Starting a 'Fast' compile.
Starting compilation of D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\tate_statia.vmf
Valve Software - vbsp.exe (Dec 15 2016)
4 threads
materialPath: D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\tate_statia.vmf
material "ads/ad01" not found.
Material not found!: ADS/AD01
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 D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\tate_statia.prt...Building visibility clusters...
done (0)
material "skybox/sky_dustrt" not found.
Can't load skybox file skybox/sky_dust to build the default cubemap!
Can't load skybox file skybox/sky_dust 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) (2558 bytes)
Error loading studio model "models/props/de_inferno/hr_i/flower_pots/flower_planter_d.mdl"!
Error loading studio model "models/props_urban/plastic_bucket001.mdl"!
Error loading studio model "models/props/de_prodigy/prodgrassa.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 16 texinfos to 2
Reduced 2 texdatas to 2 (27 bytes to 27)
Writing D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\tate_statia.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed
CMaterialDict::Shutdown m_MissingList count: 2
Valve Software - vvis.exe (Dec 15 2016)
fastvis = true
nosort = true
4 threads
reading d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\tate_statia.bsp
reading d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\tate_statia.prt
4 portalclusters
4 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\tate_statia.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed
Valve Software - vrad.exe SSE (Dec 15 2016)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\tate_statia.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
16 faces
59550 square feet [8575328.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
16 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 48, max 4
transfer lists: 0.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0000 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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 82/65536 1640/1310720 ( 0.1%)
vertexes 43/65536 516/786432 ( 0.1%)
nodes 27/65536 864/2097152 ( 0.0%)
texinfos 2/12288 144/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
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 16/65536 896/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 29/65536 928/2097152 ( 0.0%)
leaffaces 16/65536 32/131072 ( 0.0%)
leafbrushes 32/65536 64/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 88/512000 352/2048000 ( 0.0%)
edges 57/256000 228/1024000 ( 0.0%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 765/393216 ( 0.2%)
LDR ambient table 29/65536 116/262144 ( 0.0%)
HDR ambient table 29/65536 116/262144 ( 0.0%)
LDR leaf ambient 50/65536 1400/1835008 ( 0.1%)
HDR leaf ambient 29/65536 812/1835008 ( 0.0%)
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] 54/0 ( 0.0%)
physics [variable] 2558/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 32
Writing d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\tate_statia.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed
D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\tate_statia.bsp -> D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\tate_statia.bsp
1 File(s) copied
Starting compilation of D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.vmf
Valve Software - vbsp.exe (Dec 15 2016)
4 threads
materialPath: D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_player_teamspawn (3176.00 9040.08 6696.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11776.0 13312.0 2364.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12288.0 12800.0 2364.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10752.0 13312.0 2364.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 13312.0 2364.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8704.0 13312.0 2364.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12288.0 11776.0 2364.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12288.0 10752.0 2364.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12288.0 9728.0 2364.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 13236 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (3378 prims, max 32768 :: 65565 indices, max 65536)
An error cancelled the compile.
Valve Software - vvis.exe (Dec 15 2016)
fastvis = true
nosort = true
4 threads
reading d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.bsp
Error opening d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.bsp
Valve Software - vrad.exe SSE (Dec 15 2016)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.bsp
Error opening d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.bsp
0 File(s) copied
'Fast' compile finished in 00:00:05
15 errors/warnings logged:
(1) - Material not found!: [sub:1] (Caution)
(2) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
(3) - Error loading studio model "[sub:1]"! (Caution)
(4) - Error loading studio model "[sub:1]"! (Caution)
(5) - fastvis = true (Info)
(6) - **** leaked **** (Error)
(7) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
(8) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
(9) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
(10) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
(11) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
(12) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
(13) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
(14) - Too many t-junctions to fix up! (Fatal Error)
(15) - fastvis = true (Info)
Can anyone help me fix this? I want to participate, but I cant. This is what I have so far, also when compile the map with hammer and compile pal I dont get the .bsp file in my maps folder.
Starting compilation of D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\tate_statia.vmf
Valve Software - vbsp.exe (Dec 15 2016)
4 threads
materialPath: D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\tate_statia.vmf
material "ads/ad01" not found.
Material not found!: ADS/AD01
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 D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\tate_statia.prt...Building visibility clusters...
done (0)
material "skybox/sky_dustrt" not found.
Can't load skybox file skybox/sky_dust to build the default cubemap!
Can't load skybox file skybox/sky_dust 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) (2558 bytes)
Error loading studio model "models/props/de_inferno/hr_i/flower_pots/flower_planter_d.mdl"!
Error loading studio model "models/props_urban/plastic_bucket001.mdl"!
Error loading studio model "models/props/de_prodigy/prodgrassa.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 16 texinfos to 2
Reduced 2 texdatas to 2 (27 bytes to 27)
Writing D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\tate_statia.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed
CMaterialDict::Shutdown m_MissingList count: 2
Valve Software - vvis.exe (Dec 15 2016)
fastvis = true
nosort = true
4 threads
reading d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\tate_statia.bsp
reading d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\tate_statia.prt
4 portalclusters
4 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\tate_statia.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed
Valve Software - vrad.exe SSE (Dec 15 2016)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\tate_statia.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
16 faces
59550 square feet [8575328.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
16 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 48, max 4
transfer lists: 0.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0000 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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 82/65536 1640/1310720 ( 0.1%)
vertexes 43/65536 516/786432 ( 0.1%)
nodes 27/65536 864/2097152 ( 0.0%)
texinfos 2/12288 144/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
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 16/65536 896/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 29/65536 928/2097152 ( 0.0%)
leaffaces 16/65536 32/131072 ( 0.0%)
leafbrushes 32/65536 64/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 88/512000 352/2048000 ( 0.0%)
edges 57/256000 228/1024000 ( 0.0%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 765/393216 ( 0.2%)
LDR ambient table 29/65536 116/262144 ( 0.0%)
HDR ambient table 29/65536 116/262144 ( 0.0%)
LDR leaf ambient 50/65536 1400/1835008 ( 0.1%)
HDR leaf ambient 29/65536 812/1835008 ( 0.0%)
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] 54/0 ( 0.0%)
physics [variable] 2558/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 32
Writing d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\tate_statia.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed
D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\tate_statia.bsp -> D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\tate_statia.bsp
1 File(s) copied
Starting compilation of D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.vmf
Valve Software - vbsp.exe (Dec 15 2016)
4 threads
materialPath: D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_player_teamspawn (3176.00 9040.08 6696.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11776.0 13312.0 2364.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12288.0 12800.0 2364.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10752.0 13312.0 2364.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 13312.0 2364.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8704.0 13312.0 2364.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12288.0 11776.0 2364.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12288.0 10752.0 2364.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12288.0 9728.0 2364.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 13236 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (3378 prims, max 32768 :: 65565 indices, max 65536)
An error cancelled the compile.
Valve Software - vvis.exe (Dec 15 2016)
fastvis = true
nosort = true
4 threads
reading d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.bsp
Error opening d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.bsp
Valve Software - vrad.exe SSE (Dec 15 2016)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.bsp
Error opening d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_timefreez.bsp
0 File(s) copied
'Fast' compile finished in 00:00:05
15 errors/warnings logged:
(1) - Material not found!: [sub:1] (Caution)
(2) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
(3) - Error loading studio model "[sub:1]"! (Caution)
(4) - Error loading studio model "[sub:1]"! (Caution)
(5) - fastvis = true (Info)
(6) - **** leaked **** (Error)
(7) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
(8) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
(9) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
(10) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
(11) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
(12) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
(13) - FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) (Warning)
(14) - Too many t-junctions to fix up! (Fatal Error)
(15) - fastvis = true (Info)
Can anyone help me fix this? I want to participate, but I cant. This is what I have so far, also when compile the map with hammer and compile pal I dont get the .bsp file in my maps folder.