Map Compile Error?

Here it is

** Executing…
** Command: “d:\games\steam\steamapps\death707\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “d:\games\steam\steamapps\death707\half-life 2 episode two\ep2” “D:\Games\Steam\steamapps\exiled203\sourcesdk_content f\mapsrc\pdown_idk”

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: d:\games\steam\steamapps\death707\half-life 2 episode two\ep2\materials
Loading D:\Games\Steam\steamapps\exiled203\sourcesdk_content f\mapsrc\pdown_idk.vmf
Patching WVT material: maps/pdown_idk/nature/blendrockdirt002a_wvt_patch
Patching WVT material: maps/pdown_idk/nature/blendcliffdirt001a_wvt_patch
Patching WVT material: maps/pdown_idk/nature/blendmuddirt001a_wvt_patch
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
**** leaked ****
Entity prop_physics (234.00 -88.00 -12.00) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (1216.0 0.0 44.0)
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 (1714.0 0.0 44.0)
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 (1038.0 0.0 44.0)
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 44.0)
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 (2048.0 512.0 44.0)
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 (0.0 512.0 44.0)
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 (160.0 0.0 -4.0)
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 (160.0 0.0 -128.0)
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)
FixTjuncs…
PruneNodes…
WriteBSP…
NODRAW on terrain surface!
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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…
Found a displacement edge abutting multiple other edges.
Warning: overflowed 82 displacement corner-neighbor lists.Finding lightmap sample positions…
Displacement Alpha : 0…1…2…3…4…5…6…7…8…9…10
Building Physics collision data…
Displacement 179 has bad geometry near 1168.81 -1948.00 128.00
Can’t compile displacement physics, exiting. Texture is TOOLS/TOOLSNODRAW

** Executing…
** Command: “d:\games\steam\steamapps\death707\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “d:\games\steam\steamapps\death707\half-life 2 episode two\ep2” “D:\Games\Steam\steamapps\exiled203\sourcesdk_content f\mapsrc\pdown_idk”

Valve Software - vvis.exe (May 19 2009)
2 threads
reading d:\games\steam\steamapps\exiled203\sourcesdk_content f\mapsrc\pdown_idk.bsp
reading d:\games\steam\steamapps\exiled203\sourcesdk_content f\mapsrc\pdown_idk.prt
LoadPortals: couldn’t read d:\games\steam\steamapps\exiled203\sourcesdk_content f\mapsrc\pdown_idk.prt

** Executing…
** Command: “d:\games\steam\steamapps\death707\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -both -game “d:\games\steam\steamapps\death707\half-life 2 episode two\ep2” “D:\Games\Steam\steamapps\exiled203\sourcesdk_content f\mapsrc\pdown_idk”

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

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading d:\games\steam\steamapps\exiled203\sourcesdk_content f\mapsrc\pdown_idk.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (1.49 seconds)
894 faces
1 degenerate faces
19182 square feet [2762303.75 square inches]
74 Displacements
7553 Square Feet [1087738.00 Square Inches]
33 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (1)
Build Patch/Sample Hash Table(s)…Done<0.0020 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 (6)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 8/1024 384/49152 ( 0.8%)
brushes 262/8192 3144/98304 ( 3.2%)
brushsides 1733/65536 13864/524288 ( 2.6%)
planes 694/65536 13880/1310720 ( 1.1%)
vertexes 1512/65536 18144/786432 ( 2.3%)
nodes 730/65536 23360/2097152 ( 1.1%)
texinfos 98/12288 7056/884736 ( 0.8%)
texdata 28/2048 896/65536 ( 1.4%)
dispinfos 74/0 13024/0 ( 0.0%)
disp_verts 11402/0 228040/0 ( 0.0%)
disp_tris 19456/0 38912/0 ( 0.0%)
disp_lmsamples 27852/0 27852/0 ( 0.0%)
faces 894/65536 50064/3670016 ( 1.4%)
hdr faces 894/65536 50064/3670016 ( 1.4%)
origfaces 699/65536 39144/3670016 ( 1.1%)
leaves 739/65536 23648/2097152 ( 1.1%)
leaffaces 918/65536 1836/131072 ( 1.4%)
leafbrushes 336/65536 672/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6944/512000 27776/2048000 ( 1.4%)
edges 4286/256000 17144/1024000 ( 1.7%)
LDR worldlights 33/8192 2904/720896 ( 0.4%)
HDR worldlights 33/8192 2904/720896 ( 0.4%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 83/32768 830/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1422/65536 2844/131072 ( 2.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 229132/0 ( 0.0%)
HDR lightdata [variable] 229132/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 24432/393216 ( 6.2%)
LDR ambient table 739/65536 2956/262144 ( 1.1%)
HDR ambient table 739/65536 2956/262144 ( 1.1%)
LDR leaf ambient 2134/65536 59752/1835008 ( 3.3%)
HDR leaf ambient 2134/65536 59752/1835008 ( 3.3%)
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] 1/12 ( 8.3%)
static props [variable] 1/2632 ( 0.0%)
pakfile [variable] 107398/0 ( 0.0%)
physics [variable] 94515/4194304 ( 2.3%)
physics terrain [variable] 15828/1048576 ( 1.5%)

Level flags = 0

Total triangle count: 2376
Writing d:\games\steam\steamapps\exiled203\sourcesdk_content f\mapsrc\pdown_idk.bsp
10 seconds elapsed
Valve Software - vrad.exe SSE (May 19 2009)

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading d:\games\steam\steamapps\exiled203\sourcesdk_content f\mapsrc\pdown_idk.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (1.66 seconds)
894 faces
1 degenerate faces
19182 square feet [2762303.75 square inches]
74 Displacements
7553 Square Feet [1087738.00 Square Inches]
33 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (2)
Build Patch/Sample Hash Table(s)…Done<0.0045 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 (6)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 8/1024 384/49152 ( 0.8%)
brushes 262/8192 3144/98304 ( 3.2%)
brushsides 1733/65536 13864/524288 ( 2.6%)
planes 694/65536 13880/1310720 ( 1.1%)
vertexes 1512/65536 18144/786432 ( 2.3%)
nodes 730/65536 23360/2097152 ( 1.1%)
texinfos 98/12288 7056/884736 ( 0.8%)
texdata 28/2048 896/65536 ( 1.4%)
dispinfos 74/0 13024/0 ( 0.0%)
disp_verts 11402/0 228040/0 ( 0.0%)
disp_tris 19456/0 38912/0 ( 0.0%)
disp_lmsamples 27852/0 27852/0 ( 0.0%)
faces 894/65536 50064/3670016 ( 1.4%)
hdr faces 894/65536 50064/3670016 ( 1.4%)
origfaces 699/65536 39144/3670016 ( 1.1%)
leaves 739/65536 23648/2097152 ( 1.1%)
leaffaces 918/65536 1836/131072 ( 1.4%)
leafbrushes 336/65536 672/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6944/512000 27776/2048000 ( 1.4%)
edges 4286/256000 17144/1024000 ( 1.7%)
LDR worldlights 33/8192 2904/720896 ( 0.4%)
HDR worldlights 33/8192 2904/720896 ( 0.4%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 83/32768 830/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1422/65536 2844/131072 ( 2.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 229132/0 ( 0.0%)
HDR lightdata [variable] 229132/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 24432/393216 ( 6.2%)
LDR ambient table 739/65536 2956/262144 ( 1.1%)
HDR ambient table 739/65536 2956/262144 ( 1.1%)
LDR leaf ambient 2134/65536 59752/1835008 ( 3.3%)
HDR leaf ambient 2134/65536 59752/1835008 ( 3.3%)
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] 1/12 ( 8.3%)
static props [variable] 1/2632 ( 0.0%)
pakfile [variable] 107398/0 ( 0.0%)
physics [variable] 94515/4194304 ( 2.3%)
physics terrain [variable] 15828/1048576 ( 1.5%)

Level flags = 0

Total triangle count: 2376
Writing d:\games\steam\steamapps\exiled203\sourcesdk_content f\mapsrc\pdown_idk.bsp
11 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “D:\Games\Steam\steamapps\exiled203\sourcesdk_content f\mapsrc\pdown_idk.bsp” “d:\games\steam\steamapps\SourceMods\letdown\maps\pdown_idk.bsp”

I think its compiling wrong due to me compiling the map and when i load my game it dosn’t have the updated map even though its compiled to correct place.


entity prop_physics (234.00 -88.00 -12.00) leaked!

Theres a problem, you have a whole in your map.


nodraw on terrain surface!

You should select the face of the brush you want to displace and press create, you can’t nodraw a brush. Seeming as I can tell you have the displacement, Select the brush, Open the face edit sheet, and unselect the side you displaced and press destroy.


warning: overflowed 82 displacement corner-neighbor lists

Fix the last problem, and this should be fixed as well.

NODRAW on terrain surface!
NODRAW on terrain surface!
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NODRAW on terrain surface!

:fuckyou: Btw Hi holiest cow (I’m gonna get banned for this post i bet)


(User was banned for this post ("Rule #15 / Rule #17 / Rule #18 / Page Stretching" - Terrenteller))

First off use http://www.interlopers.net/errors/index.php to check for errors in your compile and I just did it with your compile log and you have 5 errors.

1: entity prop_physics (234.00 -88.00 -12.00) leaked!

2: **** leaked ****

3: nodraw on terrain surface!

4: found a displacement edge abutting multiple other edges

5: warning: overflowed 82 displacement corner-neighbor lists.

seems like you are new at mapping just post your compile log at the link I gave at the top of the this post
then click check log if you have no errors with you compile log you will get 0 errors you have 5 errors that website should tell you what to do to fix them I have a raid in 40min so I cant really help you right now just use the link I gave you.

Also its fine to compile the map with the game running in the back ground I do it all the time as long as you do not change the name of the map you should be fine and I think it also makes the compile time longer but I could be wrong. Well I did do it all the time not any more.