Weird Maping Issue

I have been mapping for some time now and i have ran in to a stump i dont know what to do… At first i ran in to the issue of the entity detail was to full so i attempted to see what was doing this issue so i started to uncheck some of the entity boxes like lights ect. then i compiled found the issue i re check marked all of them now i am runing in to a issue of it not loading any entitys No errors in the compile and the compile wont fully go through. this is what the map looks like after compile…

Then Here is my compile log.

** Executing…
** Command: “D:\steam game\ZMR\SteamApps\common\GarrysMod\bin\vbsp.exe”
** Parameters: -game “D:\steam game\ZMR\SteamApps\common\GarrysMod\garrysmod” “D:\steam game\ZMR\SteamApps\common\GarrysMod\garrysmod\maps\rp_osklain_v2.vmf”

Valve Software - vbsp.exe (Jul 25 2017)
8 threads
materialPath: D:\steam game\ZMR\SteamApps\common\GarrysMod\garrysmod\materials
Loading D:\steam game\ZMR\SteamApps\common\GarrysMod\garrysmod\maps\rp_osklain_v2.vmf
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
Could not locate ‘GameData’ key in d:\steam game\zmr\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_osklain_v2/nature/blendrocksgrass005a_wvt_patch
Patching WVT material: maps/rp_osklain_v2/nature/blendgrassgravel002a_wvt_patch
Patching WVT material: maps/rp_osklain_v2/nature/blendgrassgrass001a_wvt_patch
Patching WVT material: maps/rp_osklain_v2/nature/blenddirtgrass008b_lowfriction_wvt_patch
Patching WVT material: maps/rp_osklain_v2/nature/blendcliffgrass001a_wvt_patch
Patching WVT material: maps/rp_osklain_v2/nature/blendgrassgravel001a_wvt_patch
fixing up env_cubemap materials on brush sides…
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring…
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 (1)
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 732 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (1)
writing D:\steam game\ZMR\SteamApps\common\GarrysMod\garrysmod\maps\rp_osklain_v2.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/Sky_day03_03*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/Sky_day03_03*.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…

** Executing…
** Command: “D:\steam game\ZMR\SteamApps\common\GarrysMod\bin\vvis.exe”
** Parameters: -game “D:\steam game\ZMR\SteamApps\common\GarrysMod\garrysmod” -fast “D:\steam game\ZMR\SteamApps\common\GarrysMod\garrysmod\maps\rp_osklain_v2”

Valve Software - vvis.exe (Jul 25 2017)
fastvis = true
8 threads
reading d:\steam game\zmr\steamapps\common\garrysmod\garrysmod\maps\rp_osklain_v2.bsp
reading d:\steam game\zmr\steamapps\common\garrysmod\garrysmod\maps\rp_osklain_v2.prt
8309 portalclusters
23233 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (8)
Optimized: 4068525 visible clusters (9.29%)
Total clusters visible: 43802094
Average clusters visible: 5271
Building PAS…
Average clusters audible: 8059
visdatasize:14997636 compressed from 17282720
writing d:\steam game\zmr\steamapps\common\garrysmod\garrysmod\maps\rp_osklain_v2.bsp
14 seconds elapsed

** Executing…
** Command: “D:\steam game\ZMR\SteamApps\common\GarrysMod\bin\vrad.exe”
** Parameters: -game “D:\steam game\ZMR\SteamApps\common\GarrysMod\garrysmod” “D:\steam game\ZMR\SteamApps\common\GarrysMod\garrysmod\maps\rp_osklain_v2”

Valve Software - vrad.exe SSE (Jul 25 2017)

  Valve Radiosity Simulator     

8 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading d:\steam game\zmr\steamapps\common\garrysmod\garrysmod\maps\rp_osklain_v2.bsp
Setting up ray-trace acceleration structure… Done (0.85 seconds)
28181 faces
2 degenerate faces
15728516 square feet [2264906240.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
28179 patches before subdivision
306669 patches after subdivision
sun extent from map=0.017452
warning: Vis decompression overrun
warning: Vis decompression overrun

** Executing…
** Command: Copy File
** Parameters: “D:\steam game\ZMR\SteamApps\common\GarrysMod\garrysmod\maps\rp_osklain_v2.bsp” “D:\steam game\ZMR\SteamApps\common\GarrysMod\garrysmod\maps\rp_osklain_v2.bsp”


(User was banned for this post ("Use the question megathread for your quick questions" - icemaz))

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How do i stop displacements from creating grass?

Either;

  • Use a material which doesn’t use detail props / sprites (grass).
  • Make a .vmt file which doesn’t use detail props.
  • Use func_detail_blocker (requires a custom compiler).

For you the simplest solution would to just use another material that doesn’t have grass on it.

A lot of the stock grass textures that come with gmod usually have a variation that is identical but without detail props anyways.

I don’t think that reducing the amount of props will help with the error in question