Compile Problems

Brushsides and Planes

By Mathijs 2 years ago

I have tried to compile my Map and everything was going fine, compile was done. i checked the map how it is now. and strangly nothing changed!

So i did go to a site where you can see what the problem is. and the problem was i had to Planes. So i tried to make it less, compiled again and i checked the log, and i was on 57k when max is 65k. but still nothing changed in map. did get back to the site, same problem as last.

Also at the begin of compile log stands Brush (number) blabla, since it still saids its over the limit.

COMPILE LOG:

** Executing... ** Command: "c:\program files (x86)\steam\steamapps\mathijs1\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\mathijs1\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\mathijs1\sourcesdkcontent\cstrike\mapsrc\mgheadshot_only.vmf"

Valve Software - vbsp.exe (Jul 7 2010) 8 threads materialPath: c:\program files (x86)\steam\steamapps\mathijs1\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\mathijs1\sourcesdkcontent\cstrike\mapsrc\mgheadshotonly.vmf ConVarRef matreduceparticles doesn't point to an existing ConVar Brush 80103: MAXMAPPLANES Side 5 Texture: CS_ITALY/WHITE

** Executing... ** Command: "c:\program files (x86)\steam\steamapps\mathijs1\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\mathijs1\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\mathijs1\sourcesdkcontent\cstrike\mapsrc\mgheadshot_only"

Valve Software - vvis.exe (Jul 7 2010) 8 threads reading c:\program files (x86)\steam\steamapps\mathijs1\sourcesdkcontent\cstrike\mapsrc\mgheadshotonly.bsp reading c:\program files (x86)\steam\steamapps\mathijs1\sourcesdkcontent\cstrike\mapsrc\mgheadshotonly.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\mathijs1\sourcesdkcontent\cstrike\mapsrc\mgheadshot_only.prt

** Executing... ** Command: "c:\program files (x86)\steam\steamapps\mathijs1\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\mathijs1\counter-strike source\cstrike" -noextra "C:\Program Files (x86)\Steam\steamapps\mathijs1\sourcesdkcontent\cstrike\mapsrc\mgheadshot_only"

Valve Software - vrad.exe SSE (Jul 7 2010)

  Valve Radiosity Simulator     

8 threads [Reading texlights from 'lights.rad'] [15 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\mathijs1\sourcesdkcontent\cstrike\mapsrc\mgheadshot_only.bsp Setting up ray-trace acceleration structure... Done (5.92 seconds) 20129 faces 235 degenerate faces 2627474 square feet [378356320.00 square inches] 33 Displacements 65443 Square Feet [9423812.00 Square Inches] 19894 patches before subdivision zero area child patch 70698 patches after subdivision sun extent from map=0.087156 24 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (28) transfers 27736472, max 5368 transfer lists: 211.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(2881065, 577755, 768103) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(902363, 54551, 105444) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(397489, 6875, 21621) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(187750, 1098, 4592) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(94616, 192, 1067) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(49242, 37, 255) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(27154, 7, 65) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(15179, 2, 17) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(9158, 0, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(5564, 0, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(3707, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(2474, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(1815, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(1319, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #15 added RGB(1042, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(806, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(667, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #18 added RGB(536, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #19 added RGB(455, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #20 added RGB(374, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #21 added RGB(322, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #22 added RGB(269, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #23 added RGB(232, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #24 added RGB(196, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #25 added RGB(170, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #26 added RGB(144, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #27 added RGB(125, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #28 added RGB(106, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #29 added RGB(92, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #30 added RGB(79, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #31 added RGB(69, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #32 added RGB(59, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #33 added RGB(51, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #34 added RGB(44, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #35 added RGB(38, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #36 added RGB(33, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #37 added RGB(28, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #38 added RGB(24, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #39 added RGB(21, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #40 added RGB(18, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #41 added RGB(16, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #42 added RGB(14, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #43 added RGB(12, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #44 added RGB(10, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #45 added RGB(9, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #46 added RGB(8, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #47 added RGB(7, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #48 added RGB(6, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #49 added RGB(5, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #50 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #51 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #52 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #53 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #54 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #55 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #56 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #57 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #58 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #59 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #60 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #61 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0260 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13) 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 (33) Writing leaf ambient...done Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 46/1024 2208/49152 ( 4.5%) brushes 1350/8192 16200/98304 (16.5%) brushsides 29257/65536 234056/524288 (44.6%) planes 52752/65536 1055040/1310720 (80.5%) VERY FULL! vertexes 35404/65536 424848/786432 (54.0%) nodes 9882/65536 316224/2097152 (15.1%) texinfos 1814/12288 130608/884736 (14.8%) texdata 106/2048 3392/65536 ( 5.2%) dispinfos 33/0 5808/0 ( 0.0%) dispverts 7233/0 144660/0 ( 0.0%) disptris 12672/0 25344/0 ( 0.0%) disp_lmsamples 162669/0 162669/0 ( 0.0%) faces 20129/65536 1127224/3670016 (30.7%) hdr faces 20129/65536 1127224/3670016 (30.7%) origfaces 12778/65536 715568/3670016 (19.5%) leaves 9929/65536 317728/2097152 (15.2%) leaffaces 23010/65536 46020/131072 (35.1%) leafbrushes 5520/65536 11040/131072 ( 8.4%) areas 7/256 56/2048 ( 2.7%) surfedges 171895/512000 687580/2048000 (33.6%) edges 92603/256000 370412/1024000 (36.2%) LDR worldlights 24/8192 2112/720896 ( 0.3%) HDR worldlights 24/8192 2112/720896 ( 0.3%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 998/32768 9980/327680 ( 3.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 15951/65536 31902/131072 (24.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 4754176/0 ( 0.0%) HDR lightdata [variable] 4754176/0 ( 0.0%) visdata [variable] 535409/16777216 ( 3.2%) entdata [variable] 77622/393216 (19.7%) LDR ambient table 9929/65536 39716/262144 (15.2%) HDR ambient table 9929/65536 39716/262144 (15.2%) LDR leaf ambient 22498/65536 629944/1835008 (34.3%) HDR leaf ambient 22498/65536 629944/1835008 (34.3%) 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] 1/16406 ( 0.0%) pakfile [variable] 164781/0 ( 0.0%) physics [variable] 1260814/4194304 (30.1%) physics terrain [variable] 16258/1048576 ( 1.6%)

Level flags = 0

Total triangle count: 66364 Writing c:\program files (x86)\steam\steamapps\mathijs1\sourcesdkcontent\cstrike\mapsrc\mgheadshot_only.bsp 2 minutes, 5 seconds elapsed Valve Software - vrad.exe SSE (Jul 7 2010)

  Valve Radiosity Simulator     

8 threads [Reading texlights from 'lights.rad'] [15 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\mathijs1\sourcesdkcontent\cstrike\mapsrc\mgheadshot_only.bsp Setting up ray-trace acceleration structure... Done (5.93 seconds) 20129 faces 235 degenerate faces 2627474 square feet [378356320.00 square inches] 33 Displacements 65443 Square Feet [9423812.00 Square Inches] 19894 patches before subdivision zero area child patch 70698 patches after subdivision sun extent from map=0.087156 24 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (28) transfers 27736472, max 5368 transfer lists: 211.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(2881065, 577755, 768103) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(902363, 54551, 105444) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(397489, 6875, 21621) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(187750, 1098, 4592) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(94616, 192, 1067) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(49242, 37, 255) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(27154, 7, 65) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(15179, 2, 17) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(9158, 0, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(5564, 0, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(3707, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(2474, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(1815, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(1319, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #15 added RGB(1042, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(806, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(667, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #18 added RGB(536, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #19 added RGB(455, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #20 added RGB(374, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #21 added RGB(322, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #22 added RGB(269, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #23 added RGB(232, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #24 added RGB(196, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #25 added RGB(170, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #26 added RGB(144, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #27 added RGB(125, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #28 added RGB(106, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #29 added RGB(92, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #30 added RGB(79, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #31 added RGB(69, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #32 added RGB(59, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #33 added RGB(51, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #34 added RGB(44, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #35 added RGB(38, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #36 added RGB(33, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #37 added RGB(28, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #38 added RGB(24, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #39 added RGB(21, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #40 added RGB(18, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #41 added RGB(16, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #42 added RGB(14, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #43 added RGB(12, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #44 added RGB(10, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #45 added RGB(9, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #46 added RGB(8, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #47 added RGB(7, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #48 added RGB(6, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #49 added RGB(5, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #50 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #51 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #52 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #53 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #54 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #55 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #56 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #57 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #58 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #59 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #60 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #61 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0292 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (15) 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 (32) Writing leaf ambient...done Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 46/1024 2208/49152 ( 4.5%) brushes 1350/8192 16200/98304 (16.5%) brushsides 29257/65536 234056/524288 (44.6%) planes 52752/65536 1055040/1310720 (80.5%) VERY FULL! vertexes 35404/65536 424848/786432 (54.0%) nodes 9882/65536 316224/2097152 (15.1%) texinfos 1814/12288 130608/884736 (14.8%) texdata 106/2048 3392/65536 ( 5.2%) dispinfos 33/0 5808/0 ( 0.0%) dispverts 7233/0 144660/0 ( 0.0%) disptris 12672/0 25344/0 ( 0.0%) disp_lmsamples 162669/0 162669/0 ( 0.0%) faces 20129/65536 1127224/3670016 (30.7%) hdr faces 20129/65536 1127224/3670016 (30.7%) origfaces 12778/65536 715568/3670016 (19.5%) leaves 9929/65536 317728/2097152 (15.2%) leaffaces 23010/65536 46020/131072 (35.1%) leafbrushes 5520/65536 11040/131072 ( 8.4%) areas 7/256 56/2048 ( 2.7%) surfedges 171895/512000 687580/2048000 (33.6%) edges 92603/256000 370412/1024000 (36.2%) LDR worldlights 24/8192 2112/720896 ( 0.3%) HDR worldlights 24/8192 2112/720896 ( 0.3%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 998/32768 9980/327680 ( 3.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 15951/65536 31902/131072 (24.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 4754176/0 ( 0.0%) HDR lightdata [variable] 4754176/0 ( 0.0%) visdata [variable] 535409/16777216 ( 3.2%) entdata [variable] 77622/393216 (19.7%) LDR ambient table 9929/65536 39716/262144 (15.2%) HDR ambient table 9929/65536 39716/262144 (15.2%) LDR leaf ambient 22498/65536 629944/1835008 (34.3%) HDR leaf ambient 22498/65536 629944/1835008 (34.3%) 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] 1/16406 ( 0.0%) pakfile [variable] 164781/0 ( 0.0%) physics [variable] 1260814/4194304 (30.1%) physics terrain [variable] 16258/1048576 ( 1.6%)

Level flags = 0

Total triangle count: 66364 Writing c:\program files (x86)\steam\steamapps\mathijs1\sourcesdkcontent\cstrike\mapsrc\mgheadshot_only.bsp 2 minutes, 8 seconds elapsed

** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\mathijs1\sourcesdkcontent\cstrike\mapsrc\mgheadshotonly.bsp" "c:\program files (x86)\steam\steamapps\mathijs1\counter-strike source\cstrike\maps\mgheadshot_only.bsp"

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  • Devieus's Levels
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    Devieus
    Posted 2 years ago

    If you want to make sure the new compile overwrites the old map, try deleting the old map from your folders, or rename the map before compiling.

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    Sentinel of the TV remote
  • Colt_'s Levels
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    Posted 2 years ago

    zero area child patch

    Description: A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?

    Solution: First check Hammers problem checker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.

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    So we can post anything here?
  • Logan Dougall's Levels
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    Posted 2 years ago

    Brush 80103: MAX MAP PLANES Side 5 Texture: CS_ITALY/WHITE

    You have too much brushwork in your map. Remove some or simplify geometry.

    Until that is resolved there is no point in running VVIS/VRAD since no bsp file will be generated.

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