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"