compiling removes Hidden room

Iv been working on a map for a few days now (was decompiled and edited) i made an admin room. but whenever i go to compile it, it removes the room. iv tried everything from adding entities to the room to making the walls entities. iv added teleports. and i even went so far as to add a window into the room. when i compile and load the map it removes all of this. the window will be gone. the areas will be gone. iv tried loading the game in hl2 and garrys mod. iv Googled this for hours. but i either dont know what im looking for or i just cant find anything on the subject.

i just started messing with hammer this week. so this may be something so simple that most people would naturally do.
All other changes to the map work its just the hidden rooms that go away. the only way into these rooms is to noclip

Compile log.

Is there a leak in the map? Like a transparent texture showing into the void?
It might not have to do with this, but Leaks cause around 45% of Hammer issues.

Seriously. Awful things.

[editline]18th June 2011[/editline]

Yes, and that. Compile log will Help.

iv done that while leak test thing. no leaks (the map does have a 3d skybox i think)

[rad and vis off]



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kulcris\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kulcris\half-life 2 episode two\ep2" "C:\Users\Christopher\Downloads\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d.vmm"

Valve Software - vbsp.exe (Jul  7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\kulcris\half-life 2 episode two\ep2\materials
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\kulcris\half-life 2 episode two\ep2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
material "skybox/rt" not found.
Can't load skybox file skybox/ to build the default cubemap!
Can't load skybox file skybox/ to build the default cubemap!
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) (16 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Christopher\Downloads\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d.bsp" "c:\program files (x86)\steam\steamapps\kulcris\half-life 2 episode two\ep2\maps\zombiesurvival_bit_final_d.bsp"





** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kulcris\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kulcris\half-life 2 episode two\ep2" "C:\Users\Christopher\Downloads\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d.vmm"

Valve Software - vbsp.exe (Jul  7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\kulcris\half-life 2 episode two\ep2\materials
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\kulcris\half-life 2 episode two\ep2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
material "skybox/rt" not found.
Can't load skybox file skybox/ to build the default cubemap!
Can't load skybox file skybox/ to build the default cubemap!
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) (16 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kulcris\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kulcris\half-life 2 episode two\ep2" "C:\Users\Christopher\Downloads\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d"

Valve Software - vvis.exe (Jul  7 2010)
4 threads
reading c:\users\christopher\downloads\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d.bsp
reading c:\users\christopher\downloads\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d.prt
LoadPortals: couldn't read c:\users\christopher\downloads\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kulcris\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\kulcris\half-life 2 episode two\ep2" "C:\Users\Christopher\Downloads\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d"

Valve Software - vrad.exe SSE (Jul  7 2010)

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

Loading c:\users\christopher\downloads\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d.bsp
Setting up ray-trace acceleration structure... Done (4.40 seconds)
11665 faces
3 degenerate faces
1258378 square feet [181206560.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
11662 patches before subdivision
104154 patches after subdivision
123 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (21)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (31)
transfers 16739286, max 1840
transfer lists: 127.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(49586, 51426, 35113)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(10944, 9272, 4706)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(2888, 2099, 839)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(830, 555, 189)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(261, 162, 48)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(87, 52, 14)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(31, 17, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(11, 6, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(4, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0563 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (21)
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 (20)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 186/1024         8928/49152    (18.2%) 
brushes               3104/8192        37248/98304    (37.9%) 
brushsides           21090/65536      168720/524288   (32.2%) 
planes                9234/65536      184680/1310720  (14.1%) 
vertexes             19981/65536      239772/786432   (30.5%) 
nodes                 5557/65536      177824/2097152  ( 8.5%) 
texinfos              2540/12288      182880/884736   (20.7%) 
texdata                210/2048         6720/65536    (10.3%) 
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                11665/65536      653240/3670016  (17.8%) 
hdr faces            11665/65536      653240/3670016  (17.8%) 
origfaces             8442/65536      472752/3670016  (12.9%) 
leaves                5744/65536      183808/2097152  ( 8.8%) 
leaffaces            14041/65536       28082/131072   (21.4%) 
leafbrushes           5798/65536       11596/131072   ( 8.8%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            92046/512000     368184/2048000  (18.0%) 
edges                57428/256000     229712/1024000  (22.4%) 
LDR worldlights        123/8192        10824/720896   ( 1.5%) 
HDR worldlights        123/8192        10824/720896   ( 1.5%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           1443/32768       14430/327680   ( 4.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         27153/65536       54306/131072   (41.4%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     8952876/0        ( 0.0%) 
HDR lightdata         [variable]     8952876/0        ( 0.0%) 
visdata               [variable]      621121/16777216 ( 3.7%) 
entdata               [variable]      257858/393216   (65.6%) 
LDR ambient table     5744/65536       22976/262144   ( 8.8%) 
HDR ambient table     5744/65536       22976/262144   ( 8.8%) 
LDR leaf ambient     18118/65536      507304/1835008  (27.6%) 
HDR leaf ambient     18106/65536      506968/1835008  (27.6%) 
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]           1/23232    ( 0.0%) 
pakfile               [variable]      218580/0        ( 0.0%) 
physics               [variable]     1123411/4194304  (26.8%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 35032
Writing c:\users\christopher\downloads\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d.bsp
1 minute, 43 seconds elapsed
Valve Software - vrad.exe SSE (Jul  7 2010)

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

Loading c:\users\christopher\downloads\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d.bsp
Setting up ray-trace acceleration structure... Done (4.40 seconds)
11665 faces
3 degenerate faces
1258378 square feet [181206560.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
11662 patches before subdivision
104154 patches after subdivision
123 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (20)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (31)
transfers 16739286, max 1840
transfer lists: 127.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(49586, 51426, 35114)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(10944, 9272, 4706)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(2888, 2099, 839)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(830, 555, 189)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(261, 162, 48)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(87, 52, 14)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(31, 17, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(11, 6, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(4, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0589 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (21)
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 (20)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 186/1024         8928/49152    (18.2%) 
brushes               3104/8192        37248/98304    (37.9%) 
brushsides           21090/65536      168720/524288   (32.2%) 
planes                9234/65536      184680/1310720  (14.1%) 
vertexes             19981/65536      239772/786432   (30.5%) 
nodes                 5557/65536      177824/2097152  ( 8.5%) 
texinfos              2540/12288      182880/884736   (20.7%) 
texdata                210/2048         6720/65536    (10.3%) 
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                11665/65536      653240/3670016  (17.8%) 
hdr faces            11665/65536      653240/3670016  (17.8%) 
origfaces             8442/65536      472752/3670016  (12.9%) 
leaves                5744/65536      183808/2097152  ( 8.8%) 
leaffaces            14041/65536       28082/131072   (21.4%) 
leafbrushes           5798/65536       11596/131072   ( 8.8%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            92046/512000     368184/2048000  (18.0%) 
edges                57428/256000     229712/1024000  (22.4%) 
LDR worldlights        123/8192        10824/720896   ( 1.5%) 
HDR worldlights        123/8192        10824/720896   ( 1.5%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           1443/32768       14430/327680   ( 4.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         27153/65536       54306/131072   (41.4%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     8952876/0        ( 0.0%) 
HDR lightdata         [variable]     8952876/0        ( 0.0%) 
visdata               [variable]      621121/16777216 ( 3.7%) 
entdata               [variable]      257858/393216   (65.6%) 
LDR ambient table     5744/65536       22976/262144   ( 8.8%) 
HDR ambient table     5744/65536       22976/262144   ( 8.8%) 
LDR leaf ambient     18118/65536      507304/1835008  (27.6%) 
HDR leaf ambient     18107/65536      506996/1835008  (27.6%) 
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]           1/23232    ( 0.0%) 
pakfile               [variable]      218580/0        ( 0.0%) 
physics               [variable]     1123411/4194304  (26.8%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 35032
Writing c:\users\christopher\downloads\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d.bsp
1 minute, 44 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Christopher\Downloads\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d\zombiesurvival_bit_final_d.bsp" "c:\program files (x86)\steam\steamapps\kulcris\half-life 2 episode two\ep2\maps\zombiesurvival_bit_final_d.bsp"


Why is this map in your download’s folder? just curious

Why are you Re-making someone elses map?

Because He’s not a mapper

You shouldn’t decompile a person’s map without their permission. You could have asked them nicely for the VMF, or if they could have added the changes for you…

Rooms get removed when they are completely sealed and without any lightsource.

Just func_detail or func_brush walls of that room. Should help I think.

No. Rooms get removed when they are completely sealed and without any entity inside it. Because then vis don’t know if the room is part of the level or the void.

map is in the download files bc i downloaded it from my server and just didnt move it around

mostly this map is me playing around with hammer. if i end up using it on my server i will ask permission.

the rooms have entitys inside in fact i believe they both have 3

just tried func_brush it was func_detail before that, didnt work

When you do stuff to the Main map, does it remain? Because i had a glitch that stopped my .bsp updating once.

Also, i heard that map makers can add an entity that prevents decompile. Would this prevent the map from Decompiling, fullstop, or just do this exact thing. I never encountered it.

Firegod? You have any knowledge on that?

info_teleport_destination, info_teleport_destination, light, env_cubemap, func_conveyor, npc_antlion_grub

this is what is all in the room. the last 3 things where things i added to the room to try and get it to work (no avail)

and sirdownloadsalot it seems to not be updating the bsp. i just added a door (random prop) in front of spawn to test this and it was not there when i started what did you do to fix this?

Just rename the vmf and compile again.

** Executing…
** Command: Copy File
** Parameters: “C:\map\zombie_s.bsp” “c:\program files (x86)\steam\steamapps\kulcris\half-life 2 episode two\ep2\maps\zombie_s.bsp”

The command failed. Windows reported the error:
“The system cannot find the file specified.”

well at least it seems we are narrowing it down :confused: XD

We need the entire log to do anything.

I think thats all of it… Notice the cut-off Error.


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kulcris\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kulcris\half-life 2 episode two\ep2" "C:\map\zombie_s\zombie_s.vmm"

Valve Software - vbsp.exe (Jul  7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\kulcris\half-life 2 episode two\ep2\materials
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\kulcris\half-life 2 episode two\ep2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
material "skybox/rt" not found.
Can't load skybox file skybox/ to build the default cubemap!
Can't load skybox file skybox/ to build the default cubemap!
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) (16 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

** Executing...
** Command: Copy File
** Parameters: "C:\map\zombie_s\zombie_s.bsp" "c:\program files (x86)\steam\steamapps\kulcris\half-life 2 episode two\ep2\maps\zombie_s.bsp"

The command failed. Windows reported the error:
  "The system cannot find the file specified."

im reading in some places that it has something to do with this.


"material "skybox/rt" not found.
Can't load skybox file skybox/ to build the default cubemap!
Can't load skybox file skybox/ to build the default cubemap!" 

but i have a material set in my map properties. every thread i find on it they have fixed it some way or another but they never say how (hate when people do that XD)

what skybox texture are you using?