my Ladder won't work ?

i am making a HL2 map… in the map i need some ladders, but they won’t work ingame :frowning: ?



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\zoro7789\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\zoro7789\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\zoro7789\sourcesdk_content\hl2\mapsrc\HL2BF.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\zoro7789\half-life 2\hl2\materials
Loading C:\Program Files (x86)\Steam\steamapps\zoro7789\sourcesdk_content\hl2\mapsrc\HL2BF.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\zoro7789\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/hl2bf/nature/blenddirtgrass005a_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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\zoro7789\sourcesdk_content\hl2\mapsrc\HL2BF.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_09*.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_09*.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) (30332 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 86 texinfos to 47
Reduced 16 texdatas to 13 (413 bytes to 302)
Writing C:\Program Files (x86)\Steam\steamapps\zoro7789\sourcesdk_content\hl2\mapsrc\HL2BF.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\zoro7789\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\zoro7789\half-life 2\hl2" -fast "C:\Program Files (x86)\Steam\steamapps\zoro7789\sourcesdk_content\hl2\mapsrc\HL2BF"

Valve Software - vvis.exe (Jul  7 2010)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\zoro7789\sourcesdk_content\hl2\mapsrc\HL2BF.bsp
reading c:\program files (x86)\steam\steamapps\zoro7789\sourcesdk_content\hl2\mapsrc\HL2BF.prt
 131 portalclusters
 436 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 107 visible clusters (0.00%)
Total clusters visible: 16574
Average clusters visible: 126
Building PAS...
Average clusters audible: 131
visdatasize:5512  compressed from 6288
writing c:\program files (x86)\steam\steamapps\zoro7789\sourcesdk_content\hl2\mapsrc\HL2BF.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\zoro7789\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\zoro7789\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\zoro7789\sourcesdk_content\hl2\mapsrc\HL2BF"

Valve Software - vrad.exe SSE (Jul  7 2010)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\zoro7789\sourcesdk_content\hl2\mapsrc\HL2BF.bsp
Setting up ray-trace acceleration structure... Done (0.21 seconds)
262 faces
96273 square feet [13863337.00 square inches]
6 Displacements
10926 Square Feet [1573446.88 Square Inches]
262 patches before subdivision
2308 patches after subdivision
3 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 63498, max 132
transfer lists:   0.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(341, 317, 254)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(21, 18, 12)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(3, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0019 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   8/1024          384/49152    ( 0.8%) 
brushes                 81/8192          972/98304    ( 1.0%) 
brushsides             524/65536        4192/524288   ( 0.8%) 
planes                 398/65536        7960/1310720  ( 0.6%) 
vertexes               514/65536        6168/786432   ( 0.8%) 
nodes                  280/65536        8960/2097152  ( 0.4%) 
texinfos                47/12288        3384/884736   ( 0.4%) 
texdata                 13/2048          416/65536    ( 0.6%) 
dispinfos                6/0            1056/0        ( 0.0%) 
disp_verts             486/0            9720/0        ( 0.0%) 
disp_tris              768/0            1536/0        ( 0.0%) 
disp_lmsamples       27744/0           27744/0        ( 0.0%) 
faces                  262/65536       14672/3670016  ( 0.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              200/65536       11200/3670016  ( 0.3%) 
leaves                 289/65536        9248/2097152  ( 0.4%) 
leaffaces              333/65536         666/131072   ( 0.5%) 
leafbrushes            131/65536         262/131072   ( 0.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             1993/512000       7972/2048000  ( 0.4%) 
edges                 1188/256000       4752/1024000  ( 0.5%) 
LDR worldlights          3/8192          264/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips              4/32768          40/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices            48/65536          96/131072   ( 0.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]       86480/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        5512/16777216 ( 0.0%) 
entdata               [variable]        5199/393216   ( 1.3%) 
LDR ambient table      289/65536        1156/262144   ( 0.4%) 
HDR ambient table      289/65536        1156/262144   ( 0.4%) 
LDR leaf ambient      1048/65536       29344/1835008  ( 1.6%) 
HDR leaf ambient       289/65536        8092/1835008  ( 0.4%) 
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]           1/6672     ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/2852     ( 0.0%) 
pakfile               [variable]      212074/0        ( 0.0%) 
physics               [variable]       30332/4194304  ( 0.7%) 
physics terrain       [variable]         908/1048576  ( 0.1%) 

Level flags = 0

Total triangle count: 666
Writing c:\program files (x86)\steam\steamapps\zoro7789\sourcesdk_content\hl2\mapsrc\HL2BF.bsp
4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\zoro7789\sourcesdk_content\hl2\mapsrc\HL2BF.bsp" "c:\program files (x86)\steam\steamapps\zoro7789\half-life 2\hl2\maps\HL2BF.bsp"


Try tying a nodraw brush to func_ladder instead. It might work but I’m not entirely sure.

What a backwards pain in the ass way to create ladders, too bad they don’t just use the ladder brush.

Not really. You have a lot more control with the hl2 method.

You can only use the ladder brush in the L4D engine. Everything else is entity.

thx for the help guys ^^

And css