Looking To Pay Someone To Help me with my map

000000000000000000000000000000000001101010000000000000000000000000000000000000000000000

You shouldn’t have to pay anyone for help.

That being said, I see that you’ve posted here before asking for help. Do you mind simply posting your compile log so that we can take a look at what might be wrong? Also there’s this.

I know Man , I know about interlopers , You dont know how many times i already posted my log , how many times i checked the log etc . Thanks anyway For posting !

Anyway , Here is the log :


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Tiago\Downloads\Documents\rp_city4_a4_13.vmf"

Valve Software - vbsp.exe (Aug 30 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading C:\Users\Tiago\Downloads\Documents\rp_city4_a4_13.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop stone for material STONE/INFTRIMA, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
material "tile/tilefloor010c" not found.
Material not found!: TILE/TILEFLOOR010C
material "wood/ep2_woodfloor01" not found.
Material not found!: WOOD/EP2_WOODFLOOR01
material "ajacks/ajacks_road8" not found.
Material not found!: AJACKS/AJACKS_ROAD8
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/rp_city4_a4_13/de_chateau/groundd_blend_wvt_patch
Patching WVT material: maps/rp_city4_a4_13/nature/canal_reeds_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1640 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (3649 prims, max 32768 :: 65544 indices, max 65536)


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" -fast "C:\Users\Tiago\Downloads\Documents\rp_city4_a4_13"

Valve Software - vvis.exe (Aug 27 2013)
fastvis = true
8 threads
reading c:\users	iago\downloads\documents\rp_city4_a4_13.bsp
Error opening c:\users	iago\downloads\documents\rp_city4_a4_13.bsp

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" -noextra "C:\Users\Tiago\Downloads\Documents\rp_city4_a4_13"

Valve Software - vrad.exe SSE (Sep 16 2013)

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

Loading c:\users	iago\downloads\documents\rp_city4_a4_13.bsp
Error opening c:\users	iago\downloads\documents\rp_city4_a4_13.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Tiago\Downloads\Documents\rp_city4_a4_13.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_city4_a4_13.bsp"

The command failed. Windows reported the error:
  "O sistema não pode encontrar o arquivo especificado."


You have too many t-junctions.

There are 2 solutions

The lazy way which is to add -notjunc to the compile,

(go to “expert” mode when compiling and add that line in before everything else.

and the Proper way here
(you can learn more about tjunctions there as well.)

Thanks , but now it compiles in 1 minute and 41 seconds , but i noticed that the water is bugged .


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -notjunc -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "c:\users	iago\downloads\documents\rp_city4_a4_13_junc"

Valve Software - vbsp.exe (Aug 30 2013)
notjunc = true
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading c:\users	iago\downloads\documents\rp_city4_a4_13_junc.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop stone for material STONE/INFTRIMA, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
material "tile/tilefloor010c" not found.
Material not found!: TILE/TILEFLOOR010C
material "wood/ep2_woodfloor01" not found.
Material not found!: WOOD/EP2_WOODFLOOR01
material "ajacks/ajacks_road8" not found.
Material not found!: AJACKS/AJACKS_ROAD8
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/rp_city4_a4_13_junc/de_chateau/groundd_blend_wvt_patch
Patching WVT material: maps/rp_city4_a4_13_junc/nature/canal_reeds_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1410 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (5)
writing c:\users	iago\downloads\documents\rp_city4_a4_13_junc.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_04*.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_04*.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 (2) (2666510 bytes)
Error! prop_static using model "models/props_c17/lockers001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/lockers001a.mdl"!
Error! To use model "models/props_lab/ScrapyardDumpster.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/ScrapyardDumpster.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 12710 texinfos to 7353
Reduced 648 texdatas to 540 (19192 bytes to 14322)
Writing c:\users	iago\downloads\documents\rp_city4_a4_13_junc.bsp
20 seconds elapsed
  -0.975553 -1.268733 0.000000
  0.000000 -1.246832 0.000000
  -0.975553 -1.246832 0.000000
  -0.975553 -1.290635 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -0.975553 -1.268733 0.000000
  0.000000 -1.246832 0.000000
  -0.975553 -1.246832 0.000000
  -0.975553 -1.290635 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -fast -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "c:\users	iago\downloads\documents\rp_city4_a4_13_junc"

Valve Software - vvis.exe (Aug 27 2013)
fastvis = true
8 threads
reading c:\users	iago\downloads\documents\rp_city4_a4_13_junc.bsp
reading c:\users	iago\downloads\documents\rp_city4_a4_13_junc.prt
9608 portalclusters
30950 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (38)
Optimized: 7489530 visible clusters (15.44%)
Total clusters visible: 48507459
Average clusters visible: 5048
Building PAS...
Vismap expansion overflow

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "c:\users	iago\downloads\documents\rp_city4_a4_13_junc"

Valve Software - vrad.exe SSE (Sep 16 2013)

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

Loading c:\users	iago\downloads\documents\rp_city4_a4_13_junc.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (8.45 seconds)
37009 faces
4 degenerate faces
3714079 square feet [534827360.00 square inches]
1 Displacements
25442 Square Feet [3663690.00 Square Inches]
sun extent from map=0.000000
177 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (41)
Build Patch/Sample Hash Table(s).....Done<0.1314 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (15)
FinalLightFace Done
0 of 1 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (36)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 163/1024         7824/49152    (15.9%) 
brushes               7238/8192        86856/98304    (88.4%) VERY FULL!
brushsides           53443/65536      427544/524288   (81.5%) VERY FULL!
planes               31128/65536      622560/1310720  (47.5%) 
vertexes             59334/65536      712008/786432   (90.5%) VERY FULL!
nodes                19347/65536      619104/2097152  (29.5%) 
texinfos              7353/12288      529416/884736   (59.8%) 
texdata                540/2048        17280/65536    (26.4%) 
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       20832/0           20832/0        ( 0.0%) 
faces                37009/65536     2072504/3670016  (56.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            20815/65536     1165640/3670016  (31.8%) 
leaves               19511/65536      624352/2097152  (29.8%) 
leaffaces            46796/65536       93592/131072   (71.4%) 
leafbrushes          19204/65536       38408/131072   (29.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges           231800/512000     927200/2048000  (45.3%) 
edges               164746/256000     658984/1024000  (64.4%) 
LDR worldlights        177/8192        15576/720896   ( 2.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            8/32768          96/393216   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                48/512         16896/180224   ( 9.4%) 
LDR lightdata         [variable]    20375476/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      384242/393216   (97.7%) VERY FULL!
LDR ambient table    19511/65536       78044/262144   (29.8%) 
HDR ambient table    19511/65536       78044/262144   (29.8%) 
LDR leaf ambient     70040/65536     1961120/1835008  (106.9%) VERY FULL!
HDR leaf ambient     19511/65536      546308/1835008  (29.8%) 
occluders                1/0              40/0        ( 0.0%) 
occluder polygons        1/0              12/0        ( 0.0%) 
occluder vert ind        4/0              16/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/72642    ( 0.0%) 
pakfile               [variable]      235558/0        ( 0.0%) 
physics               [variable]     2666510/4194304  (63.6%) 
physics terrain       [variable]          55/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 74182
Writing c:\users	iago\downloads\documents\rp_city4_a4_13_junc.bsp
1 minute, 41 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\users	iago\downloads\documents\rp_city4_a4_13_junc.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_city4_a4_13_junc.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\hl2.exe"
** Parameters: -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" +map "rp_city4_a4_13_junc"

What is wrong with the water? First thing to check, if you have multiple water sources in different areas, make sure they are all at the same level.

You should really fix as many of those errors as you can. You have three material errors and prop errors too.