Here's the compile log shown through hammer after compiling:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\sourcemods\Beyta Crusher Man 2 Get Your Free Tv's\mapsrc\BCM2Escape_03.vmf"
Valve Software - vbsp.exe (May 15 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\sourcemods\Beyta Crusher Man 2 Get Your Free Tv's\mapsrc\BCM2Escape_03.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/bcm2escape_03/nature/blendgrassdirt03_wvt_patch
Patching WVT material: maps/bcm2escape_03/nature/blendgrassdirt02_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity game_end (-1390.49 -3727.32 73.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
material "skybox/sky_borealis01_hdrrt" not found.
Can't load skybox file skybox/sky_borealis01_hdr to build the default cubemap!
Can't load skybox file skybox/sky_borealis01_hdr 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) (24852 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 48 texinfos to 30
Reduced 14 texdatas to 11 (366 bytes to 293)
Writing C:\Program Files (x86)\Steam\steamapps\sourcemods\Beyta Crusher Man 2 Get Your Free Tv's\mapsrc\BCM2Escape_03.bsp
1 second elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\sourcemods\Beyta Crusher Man 2 Get Your Free Tv's\mapsrc\BCM2Escape_03"
Valve Software - vvis.exe (May 15 2014)
4 threads
reading c:\program files (x86)\steam\steamapps\sourcemods\beyta crusher man 2 get your free tv's\mapsrc\BCM2Escape_03.bsp
reading c:\program files (x86)\steam\steamapps\sourcemods\beyta crusher man 2 get your free tv's\mapsrc\BCM2Escape_03.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\sourcemods\beyta crusher man 2 get your free tv's\mapsrc\BCM2Escape_03.prt
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\sourcemods\Beyta Crusher Man 2 Get Your Free Tv's\mapsrc\BCM2Escape_03"
Valve Software - vrad.exe SSE (May 15 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\sourcemods\beyta crusher man 2 get your free tv's\mapsrc\BCM2Escape_03.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.01 seconds)
968 faces
2343521 square feet [337467072.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0188 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 (3)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 27/1024 1296/49152 ( 2.6%)
brushes 55/8192 660/98304 ( 0.7%)
brushsides 330/65536 2640/524288 ( 0.5%)
planes 152/65536 3040/1310720 ( 0.2%)
vertexes 1190/65536 14280/786432 ( 1.8%)
nodes 473/65536 15136/2097152 ( 0.7%)
texinfos 30/12288 2160/884736 ( 0.2%)
texdata 11/2048 352/65536 ( 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 968/65536 54208/3670016 ( 1.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 254/65536 14224/3670016 ( 0.4%)
leaves 501/65536 16032/2097152 ( 0.8%)
leaffaces 1159/65536 2318/131072 ( 1.8%)
leafbrushes 266/65536 532/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5202/512000 20808/2048000 ( 1.0%)
edges 2669/256000 10676/1024000 ( 1.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 38/32768 380/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 480/65536 960/131072 ( 0.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1459940/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 8643/393216 ( 2.2%)
LDR ambient table 501/65536 2004/262144 ( 0.8%)
HDR ambient table 501/65536 2004/262144 ( 0.8%)
LDR leaf ambient 387/65536 10836/1835008 ( 0.6%)
HDR leaf ambient 501/65536 14028/1835008 ( 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] 1/12 ( 8.3%)
pakfile [variable] 732/0 ( 0.0%)
physics [variable] 24852/4194304 ( 0.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 2250
Writing c:\program files (x86)\steam\steamapps\sourcemods\beyta crusher man 2 get your free tv's\mapsrc\BCM2Escape_03.bsp
3 seconds elapsed
Valve Software - vrad.exe SSE (May 15 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\sourcemods\beyta crusher man 2 get your free tv's\mapsrc\BCM2Escape_03.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.00 seconds)
968 faces
2343521 square feet [337467072.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0271 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 (3)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 27/1024 1296/49152 ( 2.6%)
brushes 55/8192 660/98304 ( 0.7%)
brushsides 330/65536 2640/524288 ( 0.5%)
planes 152/65536 3040/1310720 ( 0.2%)
vertexes 1190/65536 14280/786432 ( 1.8%)
nodes 473/65536 15136/2097152 ( 0.7%)
texinfos 30/12288 2160/884736 ( 0.2%)
texdata 11/2048 352/65536 ( 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 968/65536 54208/3670016 ( 1.5%)
hdr faces 968/65536 54208/3670016 ( 1.5%)
origfaces 254/65536 14224/3670016 ( 0.4%)
leaves 501/65536 16032/2097152 ( 0.8%)
leaffaces 1159/65536 2318/131072 ( 1.8%)
leafbrushes 266/65536 532/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5202/512000 20808/2048000 ( 1.0%)
edges 2669/256000 10676/1024000 ( 1.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 38/32768 380/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 480/65536 960/131072 ( 0.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1459940/0 ( 0.0%)
HDR lightdata [variable] 1459940/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 8643/393216 ( 2.2%)
LDR ambient table 501/65536 2004/262144 ( 0.8%)
HDR ambient table 501/65536 2004/262144 ( 0.8%)
LDR leaf ambient 387/65536 10836/1835008 ( 0.6%)
HDR leaf ambient 387/65536 10836/1835008 ( 0.6%)
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] 1/12 ( 8.3%)
pakfile [variable] 732/0 ( 0.0%)
physics [variable] 24852/4194304 ( 0.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 2250
Writing c:\program files (x86)\steam\steamapps\sourcemods\beyta crusher man 2 get your free tv's\mapsrc\BCM2Escape_03.bsp
3 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sourcemods\Beyta Crusher Man 2 Get Your Free Tv's\mapsrc\BCM2Escape_03.bsp" "C:\Program Files (x86)\Steam\steamapps\sourcemods\Beyta Crusher Man 2 Get Your Free Tv's\maps\BCM2Escape_03.bsp"
Here's the file version of the full compile log:
If anyone can help, contact me at valvestory@gmail.com
**** leaked ****
Entity game_end (-1390.49 -3727.32 73.00) leaked!
This is your main problem - load pointfile to find the leak and fix it.
Also,
material "skybox/sky_borealis01_hdrrt" not found.
For some reason hammer can't find that part of your skybox, check that you haven't got a typo in the name or that its in the right folder.
I intentionally did the sky_borealis01_hdrrt because it said that I needed to use a hdr skybox, but I wanted sky_borealis01. I fixed the hdrrt thing to make it only sky_borealis01
how do I make game_end NOT leak now?