
areas                    2/256            16/2048     ( 0.8%)
surfedges               88/512000        352/2048000  ( 0.0%)
edges                   45/256000        180/1024000  ( 0.0%)
LDR worldlights          0/8192            0/819200   ( 0.0%)
HDR worldlights          0/8192            0/819200   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              0/32768           0/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices             0/65536           0/131072   ( 0.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]        6544/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]          44/16777216 ( 0.0%)
entdata               [variable]         423/393216   ( 0.1%)
LDR ambient table       29/65536         116/262144   ( 0.0%)
HDR ambient table       29/65536         116/262144   ( 0.0%)
LDR leaf ambient         4/65536         112/1835008  ( 0.0%)
HDR leaf ambient        29/65536         812/1835008  ( 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]           1/12       ( 8.3%)
pakfile               [variable]       74414/0        ( 0.0%)
physics               [variable]        2328/4194304  ( 0.1%)
physics terrain       [variable]           2/1048576  ( 0.0%)


Level flags = 4


Total triangle count: 32
Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe
nsive\sdk_content\maps	est.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Dec 26 2012)


      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 global offe
nsive\sdk_content\maps	est.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
16 faces
1820 square feet [262144.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
496 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 35216, max 170
transfer lists:   0.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0001 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish


Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes                  6/8192           72/98304    ( 0.1%)
brushsides              36/65536         288/524288   ( 0.1%)
planes                  40/65536         800/1310720  ( 0.1%)
vertexes                19/65536         228/786432   ( 0.0%)
nodes                   27/65536         864/2097152  ( 0.0%)
texinfos                 5/12288         360/884736   ( 0.0%)
texdata                  3/2048           96/65536    ( 0.1%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_multiblend          0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                   16/65536         896/3670016  ( 0.0%)
hdr faces               16/65536         896/3670016  ( 0.0%)
origfaces                6/65536         336/3670016  ( 0.0%)
facebrushes              0/0               0/0        ( 0.0%)
facebrushlists          16/0              64/0        ( 0.0%)
leaves                  29/65536         928/2097152  ( 0.0%)
leaffaces               16/65536          32/131072   ( 0.0%)
leafbrushes             16/65536          32/131072   ( 0.0%)
areas                    2/256            16/2048     ( 0.8%)
surfedges               88/512000        352/2048000  ( 0.0%)
edges                   45/256000        180/1024000  ( 0.0%)
LDR worldlights          0/8192            0/819200   ( 0.0%)
HDR worldlights          0/8192            0/819200   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              0/32768           0/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices             0/65536           0/131072   ( 0.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]        6544/0        ( 0.0%)
HDR lightdata         [variable]        6544/0        ( 0.0%)
visdata               [variable]          44/16777216 ( 0.0%)
entdata               [variable]         423/393216   ( 0.1%)
LDR ambient table       29/65536         116/262144   ( 0.0%)
HDR ambient table       29/65536         116/262144   ( 0.0%)
LDR leaf ambient         4/65536         112/1835008  ( 0.0%)
HDR leaf ambient         4/65536         112/1835008  ( 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]           1/12       ( 8.3%)
pakfile               [variable]       74414/0        ( 0.0%)
physics               [variable]        2328/4194304  ( 0.1%)
physics terrain       [variable]           2/1048576  ( 0.0%)


Level flags = 4


Total triangle count: 32
Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe
nsive\sdk_content\maps	est.bsp
0 seconds elapsed


-------------------------------------------------------------------------------
Running command: copy "C:\Program Files (x86)\Steam\steamapps\common\Counter-Str
ike Global Offensive\sdk_content\maps	est.bsp" "C:\Program Files (x86)\Steam\st
eamapps\common\Counter-Strike Global Offensive\csgo\maps	est.bsp"
-------------------------------------------------------------------------------


Finished. Press a key to close.


I’m kind of at a loss here. I’ve launched the game, before anyone asks, I’ve checked my cache integrity or whatever the hell the option is and I’m just stumped. Halp.

Thanks in advance.

CS:GO is weird. The reason why the T model is an error, is because t_phoenix.mdl was removed from the game, but not from the fgd. Shaded textures is completely bugged, so don’t bother using it. Compile in Full HDR only, as LDR is broken in CS:GO, and other stuff.

Also, don’t launch the game from compile. you manually have to do it.

Also, since CS:GO likes to force bots onto your map, make 2 spawns for each team, and create a dummy nav file (copy/paste/rename one from like dust or something)

Glad to know I’m not the only one with that issue.

For the missing T model…