Hi,
Many thanks for the offer of help.
This is the log - its long I'm afraid. I have bolded the zero areas and degenerates.
I haven't merged, though hammer did ask several times (and when it did gave me an invalid solid I so I built that section differently). I don't have any invalid solids (alt-P follows )
Is there any way of searching for the possible causes?
(Haven't built cube maps yet, but this won't be the problem will it?)
* Executing...
Valve Software - vbsp.exe (Oct 25 2011)
4 threads
Patching WVT material: maps/testmap188gr27/nature/blendcliffgrass001a_wvt_patch
Patching WVT material: maps/testmap188gr27/nature/blendrockgroundwall003_wvt_patch
Patching WVT material: maps/testmap188gr27/nature/blendrockground007_wvt_patch
Patching WVT material: maps/testmap188gr27/nature/blendrockgroundwall001_wvt_patch
Patching WVT material: maps/testmap188gr27/nature/blendrockgroundwall004_wvt_patch
Patching WVT material: maps/testmap188gr27/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/testmap188gr27/nature/blendrockground001_wvt_patch
Patching WVT material: maps/testmap188gr27/nature/blendrockground002_wvt_patch
Patching WVT material: maps/testmap188gr27/cp_mountainlab/nature/blendrocktograss002_wvt_patch
fixing up env_cubemap materials on brush sides...
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 740 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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 (1) (1032792 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6521 texinfos to 3741
Reduced 158 texdatas to 143 (3873 bytes to 3325)
11 seconds elapsed
** Executing...
Valve Software - vvis.exe (Oct 25 2011)
fastvis = true
4 threads
5257 portalclusters
17223 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (15)
Optimized: 1437831 visible clusters (0.00%)
Total clusters visible: 22460034
Average clusters visible: 4272
Building PAS...
Average clusters audible: 5220
visdatasize:6715858 compressed from 6981296
22 seconds elapsed
** Executing...
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Setting up ray-trace acceleration structure... Done (2.91 seconds)
16889 faces
13 degenerate faces
2094802 square feet [301651520.00 square inches]
95 Displacements
320368 Square Feet [46133044.00 Square Inches]
16876 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
195246 patches after subdivision
sun extent from map=0.000000
95 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (32)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (177)
transfers 25815530, max 1919
transfer lists: 197.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(301481, 287980, 239902)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(60305, 52107, 38874)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(14634, 11329, 7576)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3808, 2632, 1592)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(1075, 650, 350)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(332, 168, 81)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(116, 45, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(49, 13, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(24, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(14, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1053 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (25)
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 (28)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 75/1024 3600/49152 ( 7.3%)
brushes 2603/8192 31236/98304 (31.8%)
brushsides 22234/65536 177872/524288 (33.9%)
planes 20346/65536 406920/1310720 (31.0%)
vertexes 32188/65536 386256/786432 (49.1%)
nodes 10449/65536 334368/2097152 (15.9%)
texinfos 3741/12288 269352/884736 (30.4%)
texdata 143/2048 4576/65536 ( 7.0%)
dispinfos 95/0 16720/0 ( 0.0%)
disp_verts 7471/0 149420/0 ( 0.0%)
disp_tris 11776/0 23552/0 ( 0.0%)
disp_lmsamples 355136/0 355136/0 ( 0.0%)
faces 16889/65536 945784/3670016 (25.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8749/65536 489944/3670016 (13.3%)
leaves 10525/65536 336800/2097152 (16.1%)
leaffaces 22085/65536 44170/131072 (33.7%)
leafbrushes 9479/65536 18958/131072 (14.5%)
areas 4/256 32/2048 ( 1.6%)
surfedges 119452/512000 477808/2048000 (23.3%)
edges 72241/256000 288964/1024000 (28.2%)
LDR worldlights 95/8192 8360/720896 ( 1.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 2236/32768 22360/327680 ( 6.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 38331/65536 76662/131072 (58.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 9/512 3168/180224 ( 1.8%)
LDR lightdata [variable] 13262356/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 6715858/16777216 (40.0%)
entdata [variable] 116036/393216 (29.5%)
LDR ambient table 10525/65536 42100/262144 (16.1%)
HDR ambient table 10525/65536 42100/262144 (16.1%)
LDR leaf ambient 46483/65536 1301524/1835008 (70.9%)
HDR leaf ambient 10525/65536 294700/1835008 (16.1%)
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] 1/16742 ( 0.0%)
pakfile [variable] 216971/0 ( 0.0%)
physics [variable] 1032792/4194304 (24.6%)
physics terrain [variable] 33667/1048576 ( 3.2%)
Level flags = 0
Total triangle count: 50389
<Edit>
oops, just found I cannot copy the Alt-P report. sorry.