Hammer Map-(compiled)-Not loading The proper save?

I have recently had another server built and have decided to make it Winter Survival, for this occasion i decided to get into mapping.

My first map was a failure but have worked out most of the basics . Now when i run the hammer error reporter, Alt P, it comes up with no errors. When i compile the map, no errors, when i compile the map no errors. When i load the map no errors… Then when i get into the map, it loads an old version of the map.
I have tried several times to load and re-compile the map. Nothing seems to work!

Any thoughts on this problem/any way to fix it.

Here is the log of the compile:


** Executing...
** Command: "c:\steam\steamapps\chazza182\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\steam\steamapps\chazza182\garrysmod" "C:\Steam\steamapps\chazza182\sourcesdk_content\hl2mp\mapsrc\wss_winter"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\steam\steamapps\chazza182\garrysmod\materials
Loading C:\Steam\steamapps\chazza182\sourcesdk_content\hl2mp\mapsrc\wss_winter.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_player_start (109.49 -30.75 -191.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.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_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Bad surface extents point: 7044.259766 5272.300293 -426.795013
Bad surface extents point: 6743.049805 6449.794922 -426.795013
Bad surface extents point: 6743.038574 11483.000000 -426.795013
Bad surface extents point: 9830.120117 10516.900391 -426.795013
Bad surface extents - surface is too big to have a lightmap
	material NATURE/SNOWFLOOR001A around point (7590.1 8430.5 -426.8)
	(dimension: 1, 131>126)


** Executing...
** Command: "c:\steam\steamapps\chazza182\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\steam\steamapps\chazza182\garrysmod" "C:\Steam\steamapps\chazza182\sourcesdk_content\hl2mp\mapsrc\wss_winter"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\steam\steamapps\chazza182\sourcesdk_content\hl2mp\mapsrc\wss_winter.bsp
reading c:\steam\steamapps\chazza182\sourcesdk_content\hl2mp\mapsrc\wss_winter.prt
LoadPortals: couldn't read c:\steam\steamapps\chazza182\sourcesdk_content\hl2mp\mapsrc\wss_winter.prt


** Executing...
** Command: "c:\steam\steamapps\chazza182\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\steam\steamapps\chazza182\garrysmod" "C:\Steam\steamapps\chazza182\sourcesdk_content\hl2mp\mapsrc\wss_winter"

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

      Valve Radiosity Simulator     
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\steam\steamapps\chazza182\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\steam\steamapps\chazza182\sourcesdk_content\hl2mp\mapsrc\wss_winter.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.05 seconds)
4110 faces
8059578 square feet [1160579328.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.1510 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
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 (18)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                 22/8192          264/98304    ( 0.3%) 
brushsides             163/65536        1304/524288   ( 0.2%) 
planes                 252/65536        5040/1310720  ( 0.4%) 
vertexes              4461/65536       53532/786432   ( 6.8%) 
nodes                 1690/65536       54080/2097152  ( 2.6%) 
texinfos                22/12288        1584/884736   ( 0.2%) 
texdata                  6/2048          192/65536    ( 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                 4110/65536      230160/3670016  ( 6.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               90/65536        5040/3670016  ( 0.1%) 
leaves                1692/65536       54144/2097152  ( 2.6%) 
leaffaces             4177/65536        8354/131072   ( 6.4%) 
leafbrushes            628/65536        1256/131072   ( 1.0%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            17433/512000      69732/2048000  ( 3.4%) 
edges                 8777/256000      35108/1024000  ( 3.4%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips             36/32768         360/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           435/65536         870/131072   ( 0.7%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     6216192/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        3771/393216   ( 1.0%) 
LDR ambient table     1692/65536        6768/262144   ( 2.6%) 
HDR ambient table     1692/65536        6768/262144   ( 2.6%) 
LDR leaf ambient      1079/65536       30212/1835008  ( 1.6%) 
HDR leaf ambient      1692/65536       47376/1835008  ( 2.6%) 
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]           1/402      ( 0.2%) 
pakfile               [variable]      105999/0        ( 0.0%) 
physics               [variable]        8173/4194304  ( 0.2%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 8848
Writing c:\steam\steamapps\chazza182\sourcesdk_content\hl2mp\mapsrc\wss_winter.bsp
23 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Steam\steamapps\chazza182\sourcesdk_content\hl2mp\mapsrc\wss_winter.bsp" "c:\steam\steamapps\chazza182\garrysmod\garrysmod\maps\wss_winter.bsp"

No errors, you say? You’ve at least got a leak and a bad surface. Also, there are no portals, so it’s definitely fucked up.

Ah! a closer look is just what i needed, now what about the portals, what are they.
(As i said earlier, i am a novice at this.)

Don’t worry about the portals for now, that error should disappear when you remove the bad surface and fix the leak. :stuck_out_tongue:

I’ll try it asap and post back here if it works/didn’t work. Thanks

[editline]08:55PM[/editline]

OK, i tried to delete the leaks… they continued to come on every info_play_spawn i made, and the bad surface i cannot undo, they are connected to my map base…

Sorry to be a pain i am a novice. :frowning:

Exact same thing is happening to me! Except when I do it NOTHING but HDR updates.

Leaks happen when the map isn’t sealed from the void. Also there is a mapping forum for this sort of thing.

Sorry 'bout the miss post then.
I have checked all the corners for that sort of thing but i cant see the black void any where.
I will just have to rebuild the map again from scratch and be more careful where i put every thing.
Thanks for the tips and suggestions though. :slight_smile:

Delete old version of the map before recompiling.