I just started leaning mapping and got a weird error

TheArtofWarPIGEONMASTER

L1: Registered
Apr 7, 2016
5
0
[SOLVED]

So when i launch the map is i go RED team i get spawn outside the map and apparently i got a leak on bly spawn but i checked and rechecked and can't find it.
Compile Log:


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.vmf"

Valve Software - vbsp.exe (Mar 2 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light_environment (-1472.00 -0.00 288.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_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) (16555 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 99 texinfos to 43
Reduced 11 texdatas to 10 (271 bytes to 237)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial"

Valve Software - vvis.exe (Mar 2 2016)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial"

Valve Software - vrad.exe SSE (Mar 2 2016)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.00 seconds)
242 faces
194901 square feet [28065792.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
sun extent from map=0.052336
sun extent from map=0.034899
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0026 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 18/1024 864/49152 ( 1.8%)
brushes 50/8192 600/98304 ( 0.6%)
brushsides 300/65536 2400/524288 ( 0.5%)
planes 146/65536 2920/1310720 ( 0.2%)
vertexes 351/65536 4212/786432 ( 0.5%)
nodes 214/65536 6848/2097152 ( 0.3%)
texinfos 43/12288 3096/884736 ( 0.3%)
texdata 10/2048 320/65536 ( 0.5%)
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 242/65536 13552/3670016 ( 0.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 150/65536 8400/3670016 ( 0.2%)
leaves 233/65536 7456/2097152 ( 0.4%)
leaffaces 253/65536 506/131072 ( 0.4%)
leafbrushes 57/65536 114/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1636/512000 6544/2048000 ( 0.3%)
edges 886/256000 3544/1024000 ( 0.3%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1/32768 10/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 12/65536 24/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 170080/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 12127/393216 ( 3.1%)
LDR ambient table 233/65536 932/262144 ( 0.4%)
HDR ambient table 233/65536 932/262144 ( 0.4%)
LDR leaf ambient 1331/65536 37268/1835008 ( 2.0%)
HDR leaf ambient 233/65536 6524/1835008 ( 0.4%)
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] 1/222 ( 0.5%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 16555/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 552
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\first_room_without_tutorial.bsp"

I will appreciate your help ;D​
 

Attachments

  • random_map_name.bsp
    304 KB · Views: 153
  • random_map_name.vmf
    104.1 KB · Views: 87
Last edited:

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
**** leaked ****
Entity light_environment (-1472.00 -0.00 288.00) leaked!

There's the bit to pay attention to. Copy those co-ordinates and go to View > Go To Co-ordinates and paste them there. You can also load a pointfile (which makes a red line appear, showing you where the leak is) by going to Maps > Load Pointfile.
 

TheArtofWarPIGEONMASTER

L1: Registered
Apr 7, 2016
5
0
There's the bit to pay attention to. Copy those co-ordinates and go to View > Go To Co-ordinates and paste them there. You can also load a pointfile (which makes a red line appear, showing you where the leak is) by going to Maps > Load Pointfile.
As Muddy said, your light_env is somewhere outside the map. Bring it back in and you should be golden (heh).
i tried that, my light was inside the spawn room, and the line draw by pointfile was going from the ligh to outside (through middle of a wall), i'll try to make a box all around it tomorraw to see if it solves anything
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Probably your wall is a brush entity. If you need it to be a brush entity, place a world brush behind it so it will seal the map. If you don't, select brush entity and click "Move to World" at entity panel (also Ctrl+W works, but i'm not sure with the shortcut). This (clickable) article should be helpful.
 

TheArtofWarPIGEONMASTER

L1: Registered
Apr 7, 2016
5
0
So, i made a box all over the map, and deleted the light also chaged texture inside spawns (it was skybox), but i still have problems:
Blu spawn: when i run the map, there is a missing wall, also, i can't exit spawn, the door open, but i get blocked
Red spawn: well, when i run the map the only thing i see is the trigger volume of red spawn, the walls, the doors... missing

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.vmf"

Valve Software - vbsp.exe (Mar 2 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_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) (18763 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 110 texinfos to 51
Reduced 12 texdatas to 12 (294 bytes to 294)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial"

Valve Software - vvis.exe (Mar 2 2016)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.prt
56 portalclusters
120 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 2108
Average clusters visible: 37
Building PAS...
Average clusters audible: 56
visdatasize:1244 compressed from 896
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial"

Valve Software - vrad.exe SSE (Mar 2 2016)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
475 faces
403598 square feet [58118144.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
475 patches before subdivision
34387 patches after subdivision
sun extent from map=0.087156
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 4352317, max 430
transfer lists: 33.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(98583, 27800, 6630)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(53750, 4256, 372)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(25989, 642, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(15992, 121, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(9293, 21, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(5888, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3807, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2529, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(1736, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1201, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(854, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(609, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(442, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(321, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(236, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(174, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(129, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(96, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(72, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(54, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(40, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(30, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(23, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(17, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(13, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0094 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 18/1024 864/49152 ( 1.8%)
brushes 56/8192 672/98304 ( 0.7%)
brushsides 336/65536 2688/524288 ( 0.5%)
planes 174/65536 3480/1310720 ( 0.3%)
vertexes 640/65536 7680/786432 ( 1.0%)
nodes 260/65536 8320/2097152 ( 0.4%)
texinfos 51/12288 3672/884736 ( 0.4%)
texdata 12/2048 384/65536 ( 0.6%)
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 475/65536 26600/3670016 ( 0.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 153/65536 8568/3670016 ( 0.2%)
leaves 279/65536 8928/2097152 ( 0.4%)
leaffaces 611/65536 1222/131072 ( 0.9%)
leafbrushes 121/65536 242/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2644/512000 10576/2048000 ( 0.5%)
edges 1410/256000 5640/1024000 ( 0.6%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2/32768 20/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 24/65536 48/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 767948/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1244/16777216 ( 0.0%)
entdata [variable] 11563/393216 ( 2.9%)
LDR ambient table 279/65536 1116/262144 ( 0.4%)
HDR ambient table 279/65536 1116/262144 ( 0.4%)
LDR leaf ambient 1265/65536 35420/1835008 ( 1.9%)
HDR leaf ambient 279/65536 7812/1835008 ( 0.4%)
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] 1/216 ( 0.5%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 18763/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1082
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room_without_tutorial.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\first_room_without_tutorial.bsp"
 

DJ Sylveon

L3: Member
Nov 9, 2015
103
21
More than likely you got brushes mixed up. Probably flipped your triggers and world brushes switched...somehow. just go back in and check. Also that wall preventing you from leaving spawn, is that your respawn room visualizer? If so there's your problem.

Also with errors http://www.interlopers.net/index.php?page=errors <-----this site is awesome with helping out with that.
When you get your log click copy to clipboard and past it in the box there and it will check it and tell you what it is, how it will effect your map, and even how to fix it if its serious.
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
You don't have any compile errors anymore, at this point any issues you're having are the result of human error.
 

TheArtofWarPIGEONMASTER

L1: Registered
Apr 7, 2016
5
0
More than likely you got brushes mixed up. Probably flipped your triggers and world brushes switched...somehow. just go back in and check. Also that wall preventing you from leaving spawn, is that your respawn room visualizer? If so there's your problem.

Also with errors http://www.interlopers.net/index.php?page=errors <-----this site is awesome with helping out with that.
When you get your log click copy to clipboard and past it in the box there and it will check it and tell you what it is, how it will effect your map, and even how to fix it if its serious.

you where right, for the missing spawn room and wall, i had misclicked on set the wall instead of the trigger ty, solved everything ;D
You don't have any compile errors anymore, at this point any issues you're having are the result of human error.
yep, i messed up a bit
 

henke37

aa
Sep 23, 2011
2,075
515
Each map can only have one skybox.