TTT Mapping: Stop players from possessing prop_physic objects.

Not entirely sure what I’m looking at when I view the log but this is taking up to hours to compile at the portal flow stage.

Engine detected from registry: EP2/OB
Selected MOD = counter-strike: source
Game name read from GameInfo.txt file: Counter-Strike Source
appid read from GameInfo.txt file: 240

Available EP1 Source Engine 2006 Games:
Half-Life 2
Counter-Strike: Source
Half-Life 2: Deathmatch

Available EP2 Source Engine 2007 Games:

Available EP2/Orangebox Source Engine MP Games:
Team Fortress 2
Day of Defeat: Source
Counter-Strike: Source

Available EP2 Source Engine 2009 Games:
Half-Life 2
Portal

Map File Selected: C:\mapsrc ttapartment.vmf
There is no Custom Profile to load: C:\Users\User\Desktop\vbct_10t ttapartment.pro

Full Compile Selected!

NOTE: existing vbsp log file renamed to : C:\mapsrc ttapartment_vbsp_old.log
Compile Start Time: Wednesday, July 18, 2012, 12:11:38 AM

-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP: c:\program files (x86)\steam\steamapps\user\sourcesdk\bin\orangebox\bin\vbsp.exe -game “c:\program files (x86)\steam\steamapps\borisia\counter-strike source\cstrike” “C:\mapsrc ttapartment”

Valve Software - vbsp.exe (Apr 26 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\user\counter-strike source\cstrike\materials
Loading C:\mapsrc ttapartment.vmf
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\user\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 (1)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\mapsrc ttapartment.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/hav*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/hav*.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) (243354 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 734 texinfos to 448
Reduced 39 texdatas to 33 (994 bytes to 866)
Writing C:\mapsrc ttapartment.bsp
4 seconds elapsed

Compile Complete for this module.
VBSP Completed: Wednesday, July 18, 2012, 12:11:43 AM
VBSP: Compile time: 4 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS: c:\program files (x86)\steam\steamapps\user\sourcesdk\bin\orangebox\bin\vvis.exe -game “c:\program files (x86)\steam\steamapps\user\counter-strike source\cstrike” “C:\mapsrc ttapartment”

Valve Software - vvis.exe (Apr 26 2012)
4 threads
reading c:\mapsrc ttapartment.bsp
reading c:\mapsrc ttapartment.prt
1154 portalclusters
3675 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (1)
PortalFlow: 0…1…2…3…4…5…6…7…8.

Long portal flow is probably lack of optimization.

Consider making small details and rounded stuff (columns) into func_detail.
Use func_viscluster for large open areas. (more than 1024^2)
Use hint brushes to “contain” vis leafs.

If you wait 30 mins or so it should compile eventually, then you can see the visleafs in hammer and set about what to change to reduce them.