Problems with running my map

I keep ending up with an earlier version of my map-- a version i scrapped,- every time I attempt the “Run Map” function. Plus, some of the walls are just… it’s hard to explain. They look like this.

Can someone please help me with this? It’s really annoying.

Compile log.

** Executing…
** Command: “c:\program files (x86)\steam\steamapps
arran1337\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps
arran1337\counter-strike source\cstrike” “C:\Program Files (x86)\Steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.vmf”

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps
arran1337\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps
arran1337\counter-strike source\cstrike\gameinfo.txt
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
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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
Overlay touching too many faces (touching 112, max 64)
Overlay decals/decalrug003a at -4416.0 2592.0 64.4

** Executing…
** Command: “c:\program files (x86)\steam\steamapps
arran1337\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps
arran1337\counter-strike source\cstrike” “C:\Program Files (x86)\Steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero”

Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.bsp
Error opening c:\program files (x86)\steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.bsp

** Executing…
** Command: “c:\program files (x86)\steam\steamapps
arran1337\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps
arran1337\counter-strike source\cstrike” “C:\Program Files (x86)\Steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero”

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

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.bsp
Error opening c:\program files (x86)\steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.bsp

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.bsp” “c:\program files (x86)\steam\steamapps
arran1337\counter-strike source\cstrike\maps\desertnero.bsp”

The command failed. Windows reported the error:
“The system cannot find the file specified.”

Well that’s weird, now it’s just not running the map at all.

Go to View > Go to coordinates > Copy the coordinates mentioned above, and remove that overlay.

** Executing…
** Command: “c:\program files (x86)\steam\steamapps
arran1337\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps
arran1337\counter-strike source\cstrike” “C:\Program Files (x86)\Steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.vmf”

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps
arran1337\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps
arran1337\counter-strike source\cstrike\gameinfo.txt
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
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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) (50147 bytes)
Error! To use model “models/props_lab/cactus.mdl”
with prop_static, it must be compiled with $staticprop!
Error loading studio model “models/props_lab/cactus.mdl”!
Error! prop_static using model “models/props/de_tides/vending_cart.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props/de_tides/vending_cart.mdl”!
Error! prop_static using model “models/props/de_tides/menu_stand.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props/de_tides/menu_stand.mdl”!
Error! prop_static using model “models/props/de_inferno/bombsiteroof.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props/de_inferno/bombsiteroof.mdl”!
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 140 texinfos to 109
Reduced 19 texdatas to 17 (397 bytes to 358)
Writing C:\Program Files (x86)\Steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.bsp
1 second elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps
arran1337\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps
arran1337\counter-strike source\cstrike” “C:\Program Files (x86)\Steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero”

Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.bsp
reading c:\program files (x86)\steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.prt
472 portalclusters
1219 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 (6)
Optimized: 431 visible clusters (0.00%)
Total clusters visible: 91597
Average clusters visible: 194
Building PAS…
Average clusters audible: 460
visdatasize:57065 compressed from 60416
writing c:\program files (x86)\steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.bsp
6 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps
arran1337\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps
arran1337\counter-strike source\cstrike” “C:\Program Files (x86)\Steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero”

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

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.bsp
Setting up ray-trace acceleration structure… Done (0.35 seconds)
1941 faces
4373912 square feet [629843456.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1941 patches before subdivision
66245 patches after subdivision
sun extent from map=0.000000
5 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (8)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (4)
transfers 2174824, max 678
transfer lists: 16.6 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(124930, 81057, 33362)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(16264, 8250, 1964)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #3 added RGB(4234, 1553, 204)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(869, 243, 18)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #5 added RGB(222, 46, 2)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(54, 8, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(14, 2, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #8 added RGB(4, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0632 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (4)
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 (8)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 3/1024 144/49152 ( 0.3%)
brushes 143/8192 1716/98304 ( 1.7%)
brushsides 900/65536 7200/524288 ( 1.4%)
planes 584/65536 11680/1310720 ( 0.9%)
vertexes 2533/65536 30396/786432 ( 3.9%)
nodes 1091/65536 34912/2097152 ( 1.7%)
texinfos 109/12288 7848/884736 ( 0.9%)
texdata 17/2048 544/65536 ( 0.8%)
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 1941/65536 108696/3670016 ( 3.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 426/65536 23856/3670016 ( 0.7%)
leaves 1095/65536 35040/2097152 ( 1.7%)
leaffaces 2088/65536 4176/131072 ( 3.2%)
leafbrushes 705/65536 1410/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 10288/512000 41152/2048000 ( 2.0%)
edges 5560/256000 22240/1024000 ( 2.2%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 75/32768 750/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1092/65536 2184/131072 ( 1.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 3684888/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 57065/16777216 ( 0.3%)
entdata [variable] 11827/393216 ( 3.0%)
LDR ambient table 1095/65536 4380/262144 ( 1.7%)
HDR ambient table 1095/65536 4380/262144 ( 1.7%)
LDR leaf ambient 4812/65536 134736/1835008 ( 7.3%)
HDR leaf ambient 1095/65536 30660/1835008 ( 1.7%)
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] 1/3178 ( 0.0%)
pakfile [variable] 86750/0 ( 0.0%)
physics [variable] 50147/4194304 ( 1.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4702
Writing c:\program files (x86)\steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.bsp
28 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\steamapps
arran1337\sourcesdk_content\cstrike\mapsrc\desertnero.bsp” “c:\program files (x86)\steam\steamapps
arran1337\counter-strike source\cstrike\maps\desertnero.bsp”

It works now, but some of the props on the map are well, either non-existent or transparent.


Error! To use model "models/props_lab/cactus.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/cactus.mdl"!
Error! prop_static using model "models/props/de_tides/vending_cart.mdl", which must be used on a dynamic entity (i.e. **prop_physics**). Deleted.
Error loading studio model "models/props/de_tides/vending_cart.mdl"!
Error! prop_static using model "models/props/de_tides/menu_stand.mdl", which must be used on a dynamic entity (i.e. **prop_physics**). Deleted.
Error loading studio model "models/props/de_tides/menu_stand.mdl"!
Error! prop_static using model "models/props/de_inferno/bombsiteroof.mdl", which must be used on a dynamic entity (i.e. ** prop_physics**). Deleted.
Error loading studio model "models/props/de_inferno/bombsiteroof.mdl"!

When placing props in the model browser, press the info tab and it will tell you what it can be. If physics and static are checked, it has to be physics. It lies.

Alright, thanks. Is there any way at all to keep a prop_physics in place? There’s certain ones I don’t want to get knocked down all the time.

tick the motion disabled flag.