Can't load test map.

So I’m editing this map for x-mas and got a hitch… to sum it up quickly, I compiled in cs:s hammer, move to garry’s mod maps and yup play (worked on another map easy) but once i load in the map it crashes on the spot before even getting off the white screen and doesn’t say jack#$* just gooone, Compile logs below.






materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading C:\Users	aco\Desktop	tt_67thway_v7Dec.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "67thway/bathroom" not found.
Material not found!: 67THWAY/BATHROOM
material "67thway/cell" not found.
Material not found!: 67THWAY/CELL
material "67thway/barn" not found.
Material not found!: 67THWAY/BARN
material "realworldtextures2/metal/metal_187" not found.
Material not found!: REALWORLDTEXTURES2/METAL/METAL_187
material "67thway/pool" not found.
Material not found!: 67THWAY/POOL
Can't find surfaceprop antlionsand for material NATURE/BLENDSANDGRASS008A, using default
material "ttt_67thway_v7dec/breaderlogo" not found.
Material not found!: TTT_67THWAY_V7DEC/BREADERLOGO
material "ttt_67thway_v7dec/dolanloafs" not found.
Material not found!: TTT_67THWAY_V7DEC/DOLANLOAFS
material "ttt_67thway_v7dec/cctvby" not found.
Material not found!: TTT_67THWAY_V7DEC/CCTVBY
material "realworldtextures2/concrete/concrete_40" not found.
Material not found!: REALWORLDTEXTURES2/CONCRETE/CONCRETE_40
material "trollstep/dontstarve" not found.
Material not found!: TROLLSTEP/DONTSTARVE
material "ttt_67thway_v7dec/dglogo" not found.
Material not found!: TTT_67THWAY_V7DEC/DGLOGO
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/ttt_67thway_v7dec/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/ttt_67thway_v7dec/nature/blendgrassgrass001a_wvt_patch
Patching WVT material: maps/ttt_67thway_v7dec/nature/blendsandgrass008a_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity func_breakable (-2016.00 -122.00 122.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 8192.0 45.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 7680.0 45.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 6656.0 45.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 7420.0 45.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 7932.0 45.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 8192.0 45.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 6656.0 45.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 5632.0 45.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 3292 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_borealis01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_borealis01*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (2437904 bytes)
Error! To use model "models/props_c17/tv_monitor01.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_c17/tv_monitor01.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3457 texinfos to 2487
Reduced 267 texdatas to 221 (8721 bytes to 7160)
Writing C:\Users	aco\Desktop	tt_67thway_v7Dec.bsp
12 seconds elapsed



2 threads
reading c:\users	aco\desktop	tt_67thway_v7Dec.bsp
reading c:\users	aco\desktop	tt_67thway_v7Dec.prt
LoadPortals: couldn't read c:\users	aco\desktop	tt_67thway_v7Dec.prt



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

Loading c:\users	aco\desktop	tt_67thway_v7Dec.bsp
No vis information, direct lighting only.
17263 faces
51 degenerate faces
1392458 square feet [200514048.00 square inches]
49 Displacements
186466 Square Feet [26851140.00 Square Inches]
light has _fifty_percent_distance of 44.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
234 direct lights
0
WARNING: Too many light styles on a face at (684.000000, 1784.000000, 239.000000)

WARNING: Too many light styles on a face at (912.000000, 1704.000000, 367.000000)
..
WARNING: Too many light styles on a face at (515.385132, 1475.095093, 230.354706)

WARNING: Too many light styles on a face at (515.385559, 1472.905884, 230.354691)
.1.
WARNING: Too many light styles on a face at (706.665161, 1791.360474, 236.944000)

WARNING: Too many light styles on a face at (705.620789, 1792.765869, 235.438751)
.
WARNING: Too many light styles on a face at (632.908630, 1600.000122, 235.378067)
.
WARNING: Too many light styles on a face at (528.000000, 1720.000000, 367.000000)
2
WARNING: Too many light styles on a face at (-1911.875000, 5153.000000, 184.051147)
.
WARNING: Too many light styles on a face at (136.293152, 3208.000000, 325.694580)

WARNING: Too many light styles on a face at (93.792892, 3127.999756, 372.792877)

WARNING: Too many light styles on a face at (72.000008, 2568.000000, 65.000000)

WARNING: Too many light styles on a face at (136.000000, 2744.000000, 65.000000)

WARNING: Too many light styles on a face at (93.792892, 2903.999756, 372.792877)

WARNING: Too many light styles on a face at (84.606079, 2568.000000, 380.366577)

WARNING: Too many light styles on a face at (136.293152, 2968.000000, 325.694580)

WARNING: Too many light styles on a face at (57.606079, 2904.000000, 391.938019)

WARNING: Too many light styles on a face at (9.867033, 2504.000000, 410.084198)

WARNING: Too many light styles on a face at (151.000000, 2968.000000, 275.500000)

WARNING: Too many light styles on a face at (-1832.000000, 3833.000000, 344.000000)

WARNING: Too many light styles on a face at (-1228.000000, 3833.000000, 359.999939)

WARNING: Too many light styles on a face at (-1120.000000, 3836.000000, 182.000000)
.
WARNING: Too many light styles on a face at (-133.880386, 2120.000000, 411.573486)

WARNING: Too many light styles on a face at (-70.880386, 2072.000000, 419.163849)

WARNING: Too many light styles on a face at (-7.132967, 2072.000000, 412.364899)

WARNING: Too many light styles on a face at (-63.132965, 2440.000000, 419.877716)

WARNING: Too many light styles on a face at (-56.000000, 2072.000000, 65.000000)

WARNING: Too many light styles on a face at (-55.999985, 2280.000000, 65.000000)
.3
WARNING: Too many light styles on a face at (-2055.937500, 5153.000000, 184.051147)

WARNING: Too many light styles on a face at (-2183.875000, 5153.000000, 168.051147)
.
WARNING: Too many light styles on a face at (-2104.000000, 3833.000000, 472.000000)
..4
WARNING: Too many light styles on a face at (1855.000000, -22.999939, 376.000000)
.
WARNING: Too many light styles on a face at (660.000000, 1352.000000, 223.000000)

WARNING: Too many light styles on a face at (660.000000, 1384.000000, 223.000000)

WARNING: Too many light styles on a face at (660.000000, 1428.000000, 223.000000)

WARNING: Too many light styles on a face at (660.000000, 1624.000000, 223.000000)

WARNING: Too many light styles on a face at (700.000000, 1432.000000, 223.000000)

WARNING: Too many light styles on a face at (740.000000, 1368.000000, 223.000000)

WARNING: Too many light styles on a face at (655.000000, 1608.000000, 236.000000)

WARNING: Too many light styles on a face at (660.000000, 1560.000000, 351.000000)

WARNING: Too many light styles on a face at (700.000000, 1560.000000, 351.000000)
..
WARNING: Too many light styles on a face at (660.000000, 1631.000000, 216.000000)

WARNING: Too many light styles on a face at (660.000000, 1352.000000, 199.000000)

WARNING: Too many light styles on a face at (156.000000, 1560.000000, 65.000000)

WARNING: Too many light styles on a face at (72.000008, 1544.000000, 65.000000)

WARNING: Too many light styles on a face at (136.000000, 1560.000000, 65.000000)

WARNING: Too many light styles on a face at (-63.132965, 2040.000000, 419.877716)

WARNING: Too many light styles on a face at (-70.880386, 2040.000000, 419.163849)

WARNING: Too many light styles on a face at (-727.000000, 1560.000000, 226.000000)
5
WARNING: Too many light styles on a face at (-745.625000, 1582.000000, 194.000000)

WARNING: Too many light styles on a face at (-732.000000, 1192.000000, 207.000000)

WARNING: Too many light styles on a face at (-727.000000, 1256.000000, 226.000000)
.
WARNING: Too many light styles on a face at (-23.999969, 1480.000000, 65.000000)

WARNING: Too many light styles on a face at (-55.999969, 1512.000000, 65.000000)

WARNING: Too many light styles on a face at (-1024.500000, 1983.000000, 343.999969)

WARNING: Too many light styles on a face at (-1919.000000, 1671.000000, 215.999969)
..
WARNING: Too many light styles on a face at (712.000000, 24.000000, 243.000000)
6
WARNING: Too many light styles on a face at (664.000000, -214.000000, 219.000000)
...
WARNING: Too many light styles on a face at (-872.000000, 328.000000, -447.000000)

WARNING: Too many light styles on a face at (-552.000000, 328.000000, -447.000000)
7
WARNING: Too many light styles on a face at (-1919.000000, 326.999939, 216.000000)
.
WARNING: Too many light styles on a face at (-532.001892, -356.002869, 223.000000)

WARNING: Too many light styles on a face at (-568.000000, -92.000000, 223.000000)

WARNING: Too many light styles on a face at (-568.000000, -328.000000, 223.000000)

WARNING: Too many light styles on a face at (-272.499695, -927.000000, 356.217255)

WARNING: Too many light styles on a face at (-288.462250, -927.000000, 356.437958)

WARNING: Too many light styles on a face at (-264.000000, -927.000000, 354.000000)

WARNING: Too many light styles on a face at (-281.447021, -927.000000, 296.509247)

WARNING: Too many light styles on a face at (-249.897812, -959.000000, 398.220703)

WARNING: Too many light styles on a face at (-342.000000, -958.000000, 344.000000)

WARNING: Too many light styles on a face at (-902.000000, -958.000000, 376.000000)
.
WARNING: Too many light styles on a face at (-511.000000, -958.000000, 216.000000)

WARNING: Too many light styles on a face at (-456.000000, -8.000000, 73.000000)

WARNING: Too many light styles on a face at (-566.000000, -958.000000, 103.999992)

WARNING: Too many light styles on a face at (-706.000000, -728.000061, 105.000000)

WARNING: Too many light styles on a face at (-582.000000, -202.000000, 199.000000)
.
WARNING: Too many light styles on a face at (-678.000000, -893.000000, 196.000000)

WARNING: Too many light styles on a face at (-659.000000, -893.000000, 184.000000)
8...9
WARNING: Too many light styles on a face at (516.900757, 1335.116333, 119.127838)

WARNING: Too many light styles on a face at (-4458.758301, 6072.257813, 245.503098)

WARNING: Too many light styles on a face at (-1100.275757, 4193.399902, 50.000000)

WARNING: Too many light styles on a face at (-2270.593018, 5124.844727, 50.140648)

WARNING: Too many light styles on a face at (-287.549744, 919.006897, 87.068146)

WARNING: Too many light styles on a face at (329.669098, 1933.122437, 123.010445)
.
WARNING: Too many light styles on a face at (299.034882, 28.160181, 73.000107)

WARNING: Too many light styles on a face at (407.274170, 1349.019775, 92.210854)

WARNING: Too many light styles on a face at (-643.132019, -570.983765, 73.656204)

WARNING: Too many light styles on a face at (-596.810608, 150.645905, 85.870155)
..10Build Patch/Sample Hash Table(s).....Done<0.0751 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.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 205/1024         9840/49152    (20.0%) 
brushes               2983/8192        35796/98304    (36.4%) 
brushsides           21806/65536      174448/524288   (33.3%) 
planes               14038/65536      280760/1310720  (21.4%) 
vertexes             27788/65536      333456/786432   (42.4%) 
nodes                 9320/65536      298240/2097152  (14.2%) 
texinfos              2487/12288      179064/884736   (20.2%) 
texdata                221/2048         7072/65536    (10.8%) 
dispinfos               49/0            8624/0        ( 0.0%) 
disp_verts            6977/0          139540/0        ( 0.0%) 
disp_tris            11840/0           23680/0        ( 0.0%) 
disp_lmsamples      401704/0          401704/0        ( 0.0%) 
faces                17263/65536      966728/3670016  (26.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             8943/65536      500808/3670016  (13.6%) 
leaves                9526/65536      304832/2097152  (14.5%) 
leaffaces            20322/65536       40644/131072   (31.0%) 
leafbrushes           5439/65536       10878/131072   ( 8.3%) 
areas                    5/256            40/2048     ( 2.0%) 
surfedges           121068/512000     484272/2048000  (23.6%) 
edges                71158/256000     284632/1024000  (27.8%) 
LDR worldlights        234/8192        20592/720896   ( 2.9%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            6/32768          72/393216   ( 0.0%) 
waterstrips           2021/32768       20210/327680   ( 6.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         40083/65536       80166/131072   (61.2%) 
cubemapsamples           3/1024           48/16384    ( 0.3%) 
overlays                59/512         20768/180224   (11.5%) 
LDR lightdata         [variable]    11367596/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      389237/393216   (99.0%) VERY FULL!
LDR ambient table     9526/65536       38104/262144   (14.5%) 
HDR ambient table     9526/65536       38104/262144   (14.5%) 
LDR leaf ambient     33527/65536      938756/1835008  (51.2%) 
HDR leaf ambient      9526/65536      266728/1835008  (14.5%) 
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]           1/38364    ( 0.0%) 
pakfile               [variable]      371919/0        ( 0.0%) 
physics               [variable]     2437904/4194304  (58.1%) 
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 50542
Writing c:\users	aco\desktop	tt_67thway_v7Dec.bsp
3 minutes, 16 seconds elapsed



I love all the experiences this editor gives me, Never amazes me how much i improve every time i try this thing, Always learning something new, This issue i just don’t have much time tho so thats why im asking here, I’ll likely not make the deadline in time anyways.

Some small notes, I’m editing 67th way and putting stuff from crummycradle in there, At the moment its just camera system right now, Just finishing it up and getting ready to add more traps but didn’t get to that sadly with this issue. Yes i feel bad every min i work on someone else’s map, planned to build a very nice and big billboard with their works and addresses or sites when i near the finish line.

Sry for not looking hard enough for this issue on the forums, Already made this thread too in garrys mod category but said this place would be better, I never use them much… if you know of a thread which has this issue solved already please link, Thanks for reading and comments, Happy holidays.

You have a leak.

Entity func_breakable (-2016.00 -122.00 122.00) leaked!

Go to those coordinates, put the entity inside your map again

Doesn’t mean the entity is outside the map, just that the entity is the closest to the hole.

True, was in abit of a hurry when I wrote that. I guess you could still load the pointfile to find the leak though?

If it is redirecting to a brush, it’s most likely out of the map.

Thanks for the helpfully comments, I’ve tryed pointfile finding it but i guess i’ll have to find the coordinates spot because it kept just pointing to a random wall.

So missed that date but i didn’t really care lol tho once the map is finished it’ll be a little outta place during the year, Oh well, I’ll post back once i finely can run it without trouble.

It should be noted i am having a huge issue with this still, Will likely post future complies to see if anything helps since i can’t seem to find the brush behind this or entity.

Random wall?

Are you sure it’s that random?

yeah, I never even messed with the old brushs so idk why its being such an issue… Im about at the point with this where ima put a huge fail box around the whole damn thing just to avoid this issue all together.

Absolute worst way to fix a leak.