Trouble compiling CS:S map

ok guy i got a problehm whit my css map i have loading the map 3 times and got play this map and now at the last time i go to test map f9 load it and they loading not the new bsp from the map can you help me pls

i know my english is really bad ! but pls help mee i must release this map now !! its a ba_jail map for my clan pls help meee !!!

here are the settings !!
materialPath: c:\program files\steam\steamapps\bdbthekillerjumper\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\SteamApps\bdbthekillerjumper\sourcesdk_content\cstrike\mapsrc\ba_jail_v2\ba_jail__v2-test.vmf
Can’t find surfaceprop asphalt for material REALWORLDTEXTURES/NEWER/1/ASPHALT_1_06, using default
Warning in .VMT file (realworldtextures/floor/floor_1_08): no ‘]’ or ‘}’ found in vector key “$envmaptint”.
Did you forget to surround the vector with "s?
Warning in .VMT file (realworldtextures/floor/floor_1_08): no ‘]’ or ‘}’ found in vector key “$envmaptint”.
Did you forget to surround the vector with "s?
Warning in .VMT file (realworldtextures/floor/floor_1_08): no ‘]’ or ‘}’ found in vector key “$envmaptint”.
Did you forget to surround the vector with "s?
material “ihcgs” not found
Material not found!: /IHCGS
Can’t find surfaceprop Camo for material REALWORLDTEXTURES/NEWER/1/CAMO_1_02, using default
Can’t find surfaceprop WoodWood_Lowdensity for material CUSTOMTEXT/GC TEXTURES/WOOD/WOOD_PARTICLEBOARD01, using default
fixing up env_cubemap materials on brush sides…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
0…1…2…3…4…5…6…7…8…9…10**** leaked ****
Entity prop_static (-2022.00 -336.00 -44.00) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (1219.5, 1024.0, -75.1)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (1219.5, 1024.0, 98.0)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (1219.5, 1024.0, 451.4)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (1428.5, 1024.0, 278.4)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (1443.0, 1024.0, 278.4)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (1746.0, 1024.0, 278.4)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (1234.0, 1024.0, 734.9)
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:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (1746.0, 1024.0, 734.9)
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:

*** Suppressing further FindPortalSide errors… ***
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 8 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (2)
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn’t have a $bottommaterial
material “skybox/militia_hdrt” not found
Can’t load skybox file skybox/militia_hd to build the default cubemap!
No such variable “$hdrbasetexture” for material “___error”
Can’t load skybox file skybox/militia_hd 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
Face List Count >= OVERLAY_BSP_FACE_COUNT

2 threads
reading c:\program files\steam\steamapps\bdbthekillerjumper\sourcesdk_content\cstrike\mapsrc\ba_jail_v2\ba_jail__v2-test.bsp
reading c:\program files\steam\steamapps\bdbthekillerjumper\sourcesdk_content\cstrike\mapsrc\ba_jail_v2\ba_jail__v2-test.prt
LoadPortals: couldn’t read c:\program files\steam\steamapps\bdbthekillerjumper\sourcesdk_content\cstrike\mapsrc\ba_jail_v2\ba_jail__v2-test.prt

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

Loading c:\program files\steam\steamapps\bdbthekillerjumper\sourcesdk_content\cstrike\mapsrc\ba_jail_v2\ba_jail__v2-test.bsp
No vis information, direct lighting only.
11890 faces
5 degenerate faces
417287 square feet [60089384.00 square inches]
0 displacements
0 square feet [0.00 square inches]
343 direct lights
0…1…2…3…4…5…6…7…8…9…10Build Patch/Sample Hash Table(s)…Done<0.0353 sec>
0…1…2…3…4…5…6…7…8…9…10FinalLightFace 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 93/1024 4464/49152 ( 9.1%)
brushes 1886/8192 22632/98304 (23.0%)
brushsides 12821/65536 102568/524288 (19.6%)
planes 9674/65536 193480/1310720 (14.8%)
vertexes 20903/65536 250836/786432 (31.9%)
nodes 8259/65536 264288/2097152 (12.6%)
texinfos 1852/12288 133344/884736 (15.1%)
texdata 229/2048 7328/65536 (11.2%)
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 11890/65536 665840/3670016 (18.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6416/65536 359296/3670016 ( 9.8%)
leaves 8353/65536 267296/2097152 (12.7%)
leaffaces 14101/65536 28202/131072 (21.5%)
leafbrushes 4909/65536 9818/131072 ( 7.5%)
areas 3/256 24/2048 ( 1.2%)
surfedges 83094/512000 332376/2048000 (16.2%)
edges 48942/256000 195768/1024000 (19.1%)
LDR worldlights 339/8192 29832/720896 ( 4.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1016/32768 10160/327680 ( 3.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 17058/65536 34116/131072 (26.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 48/512 16896/180224 ( 9.4%)
LDR lightdata [variable] 2684164/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 157630/393216 (40.1%)
LDR leaf ambient 8353/65536 200472/1572864 (12.7%)
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] 1/6728 ( 0.0%)
pakfile [variable] 13243/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 733527/4194304 (17.5%)
==== Total Win32 BSP file data space used: 6717618 bytes ====

Total triangle count: 33013
Writing c:\program files\steam\steamapps\bdbthekillerjumper\sourcesdk_content\cstrike\mapsrc\ba_jail_v2\ba_jail__v2-test.bsp
14 minutes, 4 seconds elapsed

oh and i have make my own textures >D


(User was banned for this post ("Undescriptive thread title" - PLing))

Obviously the biggest problem here is the leak, go to Map > Load Pointfile in hammer and fix it.

And there’s some improper use of materials, but they won’t break the map.

Use this utility: http://www.interlopers.net/errors/

What I found was that you have a prop in the void (outside of the skybox), you have turned off every single compile process (vbsp, vrad, and vvis), the map itself leaks as well, and you have a few overlays touching more than 64 faces.

thx thank you so mutch

Please, learn to use proper grammar. It helps…

Another way to check a leak is going to View > Go to coordinates, then plug this in: -2022.00 -336.00 -44.00

The prop static in those coordinates was the first entity for the compiler to report, so start searching carefully around that area. There’s an Valve wiki article about this, so go here.

:ohdear:
Please use [noparse]




[/noparse] tags next time.

come back smartness :frown: