Hammer doesn't overwrite .BSP files

Hello there! im having a issue with hammer editor in Gmod. The issue is that i had saved my map but when i play it, it still has the older version, also when i tried to rename it it didnt create a bsp file. i don’t know what to do. also im very beginner at hammer.

Sorry for bad english ;/

PS. Please help fast i need to have that map in this week :frowning:

can you paste your compile log

** Executing…
** Command: “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod” “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\source_content\mapsrc\zs_Cls_Bunker.vmf”

Valve Software - vbsp.exe (Dec 9 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\source_content\mapsrc\zs_Cls_Bunker.vmf
Requesting texture value from var “$basetexture” which is not a texture value (material: skybox/sky_day01_09_hdrft)
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
Error: displacement found on a(n) func_brush entity - not supported (entity 619, brush 0)

** Executing…
** Command: “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod” “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\source_content\mapsrc\zs_Cls_Bunker”

Valve Software - vvis.exe (Dec 9 2014)
4 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.prt
LoadPortals: couldn’t read c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.prt

** Executing…
** Command: “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.exe”
** Parameters: -both -game “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod” “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\source_content\mapsrc\zs_Cls_Bunker”

Valve Software - vrad.exe SSE (Dec 9 2014)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (0.47 seconds)
4154 faces
1896129 square feet [273042624.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
57 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (9)
Build Patch/Sample Hash Table(s)…Done<0.0438 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (2)
FinalLightFace Done
Computing detail prop lighting : 0…1…2…3…4…5…6…7…8…9…10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0…1…2…3…4…5…6…7…8…9…10 (8)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 16/1024 768/49152 ( 1.6%)
brushes 385/8192 4620/98304 ( 4.7%)
brushsides 2548/65536 20384/524288 ( 3.9%)
planes 2114/65536 42280/1310720 ( 3.2%)
vertexes 7002/65536 84024/786432 (10.7%)
nodes 2882/65536 92224/2097152 ( 4.4%)
texinfos 758/12288 54576/884736 ( 6.2%)
texdata 23/2048 736/65536 ( 1.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 4154/65536 232624/3670016 ( 6.3%)
hdr faces 4154/65536 232624/3670016 ( 6.3%)
origfaces 1431/65536 80136/3670016 ( 2.2%)
leaves 2899/65536 92768/2097152 ( 4.4%)
leaffaces 4986/65536 9972/131072 ( 7.6%)
leafbrushes 1715/65536 3430/131072 ( 2.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 24972/512000 99888/2048000 ( 4.9%)
edges 14195/256000 56780/1024000 ( 5.5%)
LDR worldlights 57/8192 5016/720896 ( 0.7%)
HDR worldlights 57/8192 5016/720896 ( 0.7%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 377/32768 3770/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5877/65536 11754/131072 ( 9.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3389432/0 ( 0.0%)
HDR lightdata [variable] 3389432/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 243569/393216 (61.9%)
LDR ambient table 2899/65536 11596/262144 ( 4.4%)
HDR ambient table 2899/65536 11596/262144 ( 4.4%)
LDR leaf ambient 9465/65536 265020/1835008 (14.4%)
HDR leaf ambient 9465/65536 265020/1835008 (14.4%)
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] 1/192 ( 0.5%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/10620 ( 0.0%)
pakfile [variable] 211937/0 ( 0.0%)
physics [variable] 149486/4194304 ( 3.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 10919
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.bsp
19 seconds elapsed
Valve Software - vrad.exe SSE (Dec 9 2014)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (1.15 seconds)
4154 faces
1896129 square feet [273042624.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
57 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (9)
Build Patch/Sample Hash Table(s)…Done<0.0569 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (3)
FinalLightFace Done
Computing detail prop lighting : 0…1…2…3…4…5…6…7…8…9…10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0…1…2…3…4…5…6…7…8…9…10 (8)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 16/1024 768/49152 ( 1.6%)
brushes 385/8192 4620/98304 ( 4.7%)
brushsides 2548/65536 20384/524288 ( 3.9%)
planes 2114/65536 42280/1310720 ( 3.2%)
vertexes 7002/65536 84024/786432 (10.7%)
nodes 2882/65536 92224/2097152 ( 4.4%)
texinfos 758/12288 54576/884736 ( 6.2%)
texdata 23/2048 736/65536 ( 1.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 4154/65536 232624/3670016 ( 6.3%)
hdr faces 4154/65536 232624/3670016 ( 6.3%)
origfaces 1431/65536 80136/3670016 ( 2.2%)
leaves 2899/65536 92768/2097152 ( 4.4%)
leaffaces 4986/65536 9972/131072 ( 7.6%)
leafbrushes 1715/65536 3430/131072 ( 2.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 24972/512000 99888/2048000 ( 4.9%)
edges 14195/256000 56780/1024000 ( 5.5%)
LDR worldlights 57/8192 5016/720896 ( 0.7%)
HDR worldlights 57/8192 5016/720896 ( 0.7%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 377/32768 3770/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5877/65536 11754/131072 ( 9.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3389432/0 ( 0.0%)
HDR lightdata [variable] 3389432/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 243569/393216 (61.9%)
LDR ambient table 2899/65536 11596/262144 ( 4.4%)
HDR ambient table 2899/65536 11596/262144 ( 4.4%)
LDR leaf ambient 9465/65536 265020/1835008 (14.4%)
HDR leaf ambient 9465/65536 265020/1835008 (14.4%)
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] 1/192 ( 0.5%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/10620 ( 0.0%)
pakfile [variable] 211937/0 ( 0.0%)
physics [variable] 149486/4194304 ( 3.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 10919
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.bsp
21 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\source_content\mapsrc\zs_Cls_Bunker.bsp” “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\zs_Cls_Bunker.bsp”

i guess this is it

You have a displacement tied to an entity, which VBSP doesn’t like.
Find whatever displacement is tied to a func_brush entity and move it back to the world (Ctrl+Shift+W)
Your map should compile then.

But how to do so? im really bad at hammer. Also i have quite big map

Go to VisGroups, then click on ‘Auto’, then scroll down a bit and click on ‘Displacements’.

http://i.imgur.com/NR6KJow.png[/t]
This should make it so that the only things showing up are your displacements.
[t]http://i.imgur.com/XujQKH3.png[/t]
In one of your 2D views, click-hold-drag your mouse over them, so that they’re all selected, like this:
[t]http://i.imgur.com/9n4A6eG.png

Then, hold down Control+Shift+W and it should turn all of your displacements back into worldbrushes.
Finally, double-click ‘Auto’ back under VisGroups and it should bring everything back.
After doing this, your map should compile just fine.
Hopefully I didn’t leave anything out.

I did what you suggested but it still doesnt overwrite my map :open_mouth: (also i dont have any displacements right now(theres no displacements bar))

There might be a single brush face which has been converted by accident to displacement.

But i dont have even 1 displacement

you need to find the func_brush entity because the displacement won’t show up as a displacement but a func_brush entity

But i need func_brush’es in my map for the easter eggs ;/

You can, but from your compile log, you have a displacement tied to a func_brush. Once you destroy that displacement you will be fine.

Does your map compile if you hide brush entities and or displacements in Vis groups?

i can play but it still doesnt overwrite map files ;( also i dont have a displacements vis group

do you have many func_brush ? if not using the entity report tool select and goto each func_brush then hit h key to hide it and compile the map if the bsp doesn’t change hit u key to unhide the entity keep doing that until you find the func_brush thats causing error then unhide it and delete it then make a new func_brush and compile your map

now as i watched throught map props and other stuff do save, but textures and blocks that i did after this wierd bug dont…

EDIT: also i have shit tons of brushes becouse of zombie spawns

Do you get the same error in the compile log or is there a new one ?

well i dont really know how to read compile log so i guess you can, so ill put it here

** Executing…
** Command: “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod” -onlyents “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\source_content\mapsrc\zs_Cls_Bunker.vmf”

Valve Software - vbsp.exe (Dec 9 2014)
onlyents = true
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\source_content\mapsrc\zs_Cls_Bunker.vmf
Requesting texture value from var “$basetexture” which is not a texture value (material: skybox/sky_day01_09_hdrft)
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1836.91, -97.61, 596.28)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1856.22, -97.73, 596.58)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1847.18, -97.59, 618.82)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1846.80, -98.74, 641.07)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1848.25, -98.86, 663.31)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1848.14, -98.66, 685.55)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1848.11, -99.66, 707.80)
1 second elapsed

** Executing…
** Command: “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod” “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\source_content\mapsrc\zs_Cls_Bunker”

Valve Software - vvis.exe (Dec 9 2014)
4 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.prt
LoadPortals: couldn’t read c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.prt

** Executing…
** Command: “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.exe”
** Parameters: -both -game “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod” “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\source_content\mapsrc\zs_Cls_Bunker”

Valve Software - vrad.exe SSE (Dec 9 2014)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (0.47 seconds)
4154 faces
1896129 square feet [273042624.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
64 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (9)
Build Patch/Sample Hash Table(s)…Done<0.0652 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (2)
FinalLightFace Done
Computing detail prop lighting : 0…1…2…3…4…5…6…7…8…9…10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0…1…2…3…4…5…6…7…8…9…10 (8)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 16/1024 768/49152 ( 1.6%)
brushes 385/8192 4620/98304 ( 4.7%)
brushsides 2548/65536 20384/524288 ( 3.9%)
planes 2114/65536 42280/1310720 ( 3.2%)
vertexes 7002/65536 84024/786432 (10.7%)
nodes 2882/65536 92224/2097152 ( 4.4%)
texinfos 758/12288 54576/884736 ( 6.2%)
texdata 23/2048 736/65536 ( 1.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 4154/65536 232624/3670016 ( 6.3%)
hdr faces 4154/65536 232624/3670016 ( 6.3%)
origfaces 1431/65536 80136/3670016 ( 2.2%)
leaves 2899/65536 92768/2097152 ( 4.4%)
leaffaces 4986/65536 9972/131072 ( 7.6%)
leafbrushes 1715/65536 3430/131072 ( 2.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 24972/512000 99888/2048000 ( 4.9%)
edges 14195/256000 56780/1024000 ( 5.5%)
LDR worldlights 64/8192 5632/720896 ( 0.8%)
HDR worldlights 64/8192 5632/720896 ( 0.8%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 377/32768 3770/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5877/65536 11754/131072 ( 9.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3389432/0 ( 0.0%)
HDR lightdata [variable] 3389432/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 262437/393216 (66.7%)
LDR ambient table 2899/65536 11596/262144 ( 4.4%)
HDR ambient table 2899/65536 11596/262144 ( 4.4%)
LDR leaf ambient 10062/65536 281736/1835008 (15.4%)
HDR leaf ambient 10063/65536 281764/1835008 (15.4%)
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] 1/192 ( 0.5%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/10824 ( 0.0%)
pakfile [variable] 212037/0 ( 0.0%)
physics [variable] 149486/4194304 ( 3.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 10919
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.bsp
19 seconds elapsed
Valve Software - vrad.exe SSE (Dec 9 2014)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (0.61 seconds)
4154 faces
1896129 square feet [273042624.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
64 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (9)
Build Patch/Sample Hash Table(s)…Done<0.0472 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (3)
FinalLightFace Done
Computing detail prop lighting : 0…1…2…3…4…5…6…7…8…9…10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0…1…2…3…4…5…6…7…8…9…10 (7)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 16/1024 768/49152 ( 1.6%)
brushes 385/8192 4620/98304 ( 4.7%)
brushsides 2548/65536 20384/524288 ( 3.9%)
planes 2114/65536 42280/1310720 ( 3.2%)
vertexes 7002/65536 84024/786432 (10.7%)
nodes 2882/65536 92224/2097152 ( 4.4%)
texinfos 758/12288 54576/884736 ( 6.2%)
texdata 23/2048 736/65536 ( 1.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 4154/65536 232624/3670016 ( 6.3%)
hdr faces 4154/65536 232624/3670016 ( 6.3%)
origfaces 1431/65536 80136/3670016 ( 2.2%)
leaves 2899/65536 92768/2097152 ( 4.4%)
leaffaces 4986/65536 9972/131072 ( 7.6%)
leafbrushes 1715/65536 3430/131072 ( 2.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 24972/512000 99888/2048000 ( 4.9%)
edges 14195/256000 56780/1024000 ( 5.5%)
LDR worldlights 64/8192 5632/720896 ( 0.8%)
HDR worldlights 64/8192 5632/720896 ( 0.8%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 377/32768 3770/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5877/65536 11754/131072 ( 9.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3389432/0 ( 0.0%)
HDR lightdata [variable] 3389432/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 262437/393216 (66.7%)
LDR ambient table 2899/65536 11596/262144 ( 4.4%)
HDR ambient table 2899/65536 11596/262144 ( 4.4%)
LDR leaf ambient 10062/65536 281736/1835008 (15.4%)
HDR leaf ambient 10059/65536 281652/1835008 (15.3%)
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] 1/192 ( 0.5%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/10824 ( 0.0%)
pakfile [variable] 212037/0 ( 0.0%)
physics [variable] 149486/4194304 ( 3.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 10919
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.bsp
19 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\source_content\mapsrc\zs_Cls_Bunker.bsp” “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\zs_Cls_Bunker.bsp”

Also i turned on the “Dont run game after compiling”

Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1836.91, -97.61, 596.28)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1856.22, -97.73, 596.58)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1847.18, -97.59, 618.82)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1846.80, -98.74, 641.07)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1848.25, -98.86, 663.31)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1848.14, -98.66, 685.55)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1848.11, -99.66, 707.80)
1 second elapsed

those need fixing click view then goto co ordinates and put the numbers after each mdl in the space i.e -1836.91 -97.61 596.28 you’ll then snap to the mdl so you can move it in to the map , save and compile


onlyents = true

Why are you compilling with -onlyents? It doesn’t modify the brushes at all, which could explain why it doesn’t create a new .BSP, as it only servers to update entities in an already existing map file.

i actually delete those but it still doesnt overwrite :open_mouth:

Edit:
oh i did had checked onlyent but when i chose Normal it still doesnt make a new BSP

[editline]12th August 2015[/editline]

also when i compile it vrad.exe stops working

[editline]12th August 2015[/editline]

and when it ends compiling my game starts and after 10 seconds it quits the game