My Map won't compile, and It's enclosed...

I think it has something to do with a door, but I’m not sure.




** Executing...
** Command: "c:\program files\steam\steamapps	aconinja1995\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps	aconinja1995\half-life 2\hl2" "C:\Program Files\Steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc
ewrandommap"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files\steam\steamapps	aconinja1995\half-life 2\hl2\materials
Loading C:\Program Files\Steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc
ewrandommap.vmf
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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc
ewrandommap.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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) (162008 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 142 texinfos to 116
Reduced 16 texdatas to 14 (365 bytes to 301)
Writing C:\Program Files\Steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc
ewrandommap.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps	aconinja1995\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps	aconinja1995\half-life 2\hl2" "C:\Program Files\Steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc
ewrandommap"

Valve Software - vvis.exe (Nov  8 2007)
4 threads
reading c:\program files\steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc
ewrandommap.bsp
reading c:\program files\steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc
ewrandommap.prt
 833 portalclusters
2422 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 (18)
Optimized: 415 visible clusters (0.00%)
Total clusters visible: 86918
Average clusters visible: 104
Building PAS...
Average clusters audible: 272
visdatasize:103439  compressed from 186592
writing c:\program files\steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc
ewrandommap.bsp
18 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps	aconinja1995\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps	aconinja1995\half-life 2\hl2" "C:\Program Files\Steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc
ewrandommap"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc
ewrandommap.bsp
2532 faces
108933 square feet [15686381.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2532 patches before subdivision
9470 patches after subdivision
10 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 552665, max 355
transfer lists:   4.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(28746, 21766, 13732)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(3596, 2116, 871)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(557, 260, 69)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(87, 32, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(14, 4, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(3, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0075 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace 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                   1/1024           48/49152    ( 0.1%) 
brushes                484/8192         5808/98304    ( 5.9%) 
brushsides            3900/65536       31200/524288   ( 6.0%) 
planes                2868/65536       57360/1310720  ( 4.4%) 
vertexes              5581/65536       66972/786432   ( 8.5%) 
nodes                 1676/65536       53632/2097152  ( 2.6%) 
texinfos               116/12288        8352/884736   ( 0.9%) 
texdata                 14/2048          448/65536    ( 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                 2532/65536      141792/3670016  ( 3.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1294/65536       72464/3670016  ( 2.0%) 
leaves                1678/65536       53696/2097152  ( 2.6%) 
leaffaces             2991/65536        5982/131072   ( 4.6%) 
leafbrushes           1570/65536        3140/131072   ( 2.4%) 
areas                    6/256            48/2048     ( 2.3%) 
surfedges            17244/512000      68976/2048000  ( 3.4%) 
edges                 9451/256000      37804/1024000  ( 3.7%) 
LDR worldlights         10/8192          880/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            172/32768        1720/327680   ( 0.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2751/65536        5502/131072   ( 4.2%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1001704/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      103439/16777216 ( 0.6%) 
entdata               [variable]       16745/393216   ( 4.3%) 
LDR leaf ambient      1678/65536       40272/1572864  ( 2.6%) 
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]           1/208      ( 0.5%) 
pakfile               [variable]       20306/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      162008/4194304  ( 3.9%) 
==== Total Win32 BSP file data space used: 1960300 bytes ====

Total triangle count: 6982
Writing c:\program files\steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc
ewrandommap.bsp
5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc
ewrandommap.bsp" "c:\program files\steam\steamapps	aconinja1995\half-life 2\hl2\maps
ewrandommap.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps	aconinja1995\half-life 2\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps	aconinja1995\half-life 2\hl2"  +map "newrandommap"



It looks like it compiled fine with no errors at all. It even started the game up.



No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!

Try using an HDR friendly skybox.

Well, I tried it a few more times, and now it says “HL2 has stopped responding…” but it KEEPS doing that.

[editline]10:12PM[/editline]

I put the skybox in after I started getting the error, so lets try it

EDIT: yup, it ->wasn’t<- the skybox…

Try checking the box that says “Don’t run the game after compiling”, run it manually ingame.

well, not i get an error message that theres a door with no model, but I can’t find it anywhere in my map. Is there a way to search for doors?

meh, it always does this when i compile in ldr.

Well, like I said, there was a door with no model, and now it has a model, and i fixed it!