I don't even hav- Wait, I have 1 displacement in my map, and I haven't even touched Paint Alpha; here is the compile log, bare with me it's VBCT -
Map File Selected: D:\1stchaptermaptest5.vmf
There is no Custom Profile to load: D:\Stuff\VBCT\1stchaptermaptest5.pro
Full Compile Selected!
NOTE: old vbsp log file deleted: D:\1stchaptermaptest5_vbsp_old.log
NOTE: old vvis log file deleted: D:\1stchaptermaptest5_vvis_old.log
NOTE: existing vbsp log file renamed to : D:\1stchaptermaptest5_vbsp_old.log
NOTE: existing vvis log file renamed to : D:\1stchaptermaptest5_vvis_old.log
Compile Start Time: Friday, March 05, 2010, 3:46:05 PM
-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!
VBSP: d:\steam\steamapps\essilence\sourcesdk\bin\ep1\bin\vbsp.exe -game "d:\steam\steamapps\essilence\half-life 2\hl2" "D:\1stchaptermaptest5"
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: d:\steam\steamapps\essilence\half-life 2\hl2\materials
Loading D:\1stchaptermaptest5.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\1stchaptermaptest5.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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
Building Physics collision data...
done (0) (29063 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 56 texinfos to 42
Reduced 13 texdatas to 12 (323 bytes to 274)
Writing D:\1stchaptermaptest5.bsp
1 second elapsed
Compile Complete for this module.
VBSP Completed: Friday, March 05, 2010, 3:46:08 PM
VBSP: Compile time: 1 second elapsed
-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!
VVIS: d:\steam\steamapps\essilence\sourcesdk\bin\ep1\bin\vvis.exe -game "d:\steam\steamapps\essilence\half-life 2\hl2" "D:\1stchaptermaptest5"
Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading d:\1stchaptermaptest5.bsp
reading d:\1stchaptermaptest5.prt
165 portalclusters
433 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 34 visible clusters (0.00%)
Total clusters visible: 12303
Average clusters visible: 74
Building PAS...
Average clusters audible: 163
visdatasize:8137 compressed from 7920
writing d:\1stchaptermaptest5.bsp
2 seconds elapsed
Compile Complete for this module.
VVIS Completed: Friday, March 05, 2010, 3:46:12 PM
VVIS: Compile time: 2 seconds elapsed
-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!
VRAD: d:\steam\steamapps\essilence\sourcesdk\bin\ep1\bin\vrad.exe -game "d:\steam\steamapps\essilence\half-life 2\hl2" "D:\1stchaptermaptest5"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\1stchaptermaptest5.bsp
564 faces
2 degenerate faces
121039 square feet [17429656.00 square inches]
3 displacements
555 square feet [79933.63 square inches]
562 patches before subdivision
5205 patches after subdivision
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 326405, max 367
transfer lists: 2.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2639, 2359, 2025)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(285, 236, 179)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(43, 33, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(11, 7, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0045 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...
I've tried fast, but it didn't work.
For some reason it didn't even get to 3. :/