1. Post #1
    I've tried everything, checked for errors, func_detailed everything I could. nodraw'd a bunch of faces, everything.

    here's the compile log.


    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\steamname\sourcesdk\bin\source2007\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1"
    
    Valve Software - vbsp.exe (May 19 2009)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\SourceMods\overgrowth\materials
    Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.vmf
    Patching WVT material: maps/overgrowth1/dev/dev_blendmeasure2_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 (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 28 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day02_05*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day02_05*.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) (82100 bytes)
    Error loading studio model ""!
    Error! prop_static using model "models/props_interiors/furniture_couch01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_interiors/furniture_couch01a.mdl"!
    Error! prop_static using model "models/props_c17/furnituretable003a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_c17/furnituretable003a.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 898 texinfos to 540
    Reduced 39 texdatas to 36 (1035 bytes to 973)
    Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    1 second elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\steamname\sourcesdk\bin\source2007\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1"
    
    Valve Software - vvis.exe (May 19 2009)
    4 threads
    reading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    reading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.prt
     201 portalclusters
     621 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (3)
    Optimized: 28 visible clusters (0.00%)
    Total clusters visible: 26367
    Average clusters visible: 131
    Building PAS...
    Average clusters audible: 200
    visdatasize:12031  compressed from 12864
    writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    3 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\steamname\sourcesdk\bin\source2007\bin\vrad.exe"
    ** Parameters: -both -final -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    Setting up ray-trace acceleration structure... Done (0.51 seconds)
    1180 faces
    203208 square feet [29262088.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1180 patches before subdivision
    12964 patches after subdivision
    4 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (46)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
    transfers 832985, max 434
    transfer lists:   6.4 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(21301, 19156, 18653)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(1544, 1163, 938)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(134, 90, 60)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(15, 9, 5)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(2, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #6 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0181 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
    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 (4)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  14/1024          672/49152    ( 1.4%) 
    brushes                211/8192         2532/98304    ( 2.6%) 
    brushsides            1428/65536       11424/524288   ( 2.2%) 
    planes                 936/65536       18720/1310720  ( 1.4%) 
    vertexes              1700/65536       20400/786432   ( 2.6%) 
    nodes                  513/65536       16416/2097152  ( 0.8%) 
    texinfos               540/12288       38880/884736   ( 4.4%) 
    texdata                 36/2048         1152/65536    ( 1.8%) 
    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                 1180/65536       66080/3670016  ( 1.8%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces              783/65536       43848/3670016  ( 1.2%) 
    leaves                 528/65536       16896/2097152  ( 0.8%) 
    leaffaces             1463/65536        2926/131072   ( 2.2%) 
    leafbrushes            421/65536         842/131072   ( 0.6%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges             8932/512000      35728/2048000  ( 1.7%) 
    edges                 5109/256000      20436/1024000  ( 2.0%) 
    LDR worldlights          4/8192          352/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            146/32768        1460/327680   ( 0.4%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          2214/65536        4428/131072   ( 3.4%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                14/512          4928/180224   ( 2.7%) 
    LDR lightdata         [variable]      909996/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]       12031/16777216 ( 0.1%) 
    entdata               [variable]       18703/393216   ( 4.8%) 
    LDR ambient table      528/65536        2112/262144   ( 0.8%) 
    HDR ambient table      528/65536        2112/262144   ( 0.8%) 
    LDR leaf ambient      2349/65536       65772/1835008  ( 3.6%) 
    HDR leaf ambient       528/65536       14784/1835008  ( 0.8%) 
    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]           1/2538     ( 0.0%) 
    pakfile               [variable]       87089/0        ( 0.0%) 
    physics               [variable]       82100/4194304  ( 2.0%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 3404
    Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    58 seconds elapsed
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    Setting up ray-trace acceleration structure... Done (0.47 seconds)
    1180 faces
    203208 square feet [29262088.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1180 patches before subdivision
    12964 patches after subdivision
    4 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (47)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
    transfers 832985, max 434
    transfer lists:   6.4 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(21301, 19156, 18653)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #2 added RGB(1544, 1163, 938)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(134, 90, 60)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(15, 9, 5)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #5 added RGB(2, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0119 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
    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 (3)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  14/1024          672/49152    ( 1.4%) 
    brushes                211/8192         2532/98304    ( 2.6%) 
    brushsides            1428/65536       11424/524288   ( 2.2%) 
    planes                 936/65536       18720/1310720  ( 1.4%) 
    vertexes              1700/65536       20400/786432   ( 2.6%) 
    nodes                  513/65536       16416/2097152  ( 0.8%) 
    texinfos               540/12288       38880/884736   ( 4.4%) 
    texdata                 36/2048         1152/65536    ( 1.8%) 
    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                 1180/65536       66080/3670016  ( 1.8%) 
    hdr faces             1180/65536       66080/3670016  ( 1.8%) 
    origfaces              783/65536       43848/3670016  ( 1.2%) 
    leaves                 528/65536       16896/2097152  ( 0.8%) 
    leaffaces             1463/65536        2926/131072   ( 2.2%) 
    leafbrushes            421/65536         842/131072   ( 0.6%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges             8932/512000      35728/2048000  ( 1.7%) 
    edges                 5109/256000      20436/1024000  ( 2.0%) 
    LDR worldlights          4/8192          352/720896   ( 0.0%) 
    HDR worldlights          4/8192          352/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            146/32768        1460/327680   ( 0.4%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          2214/65536        4428/131072   ( 3.4%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                14/512          4928/180224   ( 2.7%) 
    LDR lightdata         [variable]      909996/0        ( 0.0%) 
    HDR lightdata         [variable]      909996/0        ( 0.0%) 
    visdata               [variable]       12031/16777216 ( 0.1%) 
    entdata               [variable]       18703/393216   ( 4.8%) 
    LDR ambient table      528/65536        2112/262144   ( 0.8%) 
    HDR ambient table      528/65536        2112/262144   ( 0.8%) 
    LDR leaf ambient      2349/65536       65772/1835008  ( 3.6%) 
    HDR leaf ambient      2349/65536       65772/1835008  ( 3.6%) 
    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]           1/2538     ( 0.0%) 
    pakfile               [variable]       87089/0        ( 0.0%) 
    physics               [variable]       82100/4194304  ( 2.0%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 3404
    Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    58 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp" "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth\maps\overgrowth1.bsp"
    please help

  2. Post #2
    Facepunch Resident Alcoholic!
    sphinxa279's Avatar
    July 2007
    8,075 Posts
    running the map straight from a hammer compile or loading the game then running the map?

  3. Post #3
    Doom's Avatar
    August 2011
    591 Posts
    Hmmm, all I see is

    Code:
    Error loading studio model ""!
    Error! prop_static using model "models/props_interiors/furniture_couch01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_interiors/furniture_couch01a.mdl"!
    Error! prop_static using model "models/props_c17/furnituretable003a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_c17/furnituretable003a.mdl"!
    None of the above should cause a crash as far as I know.

    It basically states that you have two props, a couch and a table, which have to wrong prop entity type. They're supposed to be prop_dynamics, but you've made them prop_statics

    It also state that you have selected a prop with no model attached to it, it doesn't specify which though. Wait for Firegod to come around, he'll tell you what's wrong.

    Edited:

    running the map straight from a hammer compile or loading the game then running the map?
    You can load the game and then run the map. I do it all the time, and I never encounter any issues. Or at least I haven't yet.

  4. Post #4
    running the map straight from a hammer compile or loading the game then running the map?
    both.

    also to the above, I fixed those already, that's a bit old compile log.

  5. Post #5
    Facepunch Resident Alcoholic!
    sphinxa279's Avatar
    July 2007
    8,075 Posts
    You can load the game and then run the map. I do it all the time, and I never encounter any issues. Or at least I haven't yet.
    Yeah I know this one, but some people have had issues running the map straight from hammer as opposed to loading the game then running the map.

    Lotus, can we get the latest compile log?

  6. Post #6
    Yeah I know this one, but some people have had issues running the map straight from hammer as opposed to loading the game then running the map.

    Lotus, can we get the latest compile log?
    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\mysteamname\sourcesdk\bin\source2007\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1"
    
    Valve Software - vbsp.exe (May 19 2009)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\SourceMods\overgrowth\materials
    Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.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 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 48 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day02_05*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day02_05*.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 (1) (81897 bytes)
    Error! prop_static using model "models/props_c17/furnituretable003a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_c17/furnituretable003a.mdl"!
    Error! prop_static using model "models/props_c17/furniturebathtub001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_c17/furniturebathtub001a.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 850 texinfos to 535
    Reduced 42 texdatas to 40 (1106 bytes to 1062)
    Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    1 second elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\mysteamname\sourcesdk\bin\source2007\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1"
    
    Valve Software - vvis.exe (May 19 2009)
    4 threads
    reading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    reading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.prt
     170 portalclusters
     531 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (2)
    Optimized: 13 visible clusters (0.00%)
    Total clusters visible: 19351
    Average clusters visible: 113
    Building PAS...
    Average clusters audible: 170
    visdatasize:8882  compressed from 8160
    writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    2 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\mysteamname\sourcesdk\bin\source2007\bin\vrad.exe"
    ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    Setting up ray-trace acceleration structure... Done (0.63 seconds)
    1110 faces
    203061 square feet [29240826.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1110 patches before subdivision
    13008 patches after subdivision
    4 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (4)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2)
    transfers 819066, max 441
    transfer lists:   6.2 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(18781, 16827, 16289)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(1389, 1038, 824)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(125, 83, 55)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(15, 8, 5)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(2, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #6 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0095 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
    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 (3)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  14/1024          672/49152    ( 1.4%) 
    brushes                213/8192         2556/98304    ( 2.6%) 
    brushsides            1445/65536       11560/524288   ( 2.2%) 
    planes                 926/65536       18520/1310720  ( 1.4%) 
    vertexes              1640/65536       19680/786432   ( 2.5%) 
    nodes                  462/65536       14784/2097152  ( 0.7%) 
    texinfos               535/12288       38520/884736   ( 4.4%) 
    texdata                 40/2048         1280/65536    ( 2.0%) 
    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                 1110/65536       62160/3670016  ( 1.7%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces              746/65536       41776/3670016  ( 1.1%) 
    leaves                 477/65536       15264/2097152  ( 0.7%) 
    leaffaces             1398/65536        2796/131072   ( 2.1%) 
    leafbrushes            426/65536         852/131072   ( 0.7%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges             8420/512000      33680/2048000  ( 1.6%) 
    edges                 4976/256000      19904/1024000  ( 1.9%) 
    LDR worldlights          4/8192          352/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            136/32768        1360/327680   ( 0.4%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          2043/65536        4086/131072   ( 3.1%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                20/512          7040/180224   ( 3.9%) 
    LDR lightdata         [variable]      888444/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]        8882/16777216 ( 0.1%) 
    entdata               [variable]       24001/393216   ( 6.1%) 
    LDR ambient table      477/65536        1908/262144   ( 0.7%) 
    HDR ambient table      477/65536        1908/262144   ( 0.7%) 
    LDR leaf ambient      2047/65536       57316/1835008  ( 3.1%) 
    HDR leaf ambient       477/65536       13356/1835008  ( 0.7%) 
    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]           1/2600     ( 0.0%) 
    pakfile               [variable]       86754/0        ( 0.0%) 
    physics               [variable]       81897/4194304  ( 2.0%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 3189
    Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    14 seconds elapsed
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    Setting up ray-trace acceleration structure... Done (0.45 seconds)
    1110 faces
    203061 square feet [29240826.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1110 patches before subdivision
    13008 patches after subdivision
    4 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
    transfers 819066, max 441
    transfer lists:   6.2 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(18781, 16827, 16289)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(1389, 1038, 824)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(125, 83, 55)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(15, 8, 5)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #5 added RGB(2, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0124 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
    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 (2)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  14/1024          672/49152    ( 1.4%) 
    brushes                213/8192         2556/98304    ( 2.6%) 
    brushsides            1445/65536       11560/524288   ( 2.2%) 
    planes                 926/65536       18520/1310720  ( 1.4%) 
    vertexes              1640/65536       19680/786432   ( 2.5%) 
    nodes                  462/65536       14784/2097152  ( 0.7%) 
    texinfos               535/12288       38520/884736   ( 4.4%) 
    texdata                 40/2048         1280/65536    ( 2.0%) 
    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                 1110/65536       62160/3670016  ( 1.7%) 
    hdr faces             1110/65536       62160/3670016  ( 1.7%) 
    origfaces              746/65536       41776/3670016  ( 1.1%) 
    leaves                 477/65536       15264/2097152  ( 0.7%) 
    leaffaces             1398/65536        2796/131072   ( 2.1%) 
    leafbrushes            426/65536         852/131072   ( 0.7%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges             8420/512000      33680/2048000  ( 1.6%) 
    edges                 4976/256000      19904/1024000  ( 1.9%) 
    LDR worldlights          4/8192          352/720896   ( 0.0%) 
    HDR worldlights          4/8192          352/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            136/32768        1360/327680   ( 0.4%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          2043/65536        4086/131072   ( 3.1%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                20/512          7040/180224   ( 3.9%) 
    LDR lightdata         [variable]      888444/0        ( 0.0%) 
    HDR lightdata         [variable]      888444/0        ( 0.0%) 
    visdata               [variable]        8882/16777216 ( 0.1%) 
    entdata               [variable]       24001/393216   ( 6.1%) 
    LDR ambient table      477/65536        1908/262144   ( 0.7%) 
    HDR ambient table      477/65536        1908/262144   ( 0.7%) 
    LDR leaf ambient      2047/65536       57316/1835008  ( 3.1%) 
    HDR leaf ambient      2047/65536       57316/1835008  ( 3.1%) 
    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]           1/2600     ( 0.0%) 
    pakfile               [variable]       86754/0        ( 0.0%) 
    physics               [variable]       81897/4194304  ( 2.0%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 3189
    Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    14 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp" "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth\maps\overgrowth1.bsp"
    
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\mysteamname\half-life 2\hl2.exe"
    ** Parameters: -dev -console -allowdebug -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" +map "overgrowth1"

  7. Post #7
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    Do you have a logic_auto running something on a delay?

  8. Post #8
    Do you have a logic_auto running something on a delay?
    nope.

  9. Post #9
    Facepunch Resident Alcoholic!
    sphinxa279's Avatar
    July 2007
    8,075 Posts
    I'm going to assume all your other levels in your mod work fine it's just this map?

  10. Post #10
    I'm going to assume all your other levels in your mod work fine it's just this map?
    only map i've worked on...

    i'll make a quick test level and see if it works.

  11. Post #11
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,816 Posts
    I could take a look on your map if you want.

  12. Post #12
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    Oh, any power of 4 displacements?
    Reply With Quote Edit / Delete Reply Windows 7 United Kingdom Show Events Agree Agree x 1 (list)

  13. Post #13
    Oh, any power of 4 displacements?
    no displacements at all.

    Edited:

    I could take a look on your map if you want.
    i don't think you could do much, there's lots of custom content so it'll be a fuckin mess.

  14. Post #14
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,816 Posts
    Feel free to send it as well, i could try to compile it for you. Maybe its just a hardware issue.

  15. Post #15
    Facepunch Resident Alcoholic!
    sphinxa279's Avatar
    July 2007
    8,075 Posts
    How did you get on with another map? if it ran copy your broken map into a new VMF and let me know how you get on.

  16. Post #16
    holy shit it worked thank you so much sphinxa

    fuck yes

  17. Post #17
    Facepunch Resident Alcoholic!
    sphinxa279's Avatar
    July 2007
    8,075 Posts
    holy shit it worked thank you so much sphinxa

    fuck yes
    No worries Lotus, happy mapping! :)
    Reply With Quote Edit / Delete Reply Windows 7 United Kingdom Show Events Friendly Friendly x 1 (list)