This bug is ruining my map

What the fuck is going on with my map, this keeps happening. How do I fix it?
[video]https://youtu.be/KFLt83kPgks[/video]

Post the compile log. We can’t do much without it.
make sure to put it in


 tags

what do you mean code tags?

Such as


 This is the compile log blah blah blah 


** Executing...
** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" "C:\Users\UserName\Desktop\Maps\somemap\somemap.vmf"

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: D:\SteamGames\steamapps\common\Half-Life 2\hl2\materials
Loading C:\Users\UserName\Desktop\Maps\somemap\somemap.vmf
Entity 1111: func_areaportal can only be a single brush

** Executing...
** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" -fast "C:\Users\UserName\Desktop\Maps\somemap\somemap"

Valve Software - vvis.exe (May 15 2014)
fastvis = true
8 threads
reading c:\users\UserName\desktop\maps\somemap\somemap.bsp
reading c:\users\UserName\desktop\maps\somemap\somemap.prt
LoadPortals: couldn't read c:\users\UserName\desktop\maps\somemap\somemap.prt


** Executing...
** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vrad.exe"
** Parameters:  -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" -noextra "C:\Users\UserName\Desktop\Maps\somemap\somemap"

Valve Software - vrad.exe SSE (May 15 2014)

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

Loading c:\users\UserName\desktop\maps\somemap\somemap.bsp
Setting up ray-trace acceleration structure... Done (1.98 seconds)
17661 faces
11 degenerate faces
23002792 square feet [3312401920.00 square inches]
21 Displacements
31127 Square Feet [4482382.00 Square Inches]
17650 patches before subdivision
303718 patches after subdivision
346 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (29)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (97)
transfers 77555406, max 3984
transfer lists: 591.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(485514, 371360, 202024)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(124464, 73992, 30026)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(36759, 17559, 5565)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(11529, 4651, 1189)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(3819, 1333, 283)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(1310, 402, 72)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(462, 125, 19)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(167, 40, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(61, 13, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(23, 4, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(9, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #12 added RGB(3, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #14 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0688 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (11)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
242 of 242 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (21)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 217/1024        10416/49152    (21.2%) 
brushes               3798/8192        45576/98304    (46.4%) 
brushsides           30487/65536      243896/524288   (46.5%) 
planes               19576/65536      391520/1310720  (29.9%) 
vertexes             28106/65536      337272/786432   (42.9%) 
nodes                11239/65536      359648/2097152  (17.1%) 
texinfos              3729/12288      268488/884736   (30.3%) 
texdata                818/2048        26176/65536    (39.9%) 
dispinfos               21/0            3696/0        ( 0.0%) 
disp_verts            6069/0          121380/0        ( 0.0%) 
disp_tris            10752/0           21504/0        ( 0.0%) 
disp_lmsamples       98033/0           98033/0        ( 0.0%) 
faces                17661/65536      989016/3670016  (26.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             8939/65536      500584/3670016  (13.6%) 
leaves               11457/65536      366624/2097152  (17.5%) 
leaffaces            20181/65536       40362/131072   (30.8%) 
leafbrushes           8336/65536       16672/131072   (12.7%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges           119518/512000     478072/2048000  (23.3%) 
edges                69389/256000     277556/1024000  (27.1%) 
LDR worldlights        346/8192        30448/720896   ( 4.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips           1566/32768       15660/327680   ( 4.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         28305/65536       56610/131072   (43.2%) 
cubemapsamples          28/1024          448/16384    ( 2.7%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    13586868/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]     4756601/16777216 (28.4%) 
entdata               [variable]      213262/393216   (54.2%) 
LDR ambient table    11457/65536       45828/262144   (17.5%) 
HDR ambient table    11457/65536       45828/262144   (17.5%) 
LDR leaf ambient     34567/65536      967876/1835008  (52.7%) 
HDR leaf ambient     11457/65536      320796/1835008  (17.5%) 
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]           1/7812     ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/30974    ( 0.0%) 
pakfile               [variable]     2756108/0        ( 0.0%) 
physics               [variable]     2569745/4194304  (61.3%) 
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 48800
Writing c:\users\UserName\desktop\maps\somemap\somemap.bsp
2 minutes, 44 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\UserName\Desktop\Maps\somemap\somemap.bsp" "D:\SteamGames\steamapps\common\Half-Life 2\hl2\maps\somemap.bsp"


** Executing...
** Command: "D:\SteamGames\steamapps\common\Half-Life 2\hl2.exe"
** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" +sv_lan 1 +map "somemap" -steam


Entity 1111: func_areaportal can only be a single brush

There’s your problem. You have a func_areaportal tied to multiple brushes, find entity “1111” and make your func_areaportal a single brush

From http://www.interlopers.net/errors/

I fixed that, but the problem persists. What should I do?

[editline]11th February 2017[/editline]


** Executing...
** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" "C:\Users\username\Desktop\Maps\somemap\somemap.vmf"

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: D:\SteamGames\steamapps\common\Half-Life 2\hl2\materials
Loading C:\Users\username\Desktop\Maps\somemap\somemap.vmf
Could not locate 'GameData' key in d:\steamgames\steamapps\common\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4.Brush 233911: WARNING, microbrush
Brush 262797: WARNING, microbrush
..5...Brush 80474: WARNING, microbrush
6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (843.2 -1253.9 580.0)
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: Brush 262797: 

ProcessBlock_Thread: 0...1...2...3...4.Brush 233911: WARNING, microbrush
Brush 262797: WARNING, microbrush
..5...Brush 80474: WARNING, microbrush
6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1377.8 1266.7 787.6)
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: Brush 71136: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1377.8 1266.7 787.6)
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: Brush 71136: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (828.2 -1243.8 580.0)
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: Brush 262797: 

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 496 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\username\Desktop\Maps\somemap\somemap.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_06*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_06*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (2570959 bytes)
Error! To use model "models/props_c17/door01_left.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_c17/door01_left.mdl"!
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 6863 texinfos to 3736
Reduced 1062 texdatas to 828 (46437 bytes to 37207)
Writing C:\Users\username\Desktop\Maps\somemap\somemap.bsp
5 seconds elapsed

** Executing...
** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" -fast "C:\Users\username\Desktop\Maps\somemap\somemap"

Valve Software - vvis.exe (May 15 2014)
fastvis = true
8 threads
reading c:\users\username\desktop\maps\somemap\somemap.bsp
reading c:\users\username\desktop\maps\somemap\somemap.prt
4420 portalclusters
13995 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 1167430 visible clusters (7.56%)
Total clusters visible: 15449470
Average clusters visible: 3495
Building PAS...
Average clusters audible: 4409
visdatasize:4707113  compressed from 4950400
writing c:\users\username\desktop\maps\somemap\somemap.bsp
5 seconds elapsed

** Executing...
** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vrad.exe"
** Parameters:  -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" -noextra "C:\Users\username\Desktop\Maps\somemap\somemap"

Valve Software - vrad.exe SSE (May 15 2014)

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

Loading c:\users\username\desktop\maps\somemap\somemap.bsp
Setting up ray-trace acceleration structure... Done (1.94 seconds)
17647 faces
11 degenerate faces
23004562 square feet [3312656896.00 square inches]
21 Displacements
31127 Square Feet [4482382.00 Square Inches]
17636 patches before subdivision
303916 patches after subdivision
340 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (29)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (94)
transfers 77369326, max 3979
transfer lists: 590.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(488320, 374171, 204287)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(125142, 74666, 30423)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(36901, 17712, 5632)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(11551, 4685, 1200)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(3818, 1340, 285)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(1307, 403, 73)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(460, 126, 19)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(166, 40, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(61, 13, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(22, 4, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(8, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(3, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #13 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #14 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0691 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (10)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
235 of 235 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (21)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 216/1024        10368/49152    (21.1%) 
brushes               3802/8192        45624/98304    (46.4%) 
brushsides           30503/65536      244024/524288   (46.5%) 
planes               19556/65536      391120/1310720  (29.8%) 
vertexes             28094/65536      337128/786432   (42.9%) 
nodes                11211/65536      358752/2097152  (17.1%) 
texinfos              3736/12288      268992/884736   (30.4%) 
texdata                828/2048        26496/65536    (40.4%) 
dispinfos               21/0            3696/0        ( 0.0%) 
disp_verts            6069/0          121380/0        ( 0.0%) 
disp_tris            10752/0           21504/0        ( 0.0%) 
disp_lmsamples       98033/0           98033/0        ( 0.0%) 
faces                17647/65536      988232/3670016  (26.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             8958/65536      501648/3670016  (13.7%) 
leaves               11428/65536      365696/2097152  (17.4%) 
leaffaces            20199/65536       40398/131072   (30.8%) 
leafbrushes           8345/65536       16690/131072   (12.7%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges           119547/512000     478188/2048000  (23.3%) 
edges                69486/256000     277944/1024000  (27.1%) 
LDR worldlights        340/8192        29920/720896   ( 4.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips           1567/32768       15670/327680   ( 4.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         28425/65536       56850/131072   (43.4%) 
cubemapsamples          31/1024          496/16384    ( 3.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    13607144/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]     4707113/16777216 (28.1%) 
entdata               [variable]      213068/393216   (54.2%) 
LDR ambient table    11428/65536       45712/262144   (17.4%) 
HDR ambient table    11428/65536       45712/262144   (17.4%) 
LDR leaf ambient     34536/65536      967008/1835008  (52.7%) 
HDR leaf ambient     11428/65536      319984/1835008  (17.4%) 
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]           1/7812     ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/30968    ( 0.0%) 
pakfile               [variable]     3019871/0        ( 0.0%) 
physics               [variable]     2570959/4194304  (61.3%) 
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 48784
Writing c:\users\username\desktop\maps\somemap\somemap.bsp
2 minutes, 39 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\username\Desktop\Maps\somemap\somemap.bsp" "D:\SteamGames\steamapps\common\Half-Life 2\hl2\maps\somemap.bsp"


** Executing...
** Command: "D:\SteamGames\steamapps\common\Half-Life 2\hl2.exe"
** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" +sv_lan 1 +map "somemap" -steam

At this point I’ve seen your compile so many times I wonder why you can’t see it yourself :smiley: …Or paste it to interlopers…


Brush 262797: WARNING, microbrush
Brush 80474: WARNING, microbrush

Go to those brushes and delete them … Remake them and stay on grid. Use nodraw and texture it after. Tie it to a func_detail.





FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1377.8 1266.7 787.6)
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: Brush 71136:


There are a bunch of these too… go to map>view pointfile and fix it.

These more likely come from the micro brush, since there is no leak.
A brush is too complex and not func_detail so the compiler has problem with it.

Unfortunately a point file will not be your save-all fix-all in these cases. The findportalside errors are just an overly complexed brush. Sometimes just cutting the brush in two will resolve the problem too.
That error can just be better resolved by going to the coordinates of the brush and trying to simplify it better, or redo it all together. Its going to be a trial and error type of situation. Especially if its a decompile.

[editline]11th February 2017[/editline]

Exactly. However without any additional information about the under 1u brush, its hard to tell if it is exactly caused by it. These types of errors are better solved by going at it one at a time.

nvm i found them.

[editline]11th February 2017[/editline]

Ok, so I have removed the micro brushes and I’m pretty sure I have fixed all of the issues given, but it is still happening!! How do I get rid of it!



** Executing...
** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" "C:\Users\username\Desktop\Maps\somemap\somemap.vmf"

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: D:\SteamGames\steamapps\common\Half-Life 2\hl2\materials
Loading C:\Users\username\Desktop\Maps\somemap\somemap.vmf
Could not locate 'GameData' key in d:\steamgames\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 (1)
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 496 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\username\Desktop\Maps\somemap\somemap.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_06*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_06*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (2511919 bytes)
Error! To use model "models/props_c17/door01_left.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_c17/door01_left.mdl"!
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 6887 texinfos to 3763
Reduced 1063 texdatas to 829 (46455 bytes to 37225)
Writing C:\Users\username\Desktop\Maps\somemap\somemap.bsp
5 seconds elapsed

** Executing...
** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" -fast "C:\Users\username\Desktop\Maps\somemap\somemap"

Valve Software - vvis.exe (May 15 2014)
fastvis = true
8 threads
reading c:\users\username\desktop\maps\somemap\somemap.bsp
reading c:\users\username\desktop\maps\somemap\somemap.prt
4387 portalclusters
13857 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 1155536 visible clusters (7.60%)
Total clusters visible: 15211392
Average clusters visible: 3467
Building PAS...
Average clusters audible: 4376
visdatasize:4633122  compressed from 4843248
writing c:\users\username\desktop\maps\somemap\somemap.bsp
6 seconds elapsed

** Executing...
** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vrad.exe"
** Parameters:  -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" -noextra "C:\Users\username\Desktop\Maps\somemap\somemap"

Valve Software - vrad.exe SSE (May 15 2014)

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

Loading c:\users\username\desktop\maps\somemap\somemap.bsp
Setting up ray-trace acceleration structure... Done (1.83 seconds)
17510 faces
11 degenerate faces
23004686 square feet [3312674816.00 square inches]
21 Displacements
31127 Square Feet [4482382.00 Square Inches]
17499 patches before subdivision
303829 patches after subdivision
340 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (28)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (96)
transfers 76984533, max 3930
transfer lists: 587.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(488269, 374109, 204242)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(125124, 74643, 30412)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(36897, 17708, 5630)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(11550, 4684, 1199)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(3818, 1340, 285)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(1307, 403, 73)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(460, 126, 19)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(166, 40, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(61, 13, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(22, 4, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(8, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(3, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #14 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0676 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (10)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
235 of 235 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (20)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 216/1024        10368/49152    (21.1%) 
brushes               3642/8192        43704/98304    (44.5%) 
brushsides           27999/65536      223992/524288   (42.7%) 
planes               15994/65536      319880/1310720  (24.4%) 
vertexes             27773/65536      333276/786432   (42.4%) 
nodes                11141/65536      356512/2097152  (17.0%) 
texinfos              3763/12288      270936/884736   (30.6%) 
texdata                829/2048        26528/65536    (40.5%) 
dispinfos               21/0            3696/0        ( 0.0%) 
disp_verts            6069/0          121380/0        ( 0.0%) 
disp_tris            10752/0           21504/0        ( 0.0%) 
disp_lmsamples       98033/0           98033/0        ( 0.0%) 
faces                17510/65536      980560/3670016  (26.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             8884/65536      497504/3670016  (13.6%) 
leaves               11358/65536      363456/2097152  (17.3%) 
leaffaces            20107/65536       40214/131072   (30.7%) 
leafbrushes           8129/65536       16258/131072   (12.4%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges           118576/512000     474304/2048000  (23.2%) 
edges                68891/256000     275564/1024000  (26.9%) 
LDR worldlights        340/8192        29920/720896   ( 4.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips           1557/32768       15570/327680   ( 4.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         28158/65536       56316/131072   (43.0%) 
cubemapsamples          31/1024          496/16384    ( 3.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    13592620/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]     4633122/16777216 (27.6%) 
entdata               [variable]      212965/393216   (54.2%) 
LDR ambient table    11358/65536       45432/262144   (17.3%) 
HDR ambient table    11358/65536       45432/262144   (17.3%) 
LDR leaf ambient     34463/65536      964964/1835008  (52.6%) 
HDR leaf ambient     11358/65536      318024/1835008  (17.3%) 
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]           1/7812     ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/31160    ( 0.0%) 
pakfile               [variable]     3019871/0        ( 0.0%) 
physics               [variable]     2511919/4194304  (59.9%) 
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 48369
Writing c:\users\username\desktop\maps\somemap\somemap.bsp
2 minutes, 39 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\username\Desktop\Maps\somemap\somemap.bsp" "D:\SteamGames\steamapps\common\Half-Life 2\hl2\maps\somemap.bsp"


** Executing...
** Command: "D:\SteamGames\steamapps\common\Half-Life 2\hl2.exe"
** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" +sv_lan 1 +map "somemap" -steam



remove -noextra from Vrad and do a default or full vvis compile not -fast

how do I remove -noextra?

use for refference https://developer.valvesoftware.com/wiki/Hammer_Run_Map_Expert in the expert compile view the line is light.exe remove -noextra before the -game $gamedir $path$file if you set itto default compile -noextra migt already be removed

Bug is caused by too many brushes with unique texture properties being in the same view.

it froze my computer for 30 minutes until i ended it in task manager. Is there a way to fix it using fast?

[editline]11th February 2017[/editline]

so what is the best way to fix?

If your vvis.exe is freezing your compile you most probably need to optimise you map, a least use hint brushes in open door/alley ways and use func_areaportalwindow in wiindows, if the player can’t get on to roofs bring the sky brush down to the roof http://www.optimization.interlopers.net/index.php?chapter=notices

Use fewer materials in a given area, have them be the same properties (scale, x y location), raise lightmap value, use area portals to hide out of view stuff.

This error means that there’s too much brush geometry being rendered in the PVS. Your map is very basic and shouldn’t be having this problem if it was properly built, which leads me to believe you did something wrong when making the level.

Is the entire map in a skybox?
Are you using tons of area portals indiscriminately?
Did you put a huge func_viscluster around the entire map?

If the answer to any of these three questions is true, then map visibility is broken and everything is being rendered at all times. If you type “mat_wireframe 3” in the console and most or all of the map is being rendered at any position in the level, you have a serious problem.

skybox is a hollow cube around map, and mat_wireframe 3 shows that most is rendered right when i spawn in. How do i fix?