Why is there grass if this was supposed to be a dev themed map? IMHO you should make the grass a dev texture, maybe even a green colored one.
good idea actually :v
Ill make a dev glass texture as well.
Edit: Heres the compile log, no leaks.
** Executing...
** Command: "c:\program files\steam\steamapps\silverlit64\sourcesdk\bin\ep 1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\silverlit64\half-life 2\hl2" "C:\Program Files\Steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da"
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\silverlit64\half-life 2\hl2\materials
Loading C:\Program Files\Steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_05*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day02_05rt"
Can't load skybox file skybox/sky_day02_05 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 (1) (437820 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 557 texinfos to 504
Reduced 11 texdatas to 10 (275 bytes to 220)
Writing C:\Program Files\Steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da.bsp
8 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\silverlit64\sourcesdk\bin\ep 1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\silverlit64\half-life 2\hl2" "C:\Program Files\Steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da"
Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da.bsp
reading c:\program files\steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da.prt
3937 portalclusters
16484 numportals
Leaf 278 (portal 1117) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.
** Executing...
** Command: "c:\program files\steam\steamapps\silverlit64\sourcesdk\bin\ep 1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\silverlit64\half-life 2\hl2" "C:\Program Files\Steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da.bsp
No vis information, direct lighting only.
9943 faces
15 degenerate faces
2109446 square feet [303760224.00 square inches]
0 displacements
0 square feet [0.00 square inches]
8 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (162)
Build Patch/Sample Hash Table(s).....Done<0.0716 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 1052/8192 12624/98304 (12.8%)
brushsides 12978/65536 103824/524288 (19.8%)
planes 13666/65536 273320/1310720 (20.9%)
vertexes 20264/65536 243168/786432 (30.9%)
nodes 5790/65536 185280/2097152 ( 8.8%)
texinfos 504/12288 36288/884736 ( 4.1%)
texdata 10/2048 320/65536 ( 0.5%)
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 9943/65536 556808/3670016 (15.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4269/65536 239064/3670016 ( 6.5%)
leaves 5794/65536 185408/2097152 ( 8.8%)
leaffaces 13859/65536 27718/131072 (21.1%)
leafbrushes 4462/65536 8924/131072 ( 6.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 69313/512000 277252/2048000 (13.5%)
edges 36800/256000 147200/1024000 (14.4%)
LDR worldlights 8/8192 704/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1473/32768 14730/327680 ( 4.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 24252/65536 48504/131072 (37.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1821828/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 9440/393216 ( 2.4%)
LDR leaf ambient 5794/65536 139056/1572864 ( 8.8%)
HDR leaf ambient 0/65536 0/1572864 ( 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] 1/512 ( 0.2%)
pakfile [variable] 10348/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 437820/4194304 (10.4%)
==== Total Win32 BSP file data space used: 4779790 bytes ====
Total triangle count: 31237
Writing c:\program files\steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da.bsp
2 minutes, 46 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da.bsp" "c:\program files\steam\steamapps\silverlit64\half-life 2\hl2\maps\dev_construct_da.bsp"