many faces with the same material in scene

I am building a warehouse scene. But when I run the map, I get a message saying to many faces with the same material in scene. When I look at all of the warehouse shelfs, the screen becomes obscured and jiggly.

Also ss there a way to make a physics prop a static prop? Alot of objects I want in the level dont show in game because they are set to static, but I dont want them to be physics props.

Thanks

COMPILE LOG

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\skywalker113\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod” “C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\warehouse.vmf”

Valve Software - vbsp.exe (Oct 25 2011)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\warehouse.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod\gameinfo.txt
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (2)
**** leaked ****
Entity prop_static (-3866.00 -1760.00 300.00) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (0.0 -1848.0 280.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (0.0 -1616.0 232.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (0.0 -1456.0 232.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (0.0 -1488.0 304.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (0.0 -1280.0 296.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (0.0 -1280.0 224.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (0.0 -1128.0 232.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (0.0 -1128.0 304.0)
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:

*** Suppressing further FindPortalSide errors… ***
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 40 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (2)
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.
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) (450325 bytes)
Error! prop_static using model “models/props_junk/wood_pallet001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/wood_pallet001a.mdl”!
Error! prop_static using model “models/props_junk/wood_crate001a_damaged.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/wood_crate001a_damaged.mdl”!
Error! To use model “models/humans/group02/male_07.mdl”
with prop_static, it must be compiled with $staticprop!
Error loading studio model “models/humans/group02/male_07.mdl”!
Error! prop_static using model “models/props/v22.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props/v22.mdl”!
Error! prop_static using model “models/props_junk/cardboard_box001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/cardboard_box001a.mdl”!
Error! prop_static using model “models/props_junk/cardboard_box004a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/cardboard_box004a.mdl”!
Error! prop_static using model “models/props_junk/wood_crate001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/wood_crate001a.mdl”!
Error loading studio model “”!
Error! prop_static using model “models/props_junk/wood_crate002a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/wood_crate002a.mdl”!
Error! prop_static using model “models/props_borealis/bluebarrel001.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_borealis/bluebarrel001.mdl”!
Error! prop_static using model “models/props_junk/gascan001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/gascan001a.mdl”!
Error! prop_static using model “models/props_junk/ibeam01a_cluster01.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/ibeam01a_cluster01.mdl”!
Error! prop_static using model “models/props_junk/pushcart01a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/pushcart01a.mdl”!
Error! prop_static using model “models/props_junk/wood_pallet001a_chunka.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/wood_pallet001a_chunka.mdl”!
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 3155 texinfos to 3049
Reduced 15 texdatas to 15 (342 bytes to 342)
Writing C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\warehouse.bsp
4 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\skywalker113\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod” “C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\warehouse”

Valve Software - vvis.exe (Oct 25 2011)
8 threads
reading c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod\warehouse.bsp
reading c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod\warehouse.prt
LoadPortals: couldn’t read c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod\warehouse.prt

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\skywalker113\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod” “C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\warehouse”

Valve Software - vrad.exe SSE (Oct 25 2011)

  Valve Radiosity Simulator     

8 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead…
Warning: Couldn’t open texlight file c:\program files (x86)\steam\steamapps\skywalker113\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod\warehouse.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (2.98 seconds)
23898 faces
7 degenerate faces
304277 square feet [43816028.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
15 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (2)
Build Patch/Sample Hash Table(s)…Done<0.0139 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (7)
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 (8)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 3/1024 144/49152 ( 0.3%)
brushes 1154/8192 13848/98304 (14.1%)
brushsides 22671/65536 181368/524288 (34.6%)
planes 28216/65536 564320/1310720 (43.1%)
vertexes 34197/65536 410364/786432 (52.2%)
nodes 17014/65536 544448/2097152 (26.0%)
texinfos 3049/12288 219528/884736 (24.8%)
texdata 15/2048 480/65536 ( 0.7%)
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 23898/65536 1338288/3670016 (36.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6520/65536 365120/3670016 ( 9.9%)
leaves 17018/65536 544576/2097152 (26.0%)
leaffaces 27532/65536 55064/131072 (42.0%)
leafbrushes 7834/65536 15668/131072 (12.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 142787/512000 571148/2048000 (27.9%)
edges 74090/256000 296360/1024000 (28.9%)
LDR worldlights 15/8192 1320/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2946/32768 29460/327680 ( 9.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 45975/65536 91950/131072 (70.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2457868/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 10978/393216 ( 2.8%)
LDR ambient table 17018/65536 68072/262144 (26.0%)
HDR ambient table 17018/65536 68072/262144 (26.0%)
LDR leaf ambient 32355/65536 905940/1835008 (49.4%)
HDR leaf ambient 17018/65536 476504/1835008 (26.0%)
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] 1/1006 ( 0.1%)
pakfile [variable] 105667/0 ( 0.0%)
physics [variable] 450325/4194304 (10.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 68911
Writing c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod\warehouse.bsp
20 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\warehouse.bsp” “c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod\maps\warehouse.bsp”

** Executing…
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 4000 -game “c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod” -toconsole -dev -console +sv_lan 1 +map “warehouse”

You could start by fixing that leak

Map>load point file then go to those coordinates. Props don’t seal off the map, nor disaplcements or brush entities.

in the future you might wanna check your compile lag using the error checker on the Interlopers’ website (http://www.interlopers.net/index.php?page=errors)
It will tell you what to do to fix most of the errors possible in Source.

In addition to the leak, you have a ton of props which are the wrong entity. The compile log throws these errors up for a reason.

You can make physics props stay in place by checking a flag in the prop_physics flags.

why is there an airplane in a warehouse?

Because fuck logic.

i guess same thing goes to the light rays without windows nor sun, the lights without sources, the repeated textures and the wall textures in the ceiling.

Techinally its an Osprey, one of the first cargo vtols that is still in active use. I guess it’s similar to the uk use of dc10’s. As long as they don’t actually start exploding in midair, they can still be used in active duty, no matter how old the design.

It could have been landed in via the ceiling, or taken in via the doors. Except that there is no large doors or ceiling hatch…

Thanks for the info but i already knew what an Osprey is.

Or it was stuck in the ground so they just builded the warehouse around it

Well…it was more for everyone, plus i couldn’t resist putting in a joke at the MoD’s expense.

Try prop_dynamic_override

when I compile the map and run it, some brushes disappear, and causes leaks in the map. Whats going on??

Add the compile log?

Here it is

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\skywalker113\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod” “C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\maps\warehouse.vmf”

Valve Software - vbsp.exe (Oct 25 2011)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\maps\warehouse.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod\gameinfo.txt
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
**** leaked ****
Entity light (-512.00 -928.00 344.00) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-1760.0 -1024.0 214.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-1448.0 -1024.0 214.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-1224.0 -1024.0 214.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-1536.0 -1024.0 330.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-1744.0 -1024.0 580.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-1232.0 -1024.0 580.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-1024.0 -512.0 248.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-1024.0 -512.0 212.0)
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:

*** Suppressing further FindPortalSide errors… ***
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 40 detail faces…done (0)
Merging details…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.
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) (137413 bytes)
Error! prop_static using model “models/props_junk/wood_pallet001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/wood_pallet001a.mdl”!
Error! prop_static using model “models/props_junk/wood_crate001a_damaged.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/wood_crate001a_damaged.mdl”!
Error! To use model “models/humans/group02/male_07.mdl”
with prop_static, it must be compiled with $staticprop!
Error loading studio model “models/humans/group02/male_07.mdl”!
Error! prop_static using model “models/props_junk/cardboard_box001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/cardboard_box001a.mdl”!
Error! prop_static using model “models/props_junk/cardboard_box004a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/cardboard_box004a.mdl”!
Error! prop_static using model “models/props_junk/wood_crate001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/wood_crate001a.mdl”!
Error loading studio model “”!
Error! prop_static using model “models/props_junk/wood_crate002a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/wood_crate002a.mdl”!
Error! prop_static using model “models/props_borealis/bluebarrel001.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_borealis/bluebarrel001.mdl”!
Error! prop_static using model “models/props_junk/gascan001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/gascan001a.mdl”!
Error! prop_static using model “models/props_junk/ibeam01a_cluster01.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/ibeam01a_cluster01.mdl”!
Error! prop_static using model “models/props_junk/pushcart01a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/pushcart01a.mdl”!
Error! prop_static using model “models/props_junk/wood_pallet001a_chunka.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/wood_pallet001a_chunka.mdl”!
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 813 texinfos to 768
Reduced 15 texdatas to 15 (351 bytes to 351)
Writing C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\maps\warehouse.bsp
1 second elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\skywalker113\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod” “C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\maps\warehouse”

Valve Software - vvis.exe (Oct 25 2011)
8 threads
reading c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod\maps\warehouse.bsp
reading c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod\maps\warehouse.prt
LoadPortals: couldn’t read c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod\maps\warehouse.prt

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\skywalker113\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod” “C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\maps\warehouse”

Valve Software - vrad.exe SSE (Oct 25 2011)

  Valve Radiosity Simulator     

8 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead…
Warning: Couldn’t open texlight file c:\program files (x86)\steam\steamapps\skywalker113\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod\maps\warehouse.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (0.54 seconds)
5035 faces
1 degenerate faces
259412 square feet [37355404.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
9 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (1)
Build Patch/Sample Hash Table(s)…Done<0.0092 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (2)
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 (2)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 3/1024 144/49152 ( 0.3%)
brushes 354/8192 4248/98304 ( 4.3%)
brushsides 4029/65536 32232/524288 ( 6.1%)
planes 4074/65536 81480/1310720 ( 6.2%)
vertexes 7485/65536 89820/786432 (11.4%)
nodes 2890/65536 92480/2097152 ( 4.4%)
texinfos 768/12288 55296/884736 ( 6.3%)
texdata 15/2048 480/65536 ( 0.7%)
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 5035/65536 281960/3670016 ( 7.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1902/65536 106512/3670016 ( 2.9%)
leaves 2894/65536 92608/2097152 ( 4.4%)
leaffaces 5922/65536 11844/131072 ( 9.0%)
leafbrushes 1449/65536 2898/131072 ( 2.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 32695/512000 130780/2048000 ( 6.4%)
edges 17177/256000 68708/1024000 ( 6.7%)
LDR worldlights 9/8192 792/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 607/32768 6070/327680 ( 1.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10512/65536 21024/131072 (16.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1060860/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 11568/393216 ( 2.9%)
LDR ambient table 2894/65536 11576/262144 ( 4.4%)
HDR ambient table 2894/65536 11576/262144 ( 4.4%)
LDR leaf ambient 4828/65536 135184/1835008 ( 7.4%)
HDR leaf ambient 2894/65536 81032/1835008 ( 4.4%)
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] 1/12 ( 8.3%)
static props [variable] 1/804 ( 0.1%)
pakfile [variable] 105667/0 ( 0.0%)
physics [variable] 137413/4194304 ( 3.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 15017
Writing c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod\maps\warehouse.bsp
6 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\maps\warehouse.bsp” “c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod\maps\warehouse.bsp”

** Executing…
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 4000 -game “c:\program files (x86)\steam\steamapps\skywalker113\garrysmod\garrysmod” -toconsole -dev -console +sv_lan 1 +map “warehouse”

[editline]14th December 2011[/editline]

[editline]14th December 2011[/editline]

Also, my character spawns off the map, and starts falling. I have the player_info_start in a hallway on solid ground. In order to fix it I need to recreate the info_player_start, but it always messes up again.

First off, fix your errors.

Error! prop_static using model “models/props_junk/wood_pallet001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/wood_pallet001a.mdl”!
Error! prop_static using model “models/props_junk/wood_crate001a_damaged.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/wood_crate001a_damaged.mdl”!
Error! To use model “models/humans/group02/male_07.mdl”
with prop_static, it must be compiled with $staticprop!
Error loading studio model “models/humans/group02/male_07.mdl”!
Error! prop_static using model “models/props_junk/cardboard_box001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/cardboard_box001a.mdl”!
Error! prop_static using model “models/props_junk/cardboard_box004a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/cardboard_box004a.mdl”!
Error! prop_static using model “models/props_junk/wood_crate001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/wood_crate001a.mdl”!
Error loading studio model “”!
Error! prop_static using model “models/props_junk/wood_crate002a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/wood_crate002a.mdl”!
Error! prop_static using model “models/props_borealis/bluebarrel001.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_borealis/bluebarrel001.mdl”!
Error! prop_static using model “models/props_junk/gascan001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/gascan001a.mdl”!
Error! prop_static using model “models/props_junk/ibeam01a_cluster01.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/ibeam01a_cluster01.mdl”!
Error! prop_static using model “models/props_junk/pushcart01a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/pushcart01a.mdl”!
Error! prop_static using model “models/props_junk/wood_pallet001a_chunka.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/wood_pallet001a_chunka.mdl”!

Fix all of them, they are easy to do. Make them what they are telling you then need to be.

also, find the leak and fix it: Entity light (-512.00 -928.00 344.00) leaked!

You need world brushes surrounding your map. Not entities, water, func_details or displacements, but solid world brushes.

Ok, im fixing all of the errors, but I have one major problem now. Whenever I run the map in hammer it crashes the program, and I have to force close it or restart the computer.

I solved the brushes disappearing in game, by increasing the black clipping limit in hammer.

It doesn’t crash. It’s an issue with windows. Be patient.

It used to run almost instantly. I left it compiling for almost a half hour and nothing happend.

If its an issue with windows, how can I fix it?

This is because you are so used to compiling without doing visual calculations. Now that you fixed your leak, you have to calculate what you can see, and what you can’t. You can help speed this up by optimizing your map.

The “issue with windows” is that when a program isn’t sending any commands to windows, it assumes that it crashed, but what it is actually doing with valve’s tools is that it is working too much to be able to send data to windows to tell it “hey I’m still working.” in which case, it is indeed not responding, because it is working too much to respond.