Hey, I've got another problem... Whenever I try to compile my map, it stops compiling after 10-15 seconds. I checked the map AND INTERLOPERS for problems and everything seems to be ok. But when I run the map, several brushes are missing, lights are all messed up, etc.
Here is my compile log in case you need it.
Here is my compile log in case you need it.
** Executing...
** Command: "c:\program files\steam\steamapps\jazzy_stick\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\jazzy_stick\team fortress 2\tf" "C:\Documents and Settings\HP_Owner\My Documents\ctf_pool"
Valve Software - vbsp.exe (Sep 21 2007)
2 threads
materialPath: c:\program files\steam\steamapps\jazzy_stick\team fortress 2\tf\materials
Loading C:\Documents and Settings\HP_Owner\My Documents\ctf_pool.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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Documents and Settings\HP_Owner\My Documents\ctf_pool.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
Overlay touching too many faces (touching 112, max 64)
Overlay overlays/drain001 at 251.1 379.7 -1344.0
** Executing...
** Command: "c:\program files\steam\steamapps\jazzy_stick\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\jazzy_stick\team fortress 2\tf" -fast "C:\Documents and Settings\HP_Owner\My Documents\ctf_pool"
Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:\documents and settings\hp_owner\my documents\ctf_pool.bsp
reading c:\documents and settings\hp_owner\my documents\ctf_pool.prt
1 portalclusters
0 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing c:\documents and settings\hp_owner\my documents\ctf_pool.bsp
1 second elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\jazzy_stick\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\jazzy_stick\team fortress 2\tf" -noextra "C:\Documents and Settings\HP_Owner\My Documents\ctf_pool"
Valve Software - vrad.exe SSE (Nov 8 2007)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\documents and settings\hp_owner\my documents\ctf_pool.bsp
Setting up ray-trace acceleration structure... Done (3.23 seconds)
4187 faces
819897 square feet [118065224.00 square inches]
60 Displacements
181586 Square Feet [26148472.00 Square Inches]
4187 patches before subdivision
83857 patches after subdivision
DecompressVis: 0 repeat
** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\HP_Owner\My Documents\ctf_pool.bsp" "c:\program files\steam\steamapps\jazzy_stick\team fortress 2\tf\maps\ctf_pool.bsp"