Sorry about not checking the stickies.

I remembered "Interlopers" when I checked the sticky. I checked the compile log and found this: make_triangles:calc_triangle_representation: cannot convert
It says that it can be caused by bad displacements or models.
I didn't change any displacements and the only model I added since the last compile was the Swamp Theme's Buoy.
Here's my compile log:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kazagin\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\Almost_done7"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\Almost_done7.vmf
Brush 47322, Side 1: duplicate plane
Brush 47322, Side 2: duplicate plane
Brush 47322, Side 3: duplicate plane
Brush 47322, Side 4: duplicate plane
Brush 47322, Side 5: duplicate plane
Brush 47322, Side 6: duplicate plane
Brush 47322, Side 7: duplicate plane
Brush 47322, Side 57: duplicate plane
Brush 47322, Side 58: duplicate plane
Brush 47322, Side 59: duplicate plane
Brush 47322, Side 60: duplicate plane
Brush 47322, Side 61: duplicate plane
Brush 47322, Side 62: duplicate plane
Brush 47322, Side 63: duplicate plane
Patching WVT material: maps/almost_done7/egypt/sand_grass_blend_01_wvt_patch
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 (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\Almost_done7.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (28870 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 338 texinfos to 214
Reduced 22 texdatas to 20 (550 bytes to 437)
Writing C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\Almost_done7.bsp
12 seconds elapsed
45.544853 53.568756 0.000000
45.544853 48.266350 0.000000
45.544853 58.391907 0.000000
22.698223 59.145172 0.000000
make_triangles:calc_triangle_representation: Cannot convert
45.544853 53.568756 0.000000
45.544853 48.266350 0.000000
45.544853 58.391907 0.000000
22.698223 59.145172 0.000000
make_triangles:calc_triangle_representation: Cannot convert
45.544853 53.568756 0.000000
45.544853 48.266350 0.000000
45.544853 58.391907 0.000000
22.698223 59.145172 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kazagin\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\Almost_done7"
Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\Almost_done7.bsp
reading c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\Almost_done7.prt
43 portalclusters
109 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1765
Average clusters visible: 41
Building PAS...
Average clusters audible: 41
visdatasize:858 compressed from 688
writing c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\Almost_done7.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kazagin\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\Almost_done7"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\Almost_done7.bsp
Setting up ray-trace acceleration structure... Done (11.12 seconds)
5352 faces
15704065 square feet [2261385472.00 square inches]
78 Displacements
3740103 Square Feet [538574848.00 Square Inches]
5352 patches before subdivision
245246 patches after subdivision
sun extent from map=0.087156
sun extent from map=0.087156
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (49)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (145)
transfers 15238602, max 1432
transfer lists: 116.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(49282, 48789, 19185)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(61394, 50057, 25773)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4288, 3237, 1034)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4062, 2436, 666)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(319, 179, 35)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(291, 130, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(24, 10, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(22, 7, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.3535 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (30)
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 (29)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 68/8192 816/98304 ( 0.8%)
brushsides 611/65536 4888/524288 ( 0.9%)
planes 1274/65536 25480/1310720 ( 1.9%)
vertexes 5368/65536 64416/786432 ( 8.2%)
nodes 2158/65536 69056/2097152 ( 3.3%)
texinfos 214/12288 15408/884736 ( 1.7%)
texdata 20/2048 640/65536 ( 1.0%)
dispinfos 78/0 13728/0 ( 0.0%)
disp_verts 22542/0 450840/0 ( 0.0%)
disp_tris 39936/0 79872/0 ( 0.0%)
disp_lmsamples 1654346/0 1654346/0 ( 0.0%)
faces 5352/65536 299712/3670016 ( 8.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 387/65536 21672/3670016 ( 0.6%)
leaves 2162/65536 69184/2097152 ( 3.3%)
leaffaces 5537/65536 11074/131072 ( 8.4%)
leafbrushes 2450/65536 4900/131072 ( 3.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 23753/512000 95012/2048000 ( 4.6%)
edges 12040/256000 48160/1024000 ( 4.7%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 55/32768 550/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 795/65536 1590/131072 ( 1.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 8545468/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 858/16777216 ( 0.0%)
entdata [variable] 4318/393216 ( 1.1%)
LDR ambient table 2162/65536 8648/262144 ( 3.3%)
HDR ambient table 2162/65536 8648/262144 ( 3.3%)
LDR leaf ambient 10938/65536 306264/1835008 (16.7%)
HDR leaf ambient 2162/65536 60536/1835008 ( 3.3%)
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] 1/57986 ( 0.0%)
pakfile [variable] 106660/0 ( 0.0%)
physics [variable] 28870/4194304 ( 0.7%)
physics terrain [variable] 37958/1048576 ( 3.6%)
Level flags = 0
Total triangle count: 11446
Writing c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\Almost_done7.bsp
4 minutes, 29 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\Almost_done7.bsp" "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf\maps\Almost_done7.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf" +map "Almost_done7"