map not compiling new changes.

I’m having a rather large problem with a map I’m working on, whenever I compile, it doesn’t seem to compile the newer changes I have made since the last compile. I tried Interlopers Compile log checker without any luck, and took a few looks over it myself. So I was wondering if somebody may be able to find out whats wrong in the log.



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\username\half-life 2 episode two\ep2" "C:\Users\Tom\Games\maps\lol"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\username\half-life 2 episode two\ep2\materials
Loading C:\Users\Tom\Games\maps\lol.vmf
Patching WVT material: maps/lol/nature/blendsandgrass008a_wvt_patch
Patching WVT material: maps/lol/nature/blendgrassmud01_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 20 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Tom\Games\maps\lol.prt...Building visibility clusters...
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 (1) (37527 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
8Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
9Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
10
Compacting texture/material tables...
Reduced 477 texinfos to 186
Reduced 25 texdatas to 22 (624 bytes to 534)
Writing C:\Users\Tom\Games\maps\lol.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\username\half-life 2 episode two\ep2" "C:\Users\Tom\Games\maps\lol"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\users	om\games\maps\lol.bsp
reading c:\users	om\games\maps\lol.prt
 161 portalclusters
 500 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 22 visible clusters (0.00%)
Total clusters visible: 18057
Average clusters visible: 112
Building PAS...
Average clusters audible: 160
visdatasize:8108  compressed from 7728
writing c:\users	om\games\maps\lol.bsp
3 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\username\half-life 2 episode two\ep2" "C:\Users\Tom\Games\maps\lol"

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 c:\users	om\games\maps\lol.bsp
Setting up ray-trace acceleration structure... Done (1.22 seconds)
674 faces
189494 square feet [27287156.00 square inches]
136 Displacements
58850 Square Feet [8474490.00 Square Inches]
674 patches before subdivision
7418 patches after subdivision
6 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 262620, max 210
transfer lists:   2.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(8494, 7772, 3259)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(1373, 1223, 409)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(424, 353, 98)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(153, 118, 28)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(58, 40, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(22, 14, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(9, 5, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(3, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(1, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0077 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                   1/1024           48/49152    ( 0.1%) 
brushes                111/8192         1332/98304    ( 1.4%) 
brushsides             713/65536        5704/524288   ( 1.1%) 
planes                 522/65536       10440/1310720  ( 0.8%) 
vertexes               952/65536       11424/786432   ( 1.5%) 
nodes                  336/65536       10752/2097152  ( 0.5%) 
texinfos               186/12288       13392/884736   ( 1.5%) 
texdata                 22/2048          704/65536    ( 1.1%) 
dispinfos              136/0           23936/0        ( 0.0%) 
disp_verts           12680/0          253600/0        ( 0.0%) 
disp_tris            20480/0           40960/0        ( 0.0%) 
disp_lmsamples      166667/0          166667/0        ( 0.0%) 
faces                  674/65536       37744/3670016  ( 1.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              454/65536       25424/3670016  ( 0.7%) 
leaves                 338/65536       10816/2097152  ( 0.5%) 
leaffaces              666/65536        1332/131072   ( 1.0%) 
leafbrushes            266/65536         532/131072   ( 0.4%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             4838/512000      19352/2048000  ( 0.9%) 
edges                 2917/256000      11668/1024000  ( 1.1%) 
LDR worldlights          6/8192          528/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             36/32768         360/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           540/65536        1080/131072   ( 0.8%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      547928/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        8108/16777216 ( 0.0%) 
entdata               [variable]        2617/393216   ( 0.7%) 
LDR ambient table      338/65536        1352/262144   ( 0.5%) 
HDR ambient table      338/65536        1352/262144   ( 0.5%) 
LDR leaf ambient      1735/65536       48580/1835008  ( 2.6%) 
HDR leaf ambient       338/65536        9464/1835008  ( 0.5%) 
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]           1/2874     ( 0.0%) 
pakfile               [variable]      212724/0        ( 0.0%) 
physics               [variable]       37527/4194304  ( 0.9%) 
physics terrain       [variable]       35348/1048576  ( 3.4%) 

Level flags = 0

Total triangle count: 1690
Writing c:\users	om\games\map\lol.bsp
10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Tom\Games\maps\lol.bsp" "c:\program files (x86)\steam\steamapps\username\garrysmod\garrysmod\maps\lol.bsp"



Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!

That doesn’t look too good, especially since it says like fifty times.

I could fix that, but all that error does is stop the detail sprites, or grass from showing and I like the texture as it is for now. pretty sure it doesn’t stop it from compiling right, somebody correct me if I’m wrong.

I don’t know, usually when this happens to me it’s because of an invalid brush or something, it could possibly be the sprites fucking up, try fixing them.

Try alt-p

Tried changing the texture, and tried alt-p. No errors found.

It seems to be copying over to the garrysmod folder instead of the ep2 folder, perhaps that is your issue?

Yeah that was the problem thanks, I don’t know why it was doing that.

Also, about the detail sprite thing, you can generally ignore it. Valve purged the detail.vbsp a while ago which removed some shit that was never used.