Need to delete and compile dozens of times before changes show up

HashtagMC

L1: Registered
Dec 17, 2016
15
1
First of all: this question isn't about TF2 maps but instead about maps for a mod, since I don't have an account in any other mapping forum and VDC is dead AF, I thought I'd post here. Technically, it's a Hammer problem.

So, I've picked up a mod I started some time ago again, but I've got a problem with maps. When I compile a map after changes and load it again (map <mapname> in the console), the changes won't show up. I have to delete the map file and compile the map again and again (usually three to four compiles and subsequent map reloads) until the changes show up, and even then, the map is always fullbright, no matter how many lights there are. mat_fullbright 0 doesn't do a thing (sv_cheats is on, btw), and I have to go through the whole delete-compile-reload process a couple dozen times until my changes are actually working, meaning per 5 minutes of work in Hammer, I spend thirty minutes until I can review my changes.

Obviously, this makes mapping near-impossible, so I hope somebody knows a fix for that.

Technical details:

I'm mapping for a Portal mod, I use the Hammer editor distributed with Portal (not from the SDK) with a profile set up for the mod. Since the default compile profiles don't work, I had to build one from scratch as well, calling vbsp vvis and vrad by their path instead of $bsp_exe since those don't work either.

I assume something major is fucked up with the Hammer config, but since it's working, I don't feel like tinkering with it unless absolutely necessary. I've had bad experiences with Hammer through all games I've mapped and modded for, including Hammer always switching to the wrong profile, crashing upon compile, crashing upon startup and crashing upon creating certain entities. All in all, Hammer has failed more often than it's worked, even rendering me unable to map for a couple weeks once until I found it doesn't like backward slashes in exe paths.

I really hope anybody can help me, and I hope I'm not violating any rules by asking a not-TF2-related question (well, technically, it's about Hammer and not a certain game... I think).

Greetings,

HashtagMC
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Normally, changes not showing up in-game is indicative of a failed compile, where the last successfully compiled bsp of the same name is loaded instead. Are there any errors in the compile log that prevented vbsp from finishing? Or perhaps the log shows some other issue with how Hammer is configured.
 

HashtagMC

L1: Registered
Dec 17, 2016
15
1
Hold on, I'll just upload the logfile. Sadly, I don't know shit about Hammer logfiles so I don't know what to look for.

4 threads
reading c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
Error opening c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp


materialPath: C:\Program Files (x86)\Steam\SteamApps\sourcemods\ratmanstories\materials
Loading c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\gameinfo.txt
fixing up env_cubemap materials on brush sides...



[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
Error opening c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.prt...Building visibility clusters...
done (0)
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 (0) (27623 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 35 texinfos to 23
Reduced 8 texdatas to 6 (259 bytes to 176)
Writing c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
0 seconds elapsed



4 threads
reading c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
reading c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.prt
14 portalclusters
36 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 196
Average clusters visible: 14
Building PAS...
Average clusters audible: 14
visdatasize:172 compressed from 224
writing c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
0 seconds elapsed



materialPath: C:\Program Files (x86)\Steam\SteamApps\sourcemods\ratmanstories\materials
Loading c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\gameinfo.txt
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5


[Reading texlights from 'lights.rad']
...6..[53 texlights parsed from 'lights.rad']

.7Loading c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.prt...Building visibility clusters...
done (0)
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.
78 faces
11248 square feet [1619753.75 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
78 patches before subdivision
2172 patches after subdivision
72 direct lights
0...1...2.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...103
Building Physics collision data...
.done (0) (27623 bytes)
Placing detail props : 0...1....2...3...4...5...6...7...8...9...104
Compacting texture/material tables...
Reduced 35 texinfos to 23
.Reduced 8 texdatas to 6 (259 bytes to 176)
Writing c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
.0 seconds elapsed
.5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 216914, max 314
transfer lists: 1.7 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(3331, 4540, 4967)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(902, 1271, 1288)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(247, 357, 336)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(72, 107, 94)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(20, 31, 26)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(6, 9, 7)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2, 3, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0003 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
70 of 70 (100% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 85/8192 1020/98304 ( 1.0%)
brushsides 776/65536 6208/524288 ( 1.2%)
planes 396/65536 7920/1310720 ( 0.6%)
vertexes 146/65536 1752/786432 ( 0.2%)
nodes 65/65536 2080/2097152 ( 0.1%)
texinfos 23/12288 1656/884736 ( 0.2%)
texdata 6/2048 192/65536 ( 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 78/65536 4368/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 65/65536 3640/3670016 ( 0.1%)
leaves 67/65536 2144/2097152 ( 0.1%)
leaffaces 83/65536 166/131072 ( 0.1%)
leafbrushes 160/65536 320/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 620/512000 2480/2048000 ( 0.1%)
edges 367/256000 1468/1024000 ( 0.1%)
LDR worldlights 72/8192 6336/720896 ( 0.9%)
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] 100784/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 172/16777216 ( 0.0%)
entdata [variable] 5472/393216 ( 1.4%)
LDR ambient table 67/65536 268/262144 ( 0.1%)
HDR ambient table 67/65536 268/262144 ( 0.1%)
LDR leaf ambient 174/65536 4872/1835008 ( 0.3%)
HDR leaf ambient 67/65536 1876/1835008 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 211716/0 ( 0.0%)
physics [variable] 27623/4194304 ( 0.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 204
Writing c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
0 seconds elapsed



4 threads
reading c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
reading c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.prt
14 portalclusters
36 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 196
Average clusters visible: 14
Building PAS...
Average clusters audible: 14
visdatasize:172 compressed from 224
writing c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
0 seconds elapsed



materialPath: C:\Program Files (x86)\Steam\SteamApps\sourcemods\ratmanstories\materials
Loading c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\gameinfo.txt
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5


[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.prt...Building visibility clusters...
done (0)
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.
78 faces
11248 square feet [1619753.75 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
78 patches before subdivision
2172 patches after subdivision
72 direct lights
0...1...2..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..3.3...4...5...6...7...8...9....10
Building Physics collision data...
..4done (0) (27623 bytes)
.Placing detail props : 0...1...2...3...4...5...6...7....8...9...10
.Compacting texture/material tables...
5Reduced 35 texinfos to 23
Reduced 8 texdatas to 6 (259 bytes to 176)
Writing c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
.0 seconds elapsed
..6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 216914, max 314
transfer lists: 1.7 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(3331, 4540, 4967)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(902, 1271, 1288)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(247, 357, 336)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(72, 107, 94)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(20, 31, 26)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(6, 9, 7)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2, 3, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0003 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
70 of 70 (100% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 85/8192 1020/98304 ( 1.0%)
brushsides 776/65536 6208/524288 ( 1.2%)
planes 396/65536 7920/1310720 ( 0.6%)
vertexes 146/65536 1752/786432 ( 0.2%)
nodes 65/65536 2080/2097152 ( 0.1%)
texinfos 23/12288 1656/884736 ( 0.2%)
texdata 6/2048 192/65536 ( 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 78/65536 4368/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 65/65536 3640/3670016 ( 0.1%)
leaves 67/65536 2144/2097152 ( 0.1%)
leaffaces 83/65536 166/131072 ( 0.1%)
leafbrushes 160/65536 320/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 620/512000 2480/2048000 ( 0.1%)
edges 367/256000 1468/1024000 ( 0.1%)
LDR worldlights 72/8192 6336/720896 ( 0.9%)
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] 100784/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 172/16777216 ( 0.0%)
entdata [variable] 5472/393216 ( 1.4%)
LDR ambient table 67/65536 268/262144 ( 0.1%)
HDR ambient table 67/65536 268/262144 ( 0.1%)
LDR leaf ambient 174/65536 4872/1835008 ( 0.3%)
HDR leaf ambient 67/65536 1876/1835008 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 211716/0 ( 0.0%)
physics [variable] 27623/4194304 ( 0.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 204
Writing c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
0 seconds elapsed
 

HashtagMC

L1: Registered
Dec 17, 2016
15
1
P.S: I always check whether there's a pointfile to ensure the map doesn't leak, so I'm rather sure that's not the problem.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I put your compile log through the Interlopers compile log checker, a really handy tool that checks for problems in your compile log. Although no specific errors appeared, I did get this general information:
upload_2017-7-13_9-12-10.png
I'm pretty sure VBSP isn't optional. But I can't say I know much more than you, so...
 
Mar 23, 2013
1,013
347
Although no specific errors appeared, I did get this general information:

Does the log look like there is no vbsp, vvis, vrad? There clearly is, you should start looking at the compile logs yourself too because the website doesn't catches anything anyway.

I think the compilelog checker just got confused because he posted like... 1.5 logs. There is half of a log at the beginning and then there is this part:


fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5


[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)

There is some counter that only goes up to 5, then vrad starts, and then the counter resumes? Did the compiler glitch out or is the log incorrectly pasted?
 
Last edited:

HashtagMC

L1: Registered
Dec 17, 2016
15
1
So I deleted the log and maps and had Hammer compile again to get a clean log. It's rather short, since there isn't much in the map yet, but I've found one line that says error.

Code:
4 threads
reading c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
Error opening c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp


materialPath: C:\Program Files (x86)\Steam\SteamApps\sourcemods\ratmanstories\materials
Loading c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.vmf



[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
Error opening c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\gameinfo.txt
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.prt...Building visibility clusters...
done (0)
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 (0) (27623 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 35 texinfos to 23
Reduced 8 texdatas to 6 (259 bytes to 176)
Writing c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
0 seconds elapsed

Error opening c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\maps\test_lobby.bsp
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\sourcemods\ratmanstories\gameinfo.txt


I read up on that in the VDC, and it says since Source 2007, gameinfo.txt needs to specify "gamedata", which is defined as "Path to a FGD, relative to Hammer's location. This is used by the compile tools, but not by Hammer."

That sounds very much like the problem I'm experiencing, I think (Portal uses Orange Box source, so Source 2007 is relevant, and it affects only the compile tools). But I've no idea what FGD to reference here - halflife2.fgd, portal.fgd or base.fgd?
 

henke37

aa
Sep 23, 2011
2,075
515
All three are wrong. You want the tf2.gfd file. Are you sure that you are using the correct version of the development tools?
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
All three are wrong. You want the tf2.gfd file.
@HashtagMC clearly stated in the OP that his is not mapping for TF2, but for a mod, yet is asking here because it's a Hammer problem:
First of all: this question isn't about TF2 maps but instead about maps for a mod, since I don't have an account in any other mapping forum and VDC is dead AF, I thought I'd post here. Technically, it's a Hammer problem.
I'm mapping for a Portal mod
 

HashtagMC

L1: Registered
Dec 17, 2016
15
1
So, I added GameData "portal.fgd" to my gameinfo and the error about not finding a gamedata key disappeared from the compile log. Problem still remains, no change, need to delete and recompile a couple of times to get it working, if I get it working.
 

HashtagMC

L1: Registered
Dec 17, 2016
15
1
So, I tried compiling with the default compile settings instead of the one I made for my mod. I wanted to make changes to the map and compile again to make sure it works, however, a problem I had some time ago returned: model viewer crashed when I wanted to select an HL2 model (HL2 content comes with Portal), and since that model is still selected when I restart Hammer, I can't use the Hammer model viewer any more.

This is really frustrating. Why are all the Source tools so crappy. I think over the past two years, I spent more time trying to get Hammer to work than actually getting any work done.
 

HashtagMC

L1: Registered
Dec 17, 2016
15
1
Okay, after setting the paths to all the build programs once more, using the default compile settings works. Now I've got to find a way how to make the Model Browser useable again.
 

HashtagMC

L1: Registered
Dec 17, 2016
15
1
So, I asked the same question over at Facepunch, and was told to move my Steam install (containing the sourcemods folder, which can only be in <Steam install dir>\steamapps ) to the same drive as my main library (containing Portal). This solved both problems at once, for whatever reason. Now, maps compile without problems and the model browser works as it's supposed to.

Thread can be closed or whatever.