Compiling Issues

I tried to compile my map but I got this error twice:

The second time I got it it was the same except for the last line which said “Read of address 39333167.” What is wrong? Any help would be nice.

Compile log if it helps.



** Executing...
** Command: "c:\program files\valve\steam\steamapps\brothr_ethan\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\brothr_ethan\half-life 2 episode two\ep2" "C:\Users\New User\Desktop\Rp_Fallout\Rp_Fallout"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\valve\steam\steamapps\brothr_ethan\half-life 2 episode two\ep2\materials
Loading C:\Users\New User\Desktop\Rp_Fallout\Rp_Fallout.vmf
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:\Users\New User\Desktop\Rp_Fallout\Rp_Fallout.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_07*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_07*.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) (4156 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 25 texinfos to 12
Reduced 7 texdatas to 7 (141 bytes to 141)
Writing C:\Users\New User\Desktop\Rp_Fallout\Rp_Fallout.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\brothr_ethan\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\brothr_ethan\half-life 2 episode two\ep2" "C:\Users\New User\Desktop\Rp_Fallout\Rp_Fallout"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\users
ew user\desktop\rp_fallout\Rp_Fallout.bsp
reading c:\users
ew user\desktop\rp_fallout\Rp_Fallout.prt
  16 portalclusters
  24 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: 256
Average clusters visible: 16
Building PAS...
Average clusters audible: 16
visdatasize:196  compressed from 256
writing c:\users
ew user\desktop\rp_fallout\Rp_Fallout.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\brothr_ethan\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\valve\steam\steamapps\brothr_ethan\half-life 2 episode two\ep2" "C:\Users\New User\Desktop\Rp_Fallout\Rp_Fallout"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:\users
ew user\desktop\rp_fallout\Rp_Fallout.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
186 faces
349573 square feet [50338600.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
186 patches before subdivision
9146 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 8538, max 447
transfer lists:   0.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(1176, 299, 34)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0122 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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 (1)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   3/1024          144/49152    ( 0.3%) 
brushes                  9/8192          108/98304    ( 0.1%) 
brushsides              60/65536         480/524288   ( 0.1%) 
planes                 152/65536        3040/1310720  ( 0.2%) 
vertexes               219/65536        2628/786432   ( 0.3%) 
nodes                   73/65536        2336/2097152  ( 0.1%) 
texinfos                12/12288         864/884736   ( 0.1%) 
texdata                  7/2048          224/65536    ( 0.3%) 
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                  186/65536       10416/3670016  ( 0.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               24/65536        1344/3670016  ( 0.0%) 
leaves                  77/65536        2464/2097152  ( 0.1%) 
leaffaces              196/65536         392/131072   ( 0.3%) 
leafbrushes             43/65536          86/131072   ( 0.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges              888/512000       3552/2048000  ( 0.2%) 
edges                  445/256000       1780/1024000  ( 0.2%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips              8/32768          80/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           192/65536         384/131072   ( 0.3%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      297424/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]         196/16777216 ( 0.0%) 
entdata               [variable]       10060/393216   ( 2.6%) 
LDR ambient table       77/65536         308/262144   ( 0.1%) 
HDR ambient table       77/65536         308/262144   ( 0.1%) 
LDR leaf ambient       272/65536        7616/1835008  ( 0.4%) 
HDR leaf ambient        77/65536        2156/1835008  ( 0.1%) 
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]       86750/0        ( 0.0%) 
physics               [variable]        4156/4194304  ( 0.1%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 420
Writing c:\users
ew user\desktop\rp_fallout\Rp_Fallout.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\New User\Desktop\Rp_Fallout\Rp_Fallout.bsp" "c:\program files\valve\steam\steamapps\brothr_ethan\half-life 2 episode two\ep2\maps\Rp_Fallout.bsp"

Well thats new.

Try moving the read and write (:hurr:) files in your steam\steamapps\sourcesdk_content\game\mapssrc

Information on the file. Possibly an issue with the pc, rather than hammer. You could always try to reinstall sdk though.

I did reinstall SDK. Before I reinstalled it, compiling would freeze before vvis could start. After I reinstalled it I started getting this problem.