Sky doesn't change, is checkered in purple/ black

No idea what might be causing this. I’m using sky_day01_09, but it makes no difference- the top of the sky is sky_day01_01, and the sides are checkered like a broken texture.

Pic: http://cloud-2.steampowered.com/ugc/579002179668298144/F5317C24F39A349F45E5DF3D73C1DB84FF9372B6/


** Executing...
** Command: "d:\steam\steamapps\rapsis2x2\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\common\half-life 2\hl2" "C:\Users\Rapolas\Desktop\1.vmf"

Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: d:\steam\steamapps\common\half-life 2\hl2\materials
Loading C:\Users\Rapolas\Desktop\1.vmf
Could not locate gameinfo.txt for Instance Remapping at 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:\Users\Rapolas\Desktop\1.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) (18304 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 96 texinfos to 70
Reduced 11 texdatas to 8 (393 bytes to 229)
Writing C:\Users\Rapolas\Desktop\1.bsp
0 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\rapsis2x2\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\common\half-life 2\hl2" "C:\Users\Rapolas\Desktop\1"

Valve Software - vvis.exe (Sep 15 2011)
4 threads
reading c:\users\rapolas\desktop\1.bsp
reading c:\users\rapolas\desktop\1.prt
 192 portalclusters
 515 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 (1)
Optimized: 93 visible clusters (0.00%)
Total clusters visible: 22203
Average clusters visible: 115
Building PAS...
Average clusters audible: 191
visdatasize:10621  compressed from 9216
writing c:\users\rapolas\desktop\1.bsp
1 second elapsed

** Executing...
** Command: "d:\steam\steamapps\rapsis2x2\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -both -game "d:\steam\steamapps\common\half-life 2\hl2" "C:\Users\Rapolas\Desktop\1"

Valve Software - vrad.exe SSE (Sep 15 2011)

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

Loading c:\users\rapolas\desktop\1.bsp
Setting up ray-trace acceleration structure... Done (0.03 seconds)
494 faces
16425 square feet [2365305.25 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
494 patches before subdivision
1850 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 96613, max 262
transfer lists:   0.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(1304, 1198, 643)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(163, 138, 65)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(21, 17, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(3, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0004 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.
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                   1/1024           48/49152    ( 0.1%) 
brushes                 44/8192          528/98304    ( 0.5%) 
brushsides             293/65536        2344/524288   ( 0.4%) 
planes                 192/65536        3840/1310720  ( 0.3%) 
vertexes               607/65536        7284/786432   ( 0.9%) 
nodes                  374/65536       11968/2097152  ( 0.6%) 
texinfos                70/12288        5040/884736   ( 0.6%) 
texdata                  8/2048          256/65536    ( 0.4%) 
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                  494/65536       27664/3670016  ( 0.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              198/65536       11088/3670016  ( 0.3%) 
leaves                 376/65536       12032/2097152  ( 0.6%) 
leaffaces              575/65536        1150/131072   ( 0.9%) 
leafbrushes            186/65536         372/131072   ( 0.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             3074/512000      12296/2048000  ( 0.6%) 
edges                 1703/256000       6812/1024000  ( 0.7%) 
LDR worldlights          3/8192          264/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips             28/32768         280/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           456/65536         912/131072   ( 0.7%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      121564/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       10621/16777216 ( 0.1%) 
entdata               [variable]        1405/393216   ( 0.4%) 
LDR ambient table      376/65536        1504/262144   ( 0.6%) 
HDR ambient table      376/65536        1504/262144   ( 0.6%) 
LDR leaf ambient       401/65536       11228/1835008  ( 0.6%) 
HDR leaf ambient       376/65536       10528/1835008  ( 0.6%) 
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]           1/206      ( 0.5%) 
pakfile               [variable]      212300/0        ( 0.0%) 
physics               [variable]       18304/4194304  ( 0.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 1280
Writing c:\users\rapolas\desktop\1.bsp
4 seconds elapsed
Valve Software - vrad.exe SSE (Sep 15 2011)

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

Loading c:\users\rapolas\desktop\1.bsp
Setting up ray-trace acceleration structure... Done (0.02 seconds)
494 faces
16425 square feet [2365305.25 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
494 patches before subdivision
1850 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 96613, max 262
transfer lists:   0.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(1304, 1198, 643)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(163, 138, 65)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(21, 17, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(3, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0007 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.
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                   1/1024           48/49152    ( 0.1%) 
brushes                 44/8192          528/98304    ( 0.5%) 
brushsides             293/65536        2344/524288   ( 0.4%) 
planes                 192/65536        3840/1310720  ( 0.3%) 
vertexes               607/65536        7284/786432   ( 0.9%) 
nodes                  374/65536       11968/2097152  ( 0.6%) 
texinfos                70/12288        5040/884736   ( 0.6%) 
texdata                  8/2048          256/65536    ( 0.4%) 
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                  494/65536       27664/3670016  ( 0.8%) 
hdr faces              494/65536       27664/3670016  ( 0.8%) 
origfaces              198/65536       11088/3670016  ( 0.3%) 
leaves                 376/65536       12032/2097152  ( 0.6%) 
leaffaces              575/65536        1150/131072   ( 0.9%) 
leafbrushes            186/65536         372/131072   ( 0.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             3074/512000      12296/2048000  ( 0.6%) 
edges                 1703/256000       6812/1024000  ( 0.7%) 
LDR worldlights          3/8192          264/720896   ( 0.0%) 
HDR worldlights          3/8192          264/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips             28/32768         280/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           456/65536         912/131072   ( 0.7%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      121564/0        ( 0.0%) 
HDR lightdata         [variable]      121564/0        ( 0.0%) 
visdata               [variable]       10621/16777216 ( 0.1%) 
entdata               [variable]        1405/393216   ( 0.4%) 
LDR ambient table      376/65536        1504/262144   ( 0.6%) 
HDR ambient table      376/65536        1504/262144   ( 0.6%) 
LDR leaf ambient       401/65536       11228/1835008  ( 0.6%) 
HDR leaf ambient       401/65536       11228/1835008  ( 0.6%) 
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]           1/206      ( 0.5%) 
pakfile               [variable]      212300/0        ( 0.0%) 
physics               [variable]       18304/4194304  ( 0.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 1280
Writing c:\users\rapolas\desktop\1.bsp
4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Rapolas\Desktop\1.bsp" "d:\steam\steamapps\rapsis2x2\half-life 2\hl2\maps\1.bsp"


** Executing...
** Command: d:\steam\steam.exe
** Parameters: -applaunch 220 -game "d:\steam\steamapps\common\half-life 2\hl2" -windowed +game_type 1 +game_mode 0 +map "1"

it must be like this
sky_day01_09_hdr

Now the whole sky is white.


** Executing...
** Command: "D:\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Half-Life 2\hl2" "C:\Users\Rapolas\Desktop\1.vmf"

Valve Software - vbsp.exe (Sep 20 2013)
4 threads
materialPath: D:\Steam\SteamApps\common\Half-Life 2\hl2\materials
Loading C:\Users\Rapolas\Desktop\1.vmf
Could not locate 'GameData' key in d:\steam\steamapps\common\half-life 2\hl2\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:\Users\Rapolas\Desktop\1.prt...Building visibility clusters...
done (0)
material "skybox/sky_day01_09_hrdrt" not found.
Can't load skybox file skybox/sky_day01_09_hrd to build the default cubemap!
Can't load skybox file skybox/sky_day01_09_hrd 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) (25602 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 117 texinfos to 79
Reduced 15 texdatas to 10 (524 bytes to 308)
Writing C:\Users\Rapolas\Desktop\1.bsp
0 seconds elapsed

** Executing...
** Command: "D:\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Half-Life 2\hl2" "C:\Users\Rapolas\Desktop\1"

Valve Software - vvis.exe (Sep 20 2013)
4 threads
reading c:\users\rapolas\desktop\1.bsp
reading c:\users\rapolas\desktop\1.prt
 208 portalclusters
 555 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 (0)
Optimized: 138 visible clusters (0.52%)
Total clusters visible: 26418
Average clusters visible: 127
Building PAS...
Average clusters audible: 208
visdatasize:12570  compressed from 13312
writing c:\users\rapolas\desktop\1.bsp
0 seconds elapsed

** Executing...
** Command: "D:\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -both -game "D:\Steam\SteamApps\common\Half-Life 2\hl2" "C:\Users\Rapolas\Desktop\1"

Valve Software - vrad.exe SSE (Sep 20 2013)

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

Loading c:\users\rapolas\desktop\1.bsp
Setting up ray-trace acceleration structure... Done (0.03 seconds)
548 faces
34384 square feet [4951299.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
548 patches before subdivision
1894 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 (0)
transfers 96437, max 265
transfer lists:   0.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(1254, 1157, 621)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(159, 136, 64)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(20, 16, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(3, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0003 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.
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                   2/1024           96/49152    ( 0.2%) 
brushes                 69/8192          828/98304    ( 0.8%) 
brushsides             495/65536        3960/524288   ( 0.8%) 
planes                 278/65536        5560/1310720  ( 0.4%) 
vertexes               678/65536        8136/786432   ( 1.0%) 
nodes                  411/65536       13152/2097152  ( 0.6%) 
texinfos                79/12288        5688/884736   ( 0.6%) 
texdata                 10/2048          320/65536    ( 0.5%) 
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                  548/65536       30688/3670016  ( 0.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              240/65536       13440/3670016  ( 0.4%) 
leaves                 414/65536       13248/2097152  ( 0.6%) 
leaffaces              638/65536        1276/131072   ( 1.0%) 
leafbrushes            235/65536         470/131072   ( 0.4%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             3473/512000      13892/2048000  ( 0.7%) 
edges                 1933/256000       7732/1024000  ( 0.8%) 
LDR worldlights          3/8192          264/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips             33/32768         330/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           522/65536        1044/131072   ( 0.8%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      125980/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       12570/16777216 ( 0.1%) 
entdata               [variable]        1851/393216   ( 0.5%) 
LDR ambient table      414/65536        1656/262144   ( 0.6%) 
HDR ambient table      414/65536        1656/262144   ( 0.6%) 
LDR leaf ambient       376/65536       10528/1835008  ( 0.6%) 
HDR leaf ambient       414/65536       11592/1835008  ( 0.6%) 
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]           1/206      ( 0.5%) 
pakfile               [variable]        1489/0        ( 0.0%) 
physics               [variable]       25602/4194304  ( 0.6%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 1418
Writing c:\users\rapolas\desktop\1.bsp
1 second elapsed
Valve Software - vrad.exe SSE (Sep 20 2013)

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

Loading c:\users\rapolas\desktop\1.bsp
Setting up ray-trace acceleration structure... Done (0.03 seconds)
548 faces
34384 square feet [4951299.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
548 patches before subdivision
1894 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 (0)
transfers 96437, max 265
transfer lists:   0.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(1254, 1157, 621)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(159, 136, 64)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(20, 16, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(3, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0006 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   2/1024           96/49152    ( 0.2%) 
brushes                 69/8192          828/98304    ( 0.8%) 
brushsides             495/65536        3960/524288   ( 0.8%) 
planes                 278/65536        5560/1310720  ( 0.4%) 
vertexes               678/65536        8136/786432   ( 1.0%) 
nodes                  411/65536       13152/2097152  ( 0.6%) 
texinfos                79/12288        5688/884736   ( 0.6%) 
texdata                 10/2048          320/65536    ( 0.5%) 
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                  548/65536       30688/3670016  ( 0.8%) 
hdr faces              548/65536       30688/3670016  ( 0.8%) 
origfaces              240/65536       13440/3670016  ( 0.4%) 
leaves                 414/65536       13248/2097152  ( 0.6%) 
leaffaces              638/65536        1276/131072   ( 1.0%) 
leafbrushes            235/65536         470/131072   ( 0.4%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             3473/512000      13892/2048000  ( 0.7%) 
edges                 1933/256000       7732/1024000  ( 0.8%) 
LDR worldlights          3/8192          264/720896   ( 0.0%) 
HDR worldlights          3/8192          264/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips             33/32768         330/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           522/65536        1044/131072   ( 0.8%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      125980/0        ( 0.0%) 
HDR lightdata         [variable]      125980/0        ( 0.0%) 
visdata               [variable]       12570/16777216 ( 0.1%) 
entdata               [variable]        1851/393216   ( 0.5%) 
LDR ambient table      414/65536        1656/262144   ( 0.6%) 
HDR ambient table      414/65536        1656/262144   ( 0.6%) 
LDR leaf ambient       376/65536       10528/1835008  ( 0.6%) 
HDR leaf ambient       376/65536       10528/1835008  ( 0.6%) 
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]           1/206      ( 0.5%) 
pakfile               [variable]        1489/0        ( 0.0%) 
physics               [variable]       25602/4194304  ( 0.6%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 1418
Writing c:\users\rapolas\desktop\1.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Rapolas\Desktop\1.bsp" "D:\Steam\SteamApps\common\Half-Life 2\hl2\maps\1.bsp"


** Executing...
** Command: "D:\Steam\SteamApps\common\Half-Life 2\hl2.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Half-Life 2\hl2" -windowed +game_type 1 +game_mode 0 +map "1" -steam

[editline]7th October 2013[/editline]

Also, is like the hitler avatar legal

you’ve typed in _hrd instead of _hdr

Damn, shame on me. Thanks for the help!