Why isn't my map compiling

Interlopers isn’t returning any errors.
Here’s my compile log:

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\mista_bojjob\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\mista_bojjob eam fortress 2 f” “C:\Program Files (x86)\Steam\SteamApps\mista_bojjob\sourcesdk_content f\mapsrc\cp_abstract.vmf”

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\mista_bojjob eam fortress 2 f\materials
Loading C:\Program Files (x86)\Steam\SteamApps\mista_bojjob\sourcesdk_content f\mapsrc\cp_abstract.vmf
Can’t find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default
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)
Chop Details…
** Executing…
** Command: “c:\program files (x86)\steam\steamapps\mista_bojjob\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\mista_bojjob eam fortress 2 f” “C:\Program Files (x86)\Steam\SteamApps\mista_bojjob\sourcesdk_content f\mapsrc\cp_abstract”

Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\mista_bojjob\sourcesdk_content f\mapsrc\cp_abstract.bsp
reading c:\program files (x86)\steam\steamapps\mista_bojjob\sourcesdk_content f\mapsrc\cp_abstract.prt
LoadPortals: couldn’t read c:\program files (x86)\steam\steamapps\mista_bojjob\sourcesdk_content f\mapsrc\cp_abstract.prt

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\mista_bojjob\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\mista_bojjob eam fortress 2 f” “C:\Program Files (x86)\Steam\SteamApps\mista_bojjob\sourcesdk_content f\mapsrc\cp_abstract”

Valve Software - vrad.exe SSE (Jul 7 2010)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[34 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps\mista_bojjob\sourcesdk_content f\mapsrc\cp_abstract.bsp
Setting up ray-trace acceleration structure… Done (0.02 seconds)
180 faces
719983 square feet [103677592.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
180 patches before subdivision
3604 patches after subdivision
0 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 138264, max 192
transfer lists: 1.1 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0017 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 (1)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 5/1024 240/49152 ( 0.5%)
brushes 30/8192 360/98304 ( 0.4%)
brushsides 180/65536 1440/524288 ( 0.3%)
planes 124/65536 2480/1310720 ( 0.2%)
vertexes 255/65536 3060/786432 ( 0.4%)
nodes 179/65536 5728/2097152 ( 0.3%)
texinfos 25/12288 1800/884736 ( 0.2%)
texdata 7/2048 224/65536 ( 0.3%)
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 180/65536 10080/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 100/65536 5600/3670016 ( 0.2%)
leaves 185/65536 5920/2097152 ( 0.3%)
leaffaces 220/65536 440/131072 ( 0.3%)
leafbrushes 96/65536 192/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1192/512000 4768/2048000 ( 0.2%)
edges 669/256000 2676/1024000 ( 0.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 12/32768 120/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 144/65536 288/131072 ( 0.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 63776/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2524/16777216 ( 0.0%)
entdata [variable] 5640/393216 ( 1.4%)
LDR ambient table 185/65536 740/262144 ( 0.3%)
HDR ambient table 185/65536 740/262144 ( 0.3%)
LDR leaf ambient 108/65536 3024/1835008 ( 0.2%)
HDR leaf ambient 185/65536 5180/1835008 ( 0.3%)
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] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 11593/4194304 ( 0.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 432
Writing c:\program files (x86)\steam\steamapps\mista_bojjob\sourcesdk_content f\mapsrc\cp_abstract.bsp
4 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\SteamApps\mista_bojjob\sourcesdk_content f\mapsrc\cp_abstract.bsp” “c:\program files (x86)\steam\steamapps\mista_bojjob eam fortress 2 f\maps\cp_abstract.bsp”

ProcessBlock_Thread: 0…1…2…3…

That can’t be good. Neither vbps or vvis are running properly. Check you are compiling everything on normal.

weird, i’m pretty sure i did compile everything on normal

bump: i checked for errors and the only one is “there is no player start” even though i have teamspawns for both sides.

but now i have a new problem:
I copy pasted everything over into a new map to see if that fixed it but it did this instead

http://dl.dropbox.com/u/33908159/arg.png

Post the log.

welp, i’ve fixed that now but i’m still getting the ProcessBlock_Thread problem

Edit: the log is at the top by the way

Edit Edit: I fixed the ProcessBlock_Thread problem but it STILL wont compile, updating the log at the top now

Can you PM me your .vmf file?

Your texture is missing.
Can’t find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default

Also, it looks from the screenshop like VBSP isn’t running - You have an invalid solid structure, portal, or leaf that’s not working correctly. Look for walls that are misshapen, or windows/glass/no-draw textures that are stretched. The screenshot shows that VBSP didn’t compile the map - There’s no BSP for VRAD or VVIS to edit.