My map crashes the game...

I made a map and a few compiles ago it started crashing the game when ever I started the map. I tested it in CS:S and Gmod so its not the game. I also tried reinstalling gmod and that didn’t help.
Does anyone know what might be causing this problem?

I know steam creates a MDMP crash report that might show whats wrong but I don’t know what to open it with.

I can post the map or compile log if necessary.

Yes, compile log please.





materialPath: d:\steam\steamapps\bioman35\counter-strike source\cstrike\materials
Loading D:\Steam\SteamApps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.vmf
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...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (1)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\SteamApps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/tides*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/tidesrt"
Can't load skybox file skybox/tides to build the default cubemap!
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) (418917 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2472 texinfos to 1177
Reduced 225 texdatas to 200 (9496 bytes to 8806)
Writing D:\Steam\SteamApps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
10 seconds elapsed



2 threads
reading d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
reading d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.prt
1314 portalclusters
3773 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 5841 visible clusters (0.00%)
Total clusters visible: 414105
Average clusters visible: 315
Building PAS...
Average clusters audible: 1172
visdatasize:371119  compressed from 441504
writing d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
13 minutes, 41 seconds elapsed



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
5181 faces
1 degenerate faces
519140 square feet [74756256.00 square inches]
7 displacements
2562 square feet [368928.78 square inches]
5180 patches before subdivision
45036 patches after subdivision
112 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3135259, max 837
transfer lists:  23.9 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(278695, 279230, 240627)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(66828, 61612, 45024)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(13678, 11937, 7728)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(3620, 3072, 1794)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(906, 754, 404)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(265, 224, 114)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(85, 75, 37)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(33, 30, 14)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(14, 14, 6)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(7, 7, 3)
0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(4, 4, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #12 added RGB(2, 2, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #13 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #14 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0403 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   5/1024          240/49152    ( 0.5%) 
brushes               2059/8192        24708/98304    (25.1%) 
brushsides           12745/65536      101960/524288   (19.4%) 
planes                2380/65536       47600/1310720  ( 3.6%) 
vertexes             10237/65536      122844/786432   (15.6%) 
nodes                 2787/65536       89184/2097152  ( 4.3%) 
texinfos              1177/12288       84744/884736   ( 9.6%) 
texdata                200/2048         6400/65536    ( 9.8%) 
dispinfos                7/0            1232/0        ( 0.0%) 
disp_verts             567/0           11340/0        ( 0.0%) 
disp_tris              896/0            1792/0        ( 0.0%) 
disp_lmsamples        7712/0            7712/0        ( 0.0%) 
faces                 5181/65536      290136/3670016  ( 7.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             2969/65536      166264/3670016  ( 4.5%) 
leaves                2793/65536       89376/2097152  ( 4.3%) 
leaffaces             5965/65536       11930/131072   ( 9.1%) 
leafbrushes           2831/65536        5662/131072   ( 4.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            37754/512000     151016/2048000  ( 7.4%) 
edges                23208/256000      92832/1024000  ( 9.1%) 
LDR worldlights        112/8192         9856/720896   ( 1.4%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            725/32768        7250/327680   ( 2.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         12756/65536       25512/131072   (19.5%) 
cubemapsamples          42/1024          672/16384    ( 4.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     2124864/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      371119/16777216 ( 2.2%) 
entdata               [variable]       48664/393216   (12.4%) 
LDR leaf ambient      2793/65536       67032/1572864  ( 4.3%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/660      ( 0.2%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/9468     ( 0.0%) 
pakfile               [variable]      487729/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      418917/4194304  (10.0%) 
==== Total Win32 BSP file data space used: 4868607 bytes ====

Total triangle count: 15533
Writing d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
3 minutes, 34 seconds elapsed



materialPath: d:\steam\steamapps\bioman35\counter-strike source\cstrike\materials
Loading D:\Steam\SteamApps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.vmf
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...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity light_spot (223.82 -2483.71 320.41) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0, 512.0, 28.0)
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 (2048.0, 512.0, -36.0)
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 (2048.0, 512.0, 104.0)
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 (2048.0, 512.0, 805.0)
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 (2048.0, 512.0, 1473.0)
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 (3072.0, 512.0, 708.0)
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 (2120.0, 1024.0, 782.0)
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 (2732.0, 1024.0, 782.0)
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 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/tides*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/tidesrt"
Can't load skybox file skybox/tides to build the default cubemap!
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) (434197 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2471 texinfos to 1184
Reduced 224 texdatas to 199 (9464 bytes to 8775)
Writing D:\Steam\SteamApps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
8 seconds elapsed



2 threads
reading d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
reading d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.prt
LoadPortals: couldn't read d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.prt



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
No vis information, direct lighting only.
5062 faces
1 degenerate faces
473816 square feet [68229504.00 square inches]
7 displacements
2562 square feet [368928.78 square inches]
127 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0257 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   5/1024          240/49152    ( 0.5%) 
brushes               1791/8192        21492/98304    (21.9%) 
brushsides           11080/65536       88640/524288   (16.9%) 
planes                2440/65536       48800/1310720  ( 3.7%) 
vertexes              8678/65536      104136/786432   (13.2%) 
nodes                 3111/65536       99552/2097152  ( 4.7%) 
texinfos              1184/12288       85248/884736   ( 9.6%) 
texdata                199/2048         6368/65536    ( 9.7%) 
dispinfos                7/0            1232/0        ( 0.0%) 
disp_verts             567/0           11340/0        ( 0.0%) 
disp_tris              896/0            1792/0        ( 0.0%) 
disp_lmsamples        7712/0            7712/0        ( 0.0%) 
faces                 5062/65536      283472/3670016  ( 7.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3011/65536      168616/3670016  ( 4.6%) 
leaves                3117/65536       99744/2097152  ( 4.8%) 
leaffaces             5791/65536       11582/131072   ( 8.8%) 
leafbrushes           2342/65536        4684/131072   ( 3.6%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            37044/512000     148176/2048000  ( 7.2%) 
edges                22956/256000      91824/1024000  ( 9.0%) 
LDR worldlights        127/8192        11176/720896   ( 1.6%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            708/32768        7080/327680   ( 2.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         12654/65536       25308/131072   (19.3%) 
cubemapsamples          42/1024          672/16384    ( 4.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1933760/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       53616/393216   (13.6%) 
LDR leaf ambient      3117/65536       74808/1572864  ( 4.8%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/892      ( 0.1%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/10426    ( 0.0%) 
pakfile               [variable]      487450/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      434197/4194304  (10.4%) 
==== Total Win32 BSP file data space used: 4312745 bytes ====

Total triangle count: 14897
Writing d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
1 minute, 6 seconds elapsed



materialPath: d:\steam\steamapps\bioman35\counter-strike source\cstrike\materials
Loading D:\Steam\SteamApps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.vmf
Brush 367149: bounds out of range
Brush 385132: bounds out of range
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...
0...1...2...3...4...5...6...7...8...9...10WARNING: node with unbounded volume
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WARNING: node with unbounded volume
WARNING: node with unbounded volume
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WARNING: node with unbounded volume
WARNING: node with unbounded volume
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WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
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WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
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WARNING: node with unbounded volume
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WARNING: node with unbounded volume
WARNING: node with unbounded volume
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WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
**** leaked ****
Entity env_sun (-649.00 1162.00 1342.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1536.0, 2048.0, 32707.0)
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, 1747.0, 32707.0)
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, 1235.0, 33083.5)
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, 1445.0, 263.5)
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, 1234.0, 263.5)
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, 1235.0, -113.0)
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 (-2560.0, 2048.0, 32707.0)
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, 33083.5)
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 (1)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/tides*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/tidesrt"
Can't load skybox file skybox/tides to build the default cubemap!
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) (492262 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2850 texinfos to 1359
Reduced 252 texdatas to 220 (10778 bytes to 9766)
Writing D:\Steam\SteamApps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
15 seconds elapsed



2 threads
reading d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
reading d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.prt
LoadPortals: couldn't read d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.prt



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
No vis information, direct lighting only.
5825 faces
2 degenerate faces
847019 square feet [121970784.00 square inches]
6 displacements
1697 square feet [244472.70 square inches]
137 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0401 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  13/1024          624/49152    ( 1.3%) 
brushes               1964/8192        23568/98304    (24.0%) 
brushsides           12241/65536       97928/524288   (18.7%) 
planes                2814/65536       56280/1310720  ( 4.3%) 
vertexes              9970/65536      119640/786432   (15.2%) 
nodes                 3716/65536      118912/2097152  ( 5.7%) 
texinfos              1359/12288       97848/884736   (11.1%) 
texdata                220/2048         7040/65536    (10.7%) 
dispinfos                6/0            1056/0        ( 0.0%) 
disp_verts            1734/0           34680/0        ( 0.0%) 
disp_tris             3072/0            6144/0        ( 0.0%) 
disp_lmsamples        5726/0            5726/0        ( 0.0%) 
faces                 5825/65536      326200/3670016  ( 8.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3278/65536      183568/3670016  ( 5.0%) 
leaves                3730/65536      119360/2097152  ( 5.7%) 
leaffaces             6740/65536       13480/131072   (10.3%) 
leafbrushes           2636/65536        5272/131072   ( 4.0%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            41809/512000     167236/2048000  ( 8.2%) 
edges                25657/256000     102628/1024000  (10.0%) 
LDR worldlights        137/8192        12056/720896   ( 1.7%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            805/32768        8050/327680   ( 2.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         14370/65536       28740/131072   (21.9%) 
cubemapsamples          42/1024          672/16384    ( 4.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     2571868/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       62161/393216   (15.8%) 
LDR leaf ambient      3730/65536       89520/1572864  ( 5.7%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/12464    ( 0.0%) 
pakfile               [variable]      497357/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      492262/4194304  (11.7%) 
==== Total Win32 BSP file data space used: 5249902 bytes ====

Total triangle count: 17048
Writing d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
5 minutes, 2 seconds elapsed



materialPath: d:\steam\steamapps\bioman35\counter-strike source\cstrike\materials
Loading D:\Steam\SteamApps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.vmf
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...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\Steam\SteamApps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/tides*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/tidesrt"
Can't load skybox file skybox/tides to build the default cubemap!
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) (492110 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2845 texinfos to 1356
Reduced 251 texdatas to 219 (10763 bytes to 9751)
Writing D:\Steam\SteamApps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
8 seconds elapsed



2 threads
reading d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
reading d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.prt
1537 portalclusters
4512 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 6287 visible clusters (0.00%)
Total clusters visible: 410812
Average clusters visible: 267
Building PAS...
Average clusters audible: 1318
visdatasize:480420  compressed from 614800
writing d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
9 minutes, 16 seconds elapsed



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
5756 faces
1 degenerate faces
565794 square feet [81474336.00 square inches]
6 displacements
1697 square feet [244472.70 square inches]
5755 patches before subdivision
52008 patches after subdivision
137 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4243125, max 786
transfer lists:  32.4 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(388440, 396106, 340218)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(84494, 78795, 57352)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(16739, 14728, 9561)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(4242, 3597, 2117)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(995, 827, 451)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(265, 220, 116)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(71, 63, 34)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(23, 22, 12)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(8, 9, 5)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(3, 4, 2)
0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(2, 2, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #12 added RGB(1, 1, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #13 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.1048 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  13/1024          624/49152    ( 1.3%) 
brushes               1962/8192        23544/98304    (24.0%) 
brushsides           12214/65536       97712/524288   (18.6%) 
planes                2746/65536       54920/1310720  ( 4.2%) 
vertexes             11817/65536      141804/786432   (18.0%) 
nodes                 3228/65536      103296/2097152  ( 4.9%) 
texinfos              1356/12288       97632/884736   (11.0%) 
texdata                219/2048         7008/65536    (10.7%) 
dispinfos                6/0            1056/0        ( 0.0%) 
disp_verts            1734/0           34680/0        ( 0.0%) 
disp_tris             3072/0            6144/0        ( 0.0%) 
disp_lmsamples        5726/0            5726/0        ( 0.0%) 
faces                 5756/65536      322336/3670016  ( 8.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3205/65536      179480/3670016  ( 4.9%) 
leaves                3242/65536      103744/2097152  ( 4.9%) 
leaffaces             6637/65536       13274/131072   (10.1%) 
leafbrushes           2972/65536        5944/131072   ( 4.5%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            41180/512000     164720/2048000  ( 8.0%) 
edges                25305/256000     101220/1024000  ( 9.9%) 
LDR worldlights        137/8192        12056/720896   ( 1.7%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            766/32768        7660/327680   ( 2.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         13872/65536       27744/131072   (21.2%) 
cubemapsamples          42/1024          672/16384    ( 4.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     2563264/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      480420/16777216 ( 2.9%) 
entdata               [variable]       62160/393216   (15.8%) 
LDR leaf ambient      3242/65536       77808/1572864  ( 4.9%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/12388    ( 0.0%) 
pakfile               [variable]      497357/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      492110/4194304  (11.7%) 
==== Total Win32 BSP file data space used: 5686133 bytes ====

Total triangle count: 16848
Writing d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
4 minutes, 8 seconds elapsed



materialPath: d:\steam\steamapps\bioman35\counter-strike source\cstrike\materials
Loading D:\Steam\SteamApps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.vmf
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...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\SteamApps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/tides*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/tidesrt"
Can't load skybox file skybox/tides to build the default cubemap!
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) (492406 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2846 texinfos to 1355
Reduced 251 texdatas to 218 (10763 bytes to 9703)
Writing D:\Steam\SteamApps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
12 seconds elapsed



2 threads
reading d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
reading d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.prt
1541 portalclusters
4514 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 6230 visible clusters (0.00%)
Total clusters visible: 409087
Average clusters visible: 265
Building PAS...
Average clusters audible: 1321
visdatasize:482805  compressed from 616400
writing d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
9 minutes, 17 seconds elapsed



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
5765 faces
1 degenerate faces
565934 square feet [81494576.00 square inches]
6 displacements
1697 square feet [244472.70 square inches]
5764 patches before subdivision
52033 patches after subdivision
137 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4253890, max 786
transfer lists:  32.5 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(388672, 396376, 340384)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(84510, 78808, 57346)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(16737, 14724, 9556)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(4241, 3596, 2115)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(995, 826, 451)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(265, 220, 116)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(71, 63, 34)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(22, 22, 12)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(8, 9, 5)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(3, 4, 2)
0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(2, 2, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #12 added RGB(1, 1, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #13 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0420 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  13/1024          624/49152    ( 1.3%) 
brushes               1963/8192        23556/98304    (24.0%) 
brushsides           12224/65536       97792/524288   (18.7%) 
planes                2746/65536       54920/1310720  ( 4.2%) 
vertexes             11824/65536      141888/786432   (18.0%) 
nodes                 3235/65536      103520/2097152  ( 4.9%) 
texinfos              1355/12288       97560/884736   (11.0%) 
texdata                218/2048         6976/65536    (10.6%) 
dispinfos                6/0            1056/0        ( 0.0%) 
disp_verts            1734/0           34680/0        ( 0.0%) 
disp_tris             3072/0            6144/0        ( 0.0%) 
disp_lmsamples        5726/0            5726/0        ( 0.0%) 
faces                 5765/65536      322840/3670016  ( 8.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3205/65536      179480/3670016  ( 4.9%) 
leaves                3249/65536      103968/2097152  ( 5.0%) 
leaffaces             6648/65536       13296/131072   (10.1%) 
leafbrushes           2978/65536        5956/131072   ( 4.5%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            41220/512000     164880/2048000  ( 8.1%) 
edges                25328/256000     101312/1024000  ( 9.9%) 
LDR worldlights        137/8192        12056/720896   ( 1.7%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            769/32768        7690/327680   ( 2.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         13914/65536       27828/131072   (21.2%) 
cubemapsamples          42/1024          672/16384    ( 4.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     2563828/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      482805/16777216 ( 2.9%) 
entdata               [variable]       62030/393216   (15.8%) 
LDR leaf ambient      3249/65536       77976/1572864  ( 5.0%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/12388    ( 0.0%) 
pakfile               [variable]      497357/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      492406/4194304  (11.7%) 
==== Total Win32 BSP file data space used: 5690840 bytes ====

Total triangle count: 16869
Writing d:\steam\steamapps\bioman35\garrysmod\garrysmod\maps\fagcastle_v1.bsp
4 minutes, 0 seconds elapsed



materialPath: d:\steam\steamapps\bioman35\counter-strike source\cstrike\materials
Loading C:\Users\Ryan\Desktop\fagcastle_v1.vmf
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...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 32 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Ryan\Desktop\fagcastle_v1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/tides*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/tidesrt"
Can't load skybox file skybox/tides to build the default cubemap!
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) (479662 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2615 texinfos to 1330
Reduced 227 texdatas to 194 (9705 bytes to 8658)
Writing C:\Users\Ryan\Desktop\fagcastle_v1.bsp
12 seconds elapsed



2 threads
reading c:\users\ryan\desktop\fagcastle_v1.bsp
reading c:\users\ryan\desktop\fagcastle_v1.prt
1452 portalclusters
4077 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 8225 visible clusters (0.00%)
Total clusters visible: 420925
Average clusters visible: 289
Building PAS...
Average clusters audible: 1386
visdatasize:441645  compressed from 534336
writing c:\users\ryan\desktop\fagcastle_v1.bsp
7 minutes, 23 seconds elapsed



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\users\ryan\desktop\fagcastle_v1.bsp
5430 faces
1 degenerate faces
602314 square feet [86733224.00 square inches]
6 displacements
1697 square feet [244472.70 square inches]
5429 patches before subdivision
51458 patches after subdivision
0 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4299574, max 813
transfer lists:  32.8 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0387 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  13/1024          624/49152    ( 1.3%) 
brushes               1416/8192        16992/98304    (17.3%) 
brushsides            9026/65536       72208/524288   (13.8%) 
planes                2662/65536       53240/1310720  ( 4.1%) 
vertexes             11191/65536      134292/786432   (17.1%) 
nodes                 3114/65536       99648/2097152  ( 4.8%) 
texinfos              1330/12288       95760/884736   (10.8%) 
texdata                194/2048         6208/65536    ( 9.5%) 
dispinfos                6/0            1056/0        ( 0.0%) 
disp_verts            1734/0           34680/0        ( 0.0%) 
disp_tris             3072/0            6144/0        ( 0.0%) 
disp_lmsamples        5726/0            5726/0        ( 0.0%) 
faces                 5430/65536      304080/3670016  ( 8.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3070/65536      171920/3670016  ( 4.7%) 
leaves                3128/65536      100096/2097152  ( 4.8%) 
leaffaces             6446/65536       12892/131072   ( 9.8%) 
leafbrushes           3043/65536        6086/131072   ( 4.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            38945/512000     155780/2048000  ( 7.6%) 
edges                23824/256000      95296/1024000  ( 9.3%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            715/32768        7150/327680   ( 2.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         13161/65536       26322/131072   (20.1%) 
cubemapsamples          38/1024          608/16384    ( 3.7%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     2556320/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      441645/16777216 ( 2.6%) 
entdata               [variable]       16092/393216   ( 4.1%) 
LDR leaf ambient      3128/65536       75072/1572864  ( 4.8%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/3120     ( 0.0%) 
pakfile               [variable]      450924/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      479662/4194304  (11.4%) 
==== Total Win32 BSP file data space used: 5426541 bytes ====

Total triangle count: 15793
Writing c:\users\ryan\desktop\fagcastle_v1.bsp
36 seconds elapsed


You have like 1000 errors in that log.

Fix the leak. Load the pointfile and follow the red line. Where it exits the map is where the leak is. Ensure that the map is sealed with world brushes, displacements, entities and water does not seal the map.

Where is the point file? I can’t find it.

Its in one of the options at the top.

Do you have any vehicles?

lol.

His env_sun is leaking.

Not necessarily, unless its origin is exposed to the void. Unless that’s the case, vbsp is using that entity as a reference.

Why is it always the same problems over and over again.
Why on earth would you immediatly assume it was a game issue and not the fact that you clearly didn’t read up before plunging headlong into mapping?