Compiling a map works, but some 75% of the map didn't appear in the game.

It’s strange, everything worked on compiling for my deathrun map, then adding a lot more traps, 4 more endings and some hdr, the map works perfectly, but halfway of the map has a few missing func_Details.

It’s annoying cause you can now go in the black hell, which is no fun.

I did though move the map from hl2 to hl2:deathmatch, i had to rename a lot of the fun_deatails and doors, i checked in the errors, everything seems to be func_details and doors and stuff, so what is wrong?

Assuming by this you mean the void… Entity brushes, such as func_detail can not seal leaks into the void. Only world brushes can. This still doesn’t fully explain your problem though, even if you thought they could. Post a compile log so we can dig through it for anything.



** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "C:\Users\user\Documents\map\deathrun_phoenix_silo_hl2.vmf"

Valve Software - vbsp.exe (Jul  4 2013)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\materials
Loading C:\Users\user\Documents\map\deathrun_phoenix_silo_hl2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2 deathmatch\hl2mp\gameinfo.txt
Patching WVT material: maps/deathrun_phoenix_silo_hl2/custom/thegrass/grass02_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity ambient_generic (-225.48 1747.06 -332.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12800.0 15360.0 3019.0)
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 (13312.0 14848.0 3019.0)
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 (13312.0 13824.0 3019.0)
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 (11776.0 15360.0 3019.0)
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 (10752.0 15360.0 3019.0)
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 (13312.0 12800.0 3019.0)
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 (13312.0 11776.0 3019.0)
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 (13312.0 10752.0 3019.0)
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 (0)
Find Visible Detail Sides...
Merged 2 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_01_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_day02_01_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) (269036 bytes)
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 2507 texinfos to 1362
Reduced 279 texdatas to 205 (16349 bytes to 12611)
Writing C:\Users\user\Documents\map\deathrun_phoenix_silo_hl2.bsp
4 seconds elapsed
  0.406400 0.180059 0.000000
  0.406400 -0.010527 0.000000
  -0.787400 -0.010527 0.000000
  -0.406400 -0.010527 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  0.406400 0.180059 0.000000
  0.406400 -0.010527 0.000000
  -0.787400 -0.010527 0.000000
  -0.406400 -0.010527 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "C:\Users\user\Documents\map\deathrun_phoenix_silo_hl2"

Valve Software - vvis.exe (Jul  4 2013)
2 threads
reading c:\users\user\documents\map\deathrun_phoenix_silo_hl2.bsp
reading c:\users\user\documents\map\deathrun_phoenix_silo_hl2.prt
LoadPortals: couldn't read c:\users\user\documents\map\deathrun_phoenix_silo_hl2.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "C:\Users\user\Documents\map\deathrun_phoenix_silo_hl2"

Valve Software - vrad.exe SSE (Jul  4 2013)

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

Loading c:\users\user\documents\map\deathrun_phoenix_silo_hl2.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.36 seconds)
5841 faces
12002386 square feet [1728343552.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
46 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (33)
Build Patch/Sample Hash Table(s).....Done<0.0459 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
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 (45)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  93/1024         4464/49152    ( 9.1%) 
brushes                580/8192         6960/98304    ( 7.1%) 
brushsides            4611/65536       36888/524288   ( 7.0%) 
planes                5290/65536      105800/1310720  ( 8.1%) 
vertexes              8462/65536      101544/786432   (12.9%) 
nodes                 3968/65536      126976/2097152  ( 6.1%) 
texinfos              1362/12288       98064/884736   (11.1%) 
texdata                205/2048         6560/65536    (10.0%) 
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                 5841/65536      327096/3670016  ( 8.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             2785/65536      155960/3670016  ( 4.2%) 
leaves                4062/65536      129984/2097152  ( 6.2%) 
leaffaces             6849/65536       13698/131072   (10.5%) 
leafbrushes           1755/65536        3510/131072   ( 2.7%) 
areas                    4/256            32/2048     ( 1.6%) 
surfedges            38698/512000     154792/2048000  ( 7.6%) 
edges                21108/256000      84432/1024000  ( 8.2%) 
LDR worldlights         46/8192         4048/720896   ( 0.6%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            435/32768        4350/327680   ( 1.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          6567/65536       13134/131072   (10.0%) 
cubemapsamples          28/1024          448/16384    ( 2.7%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     4682080/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       66833/393216   (17.0%) 
LDR ambient table     4062/65536       16248/262144   ( 6.2%) 
HDR ambient table     4062/65536       16248/262144   ( 6.2%) 
LDR leaf ambient     18468/65536      517104/1835008  (28.2%) 
HDR leaf ambient      4062/65536      113736/1835008  ( 6.2%) 
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]     3138476/0        ( 0.0%) 
physics               [variable]      269036/4194304  ( 6.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 15517
Writing c:\users\user\documents\map\deathrun_phoenix_silo_hl2.bsp
1 minute, 25 seconds elapsed
Valve Software - vrad.exe SSE (Jul  4 2013)

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

Loading c:\users\user\documents\map\deathrun_phoenix_silo_hl2.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.36 seconds)
5841 faces
12002386 square feet [1728343552.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
46 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (33)
Build Patch/Sample Hash Table(s).....Done<0.0467 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
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 (44)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  93/1024         4464/49152    ( 9.1%) 
brushes                580/8192         6960/98304    ( 7.1%) 
brushsides            4611/65536       36888/524288   ( 7.0%) 
planes                5290/65536      105800/1310720  ( 8.1%) 
vertexes              8462/65536      101544/786432   (12.9%) 
nodes                 3968/65536      126976/2097152  ( 6.1%) 
texinfos              1362/12288       98064/884736   (11.1%) 
texdata                205/2048         6560/65536    (10.0%) 
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                 5841/65536      327096/3670016  ( 8.9%) 
hdr faces             5841/65536      327096/3670016  ( 8.9%) 
origfaces             2785/65536      155960/3670016  ( 4.2%) 
leaves                4062/65536      129984/2097152  ( 6.2%) 
leaffaces             6849/65536       13698/131072   (10.5%) 
leafbrushes           1755/65536        3510/131072   ( 2.7%) 
areas                    4/256            32/2048     ( 1.6%) 
surfedges            38698/512000     154792/2048000  ( 7.6%) 
edges                21108/256000      84432/1024000  ( 8.2%) 
LDR worldlights         46/8192         4048/720896   ( 0.6%) 
HDR worldlights         46/8192         4048/720896   ( 0.6%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            435/32768        4350/327680   ( 1.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          6567/65536       13134/131072   (10.0%) 
cubemapsamples          28/1024          448/16384    ( 2.7%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     4682080/0        ( 0.0%) 
HDR lightdata         [variable]     4682080/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       66833/393216   (17.0%) 
LDR ambient table     4062/65536       16248/262144   ( 6.2%) 
HDR ambient table     4062/65536       16248/262144   ( 6.2%) 
LDR leaf ambient     18468/65536      517104/1835008  (28.2%) 
HDR leaf ambient     18468/65536      517104/1835008  (28.2%) 
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]     3138476/0        ( 0.0%) 
physics               [variable]      269036/4194304  ( 6.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 15517
Writing c:\users\user\documents\map\deathrun_phoenix_silo_hl2.bsp
1 minute, 24 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\user\Documents\map\deathrun_phoenix_silo_hl2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\deathrun_phoenix_silo_hl2.bsp"


Your map is leaked, make sure there are no gaps, fill them with a nodraw brush

I use a lot of nodraws for none seen areas, maybe not 100% but Most of the unseen parts are nodraw textures. Though if its leaked, ill see if there is any point files.

isn’t that a sound entity? well i see whats at the pos I guess.

Imagine your map is a spaceship. A spaceship cannot have holes in it, or else all the air get sucked out.

Your map cannot have holes in it, all entities and models have to be inside it.

Use the pointfile to help guide you to where the holes are in your map.

It is important to note that the way to fix leaks is not to delete the entities detecting them. They are not the cause of the problems, but your positioning of them might be. Ensure they are all within the map boundaries and the map is secure from the void.

As far as I know, moving the map to another game took all the entities out, i replaced and added them again, i dont recall putting them out the skybox/boundaries, though the only thing i can think of is a very small leak, as I tend to use the smallest grid available.