Horrible Compile Problems!

I am having another horrible problem with Hammer. I cant compile maps anymore, ever sense I switched over to the 2009 engine for CS:S when I was getting another error. Here is what my compile console says.


** Executing…
** Command: “c:\program files (x86)\steam\steamapps\bbooker01\sourcesdk\bin\ep1\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\bbooker01\counter-strike source\cstrike” “c:\users\brett\desktop\kens\walls”

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\bbooker01\counter-strike source\cstrike\materials
Loading c:\users\brett\desktop\kens\walls.vmf
Can’t find surfaceprop dirt for material AJACKS/AJACKS_GRASS01, using default
material “brick/brickwall001a” not found
Material not found!: BRICK/BRICKWALL001A
“materials/Tools/toolsnodraw.vtf”: cached version doesn’t exist
Can’t find surfaceprop concrete for material DE_DUST/TILEFLOOR01, using default
material “concrete/concretewall013a” not found
Material not found!: CONCRETE/CONCRETEWALL013A
material “metal/metalroof008a” not found
Material not found!: METAL/METALROOF008A
Can’t find surfaceprop wood for material DE_CHATEAU/WOODKTRIM, using default
material “tools/toolsinvisibleladder” not found
Material not found!: TOOLS/TOOLSINVISIBLELADDER
material “metal/metalladder001a” not found
Material not found!: METAL/METALLADDER001A
Can’t find surfaceprop wood for material DE_PIRANESI/WOODCEILING01, using default
Can’t find surfaceprop wood for material DE_PIRANESI/PI_WOOD1, using default
material “cable/rope” not found
Material not found!: CABLE/ROPE
material “concrete/concreteceiling003a” not found
Material not found!: CONCRETE/CONCRETECEILING003A
Can’t find surfaceprop plastic for material DE_CHATEAU/CLNGA, using default
Can’t find surfaceprop wood for material DE_CBBLE/DOOR010, using default
Can’t find surfaceprop tile for material TILE/INFFLRB, using default
Can’t find surfaceprop wood for material DE_CBBLE/WOODCEILING01, using default
material “tools/toolsclip” not found
Material not found!: TOOLS/TOOLSCLIP
material “plaster/plasterceiling003a” not found
Material not found!: PLASTER/PLASTERCEILING003A
Can’t find surfaceprop plaster for material CS_ITALY/WALLPAPER02, using default
Can’t find surfaceprop plaster for material CS_ITALY/CUICEILA, using default
Can’t find surfaceprop concrete for material STONE/STONEWALL014A, using default
material “building_template/building_trainstation_window002e” not found
Material not found!: BUILDING_TEMPLATE/BUILDING_TRAINSTATION_WINDOW002E
Can’t find surfaceprop brick for material BRICK/BRICKWALL008A, using default
material “tools/toolsinvisible” not found
Material not found!: TOOLS/TOOLSINVISIBLE
material “nature/blendgrassdirt001a” not found
Material not found!: NATURE/BLENDGRASSDIRT001A
material “wood/woodstair002b” not found
Material not found!: WOOD/WOODSTAIR002B
Can’t find surfaceprop metal for material DE_NUKE/NUKE_METALTRIMS_01, using default
material “prawn_mix_t4xtur4s/p_black_floor” not found
Material not found!: PRAWN_MIX_T4XTUR4S/P_BLACK_FLOOR
material “plaster/plasterceiling005a” not found
Material not found!: PLASTER/PLASTERCEILING005A
Can’t find surfaceprop metal for material DE_NUKE/NUKE_METALFLOOR_01, using default
material “tools/toolsnodraw” not found
Material not found!: TOOLS/TOOLSNODRAW
material “tools/toolsskybox” not found
Material not found!: TOOLS/TOOLSSKYBOX
material “concrete/concretewall001a” not found
Material not found!: CONCRETE/CONCRETEWALL001A
Can’t find surfaceprop wood for material DE_CBBLE/WOODBEAM01, using default
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4.Brush 36429: WARNING, microbrush
…5…6…7…Brush 36426: WARNING, microbrush
Brush 36526: WARNING, microbrush
Brush 36527: WARNING, microbrush
8…9…10 (2)

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-747.1, -533.4, 735.3)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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: Brush 36259:

ProcessBlock_Thread: 0…1…2…3…4.Brush 36429: WARNING, microbrush
…5…6…7…Brush 36426: WARNING, microbrush
Brush 36526: WARNING, microbrush
Brush 36527: WARNING, microbrush
8…9…10 (0)

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-748.0, -594.8, 537.0)
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: Brush 36034:

Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…done (1)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing c:\users\brett\desktop\kens\walls.prt…done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_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
material “decals/decalgraffiti005a” not found
Building Physics collision data…
done (0) (786789 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 1413 texinfos to 1200
Reduced 40 texdatas to 36 (923 bytes to 840)
Writing c:\users\brett\desktop\kens\walls.bsp
7 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\bbooker01\sourcesdk\bin\ep1\bin\vvis.exe”
** Parameters: -fast -game “c:\program files (x86)\steam\steamapps\bbooker01\counter-strike source\cstrike” “c:\users\brett\desktop\kens\walls”

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:\users\brett\desktop\kens\walls.bsp
reading c:\users\brett\desktop\kens\walls.prt
1345 portalclusters
5085 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (3)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 103093 visible clusters (0.00%)
Total clusters visible: 1457040
Average clusters visible: 1083
Building PAS…
Average clusters audible: 1341
visdatasize:454771 compressed from 473440
writing c:\users\brett\desktop\kens\walls.bsp
3 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\bbooker01\sourcesdk\bin\ep1\bin\vrad.exe”
** Parameters: -bounce 2 -noextra -game “c:\program files (x86)\steam\steamapps\bbooker01\counter-strike source\cstrike” “c:\users\brett\desktop\kens\walls”

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]

Loading c:\users\brett\desktop\kens\walls.bsp
10964 faces
31 degenerate faces
167581 square feet [24131750.00 square inches]
1 displacements
18 square feet [2689.32 square inches]
10933 patches before subdivision
14459 patches after subdivision
2 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (11)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (97)
transfers 8516102, max 3951
transfer lists: 65.0 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0044 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0…1…2…3…4…5…6…7…8…9…10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 3/1024 144/49152 ( 0.3%)
brushes 2207/8192 26484/98304 (26.9%)
brushsides 22414/65536 179312/524288 (34.2%)
planes 20876/65536 417520/1310720 (31.9%)
vertexes 18889/65536 226668/786432 (28.8%)
nodes 2610/65536 83520/2097152 ( 4.0%)
texinfos 1200/12288 86400/884736 ( 9.8%)
texdata 36/2048 1152/65536 ( 1.8%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 144/0 144/0 ( 0.0%)
faces 10964/65536 613984/3670016 (16.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8892/65536 497952/3670016 (13.6%)
leaves 2614/65536 83648/2097152 ( 4.0%)
leaffaces 12000/65536 24000/131072 (18.3%)
leafbrushes 4029/65536 8058/131072 ( 6.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 79863/512000 319452/2048000 (15.6%)
edges 48071/256000 192284/1024000 (18.8%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 481/32768 4810/327680 ( 1.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7956/65536 15912/131072 (12.1%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 317932/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 454771/16777216 ( 2.7%)
entdata [variable] 4310/393216 ( 1.1%)
LDR leaf ambient 2614/65536 62736/1572864 ( 4.0%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/2038 ( 0.0%)
pakfile [variable] 173655/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 786789/4194304 (18.8%)
==== Total Win32 BSP file data space used: 4584251 bytes ====

Total triangle count: 23947
Writing c:\users\brett\desktop\kens\walls.bsp
1 minute, 51 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “c:\users\brett\desktop\kens\walls.bsp” “c:\program files (x86)\steam\steamapps\bbooker01\counter-strike source\cstrike\maps\walls.bsp”

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\bbooker01\counter-strike source\hl2.exe”
** Parameters: -allowdebug -game “c:\program files (x86)\steam\steamapps\bbooker01\counter-strike source\cstrike” +map “walls”


Here is what my configuration settings are:

http://img228.imageshack.us/img228/1580/12121y.png

http://img697.imageshack.us/img697/7247/121212i.png

And here are some in game pictures the demonstrate this horrific compile problem that is haunting me!

http://img682.imageshack.us/img682/7218/ex1e.jpg

http://img94.imageshack.us/img94/3943/ex2e.jpg

All help is appreciated b/c I hate this with a passion!

Change the compile tools in the soucesdk\bin\orangebox\bin folder and see if that does anything.

Wait what, I am sorry how do I go about this?

To me it looks like you have a microbrush.

In hammer, do “View > Go to brush > plug in the numbers” and delete them.

As for your other problem, have you tried to reset your game configurations?

Yeah I just reset me configurations recently and thanks for pointing out those micro brushes. But I guess I can try to re-configure it again.

But then the map won’t work in CounterStrike, only the beta.

[editline]12:46AM[/editline]

Ninja’d.

[editline]12:46AM[/editline]

Also run that compile log through interlopers error checker, there are a variety of errors you should be fixing in there other than microbrushes.

Well before I was having a hard time with the sky box showing up instead of the sky box texture you see in hammer. How can I fix that?

Which are probably caused by microbrushes?

Alright well I got rid of the micro-brushes and I am about to compile again. Will that actually fix the missing sky box b/c I am missing the connection between the two concepts.

Pretty much go tools>options>build programs tab. Then do what I said.

Possibly, but it’s always safe to check after fixing each error.

Alright I will try that b/c I just compiled again and it wasn’t fixed from the micro-brushes.

[editline]07:04PM[/editline]

Alright I just changed the configuration in build programs in all of them to the orange box bin folder like you said. I am about to test the compile.

[editline]07:14PM[/editline]

Alright it is all fixed, but I have one more question and that is how do I avoid shadows like this. Is it b/c I choose to compile fast?

http://img180.imageshack.us/img180/6779/shadowbc.jpg

It could be or it could just be that there is not sufficient lighting there.