** Executing...
** Command: "e:\steam\steamapps\halohunter832\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "e:\steam\steamapps\halohunter832\counter-strike source\cstrike" "E:\Steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments"
Valve Software - vbsp.exe (Dec 11 2006)
3 threads
materialPath: e:\steam\steamapps\halohunter832\counter-strike source\cstrike\materials
Loading E:\Steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.vmf
fixing up env_cubemap materials on brush sides...
KeyValues Error: RecursiveLoadFromBuffer: got NULL key in file detail.vbsp
detail, {, (*grass_dirt001*), (*Group2*), (*alpha*), (*Model1*),
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 316 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.prt...done (0)
Creating default 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) (202545 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 771 texinfos to 387
Reduced 107 texdatas to 84 (4193 bytes to 3498)
Writing E:\Steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.bsp
2 seconds elapsed
** Executing...
** Command: "e:\steam\steamapps\halohunter832\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "e:\steam\steamapps\halohunter832\counter-strike source\cstrike" "E:\Steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments"
Valve Software - vvis.exe (Nov 8 2007)
3 threads
reading e:\steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.bsp
reading e:\steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.prt
634 portalclusters
1984 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 (155)
Optimized: 2103 visible clusters (0.00%)
Total clusters visible: 242905
Average clusters visible: 383
Building PAS...
Average clusters audible: 633
visdatasize:104557 compressed from 101440
writing e:\steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.bsp
2 minutes, 35 seconds elapsed
** Executing...
** Command: "e:\steam\steamapps\halohunter832\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "e:\steam\steamapps\halohunter832\counter-strike source\cstrike" "E:\Steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
3 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading e:\steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.bsp
1951 faces
1 degenerate faces
707398 square feet [101865408.00 square inches]
30 displacements
2358 square feet [339620.41 square inches]
1950 patches before subdivision
25510 patches after subdivision
52 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (18)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 3034713, max 753
transfer lists: 23.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(32984, 30304, 27560)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(5146, 4558, 3852)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1156, 973, 777)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(299, 244, 187)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(80, 62, 46)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(23, 18, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(6, 5, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(2, 1, 1)
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<0.0130 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 2/1024 96/49152 ( 0.2%)
brushes 631/8192 7572/98304 ( 7.7%)
brushsides 4545/65536 36360/524288 ( 6.9%)
planes 2080/65536 41600/1310720 ( 3.2%)
vertexes 4222/65536 50664/786432 ( 6.4%)
nodes 1110/65536 35520/2097152 ( 1.7%)
texinfos 387/12288 27864/884736 ( 3.1%)
texdata 84/2048 2688/65536 ( 4.1%)
dispinfos 30/0 5280/0 ( 0.0%)
disp_verts 750/0 15000/0 ( 0.0%)
disp_tris 960/0 1920/0 ( 0.0%)
disp_lmsamples 11648/0 11648/0 ( 0.0%)
faces 1951/65536 109256/3670016 ( 3.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1241/65536 69496/3670016 ( 1.9%)
leaves 1113/65536 35616/2097152 ( 1.7%)
leaffaces 2608/65536 5216/131072 ( 4.0%)
leafbrushes 1404/65536 2808/131072 ( 2.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 14471/512000 57884/2048000 ( 2.8%)
edges 9020/256000 36080/1024000 ( 3.5%)
LDR worldlights 52/8192 4576/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 235/32768 2350/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4266/65536 8532/131072 ( 6.5%)
cubemapsamples 8/1024 128/16384 ( 0.8%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1174412/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 104557/16777216 ( 0.6%)
entdata [variable] 33045/393216 ( 8.4%)
LDR leaf ambient 1113/65536 26712/1572864 ( 1.7%)
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] 1/14530 ( 0.0%)
pakfile [variable] 797693/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 202545/4194304 ( 4.8%)
==== Total Win32 BSP file data space used: 2907136 bytes ====
Total triangle count: 5565
Writing e:\steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.bsp
31 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "E:\Steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.bsp" "e:\steam\steamapps\halohunter832\counter-strike source\cstrike\maps\apartments.bsp"
The keyvalue error isnt a problem. It hasnt EVER caused any problems, so ignore it.
In Hammer, I have checked for problems, and when I try to test the map, hl2.exe just crashes without an error. I am getting NO errors AT ALL and it’s aggravating. Help, please.