
I seem to have an issue where my func_door_rotatings crash my map. The weird thing, is that it is only the doors that are to the cells in the jail of the map. All other func_door_rotatings and func_doors are perfectly fine. What's more, is that they only crash when they are closing. They open perfectly fine. At first, since I wanted the Nova Prospekt cell doors, I used the prop_door_rotating entity in order to get them and, just like now they opened perfectly fine, but when I closed them, the map crashed. So I figured maybe that the entity was bunked, so I instead tried making func_door_rotatings textured with nodraw and simply binding them to prop_dynamics with the same cell door model. Needless to say, even this leads to the map crashing once the doors close. I've looked up a few things on these forums, but I haven't seen anything pertaining to this problem. Please help. :C
Sprite in Skybox

Yeah, this issue is pretty self explanatory. There is a sprite in my 3D skybox that renders but was not placed there. As you can see in the image, only a light_environment and a sky_camera are in the skybox and for some reason that sprite is in the exact spot that the sky_camera is in. Yeah, I am using those sprites in other locations, but nowhere near there. And what's really weird is that it doesn't pop up right away. The sprite appears after a few moments, but before then, it's not there.
If it means anything, I'm compiling my map with VBCT and I have T-Junctions disabled due to the map being really freaking big.
Here's the log if it helps.
VBSP Started, Please Wait!
VBSP: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe -notjunc -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall"
Valve Software - vbsp.exe (Nov 1 2013)
notjunc = true
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_2, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_D, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_H, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop stone for material STONE/TIDSTAIRSATP, using default
Can't find surfaceprop stone for material STONE/TIDSTAIRSAFRNT, using default
"materials/de_prodigy/metal02.vtf": cached version doesn't exist
Can't find surfaceprop door for material DE_TIDES/TIDES_STORAGEDOOR, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/rp_jerall/nature/blendgrassdirt01_wvt_patch
Patching WVT material: maps/rp_jerall/nature/blendgrassdirt02_wvt_patch
Patching WVT material: maps/rp_jerall/nature/blendtoxictoxic002a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10115.8 3699.4 -3162.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10021.6 3566.2 -3162.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10105.4 3539.4 -3162.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10013.3 3582.7 -3162.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10160.0 3532.0 -3108.9)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10104.0 3684.0 -3098.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 2764 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (6)
writing C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.prt...Building visibility clusters...
done (0)
Can't load skybox file skybox/militia_hdr to build the default cubemap!
Can't load skybox file skybox/militia_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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (11732461 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 15231 texinfos to 10670
Reduced 228 texdatas to 200 (7061 bytes to 5920)
Writing C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
25 seconds elapsed
Compile Complete for this module.
VBSP Completed: Sunday, November 24, 2013, 6:36:03 PM
VBSP: WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
VBSP: Compile time: 25 seconds elapsed
-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!
VVIS: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe -fast -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall"
Valve Software - vvis.exe (Nov 1 2013)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.prt
2790 portalclusters
9124 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (9)
Optimized: 494047 visible clusters (10.69%)
Total clusters visible: 4621647
Average clusters visible: 1656
Building PAS...
Average clusters audible: 2741
visdatasize:1689512 compressed from 1964160
writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
11 seconds elapsed
Compile Complete for this module.
VVIS Completed: Sunday, November 24, 2013, 6:36:15 PM
VVIS: Compile time: 11 seconds elapsed
-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!
VRAD: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall"
Valve Software - vrad.exe SSE (Nov 1 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
Setting up ray-trace acceleration structure... Done (21.58 seconds)
24916 faces
37 degenerate faces
2940045 square feet [423366528.00 square inches]
185 Displacements
774060 Square Feet [111464760.00 Square Inches]
24879 patches before subdivision
227137 patches after subdivision
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
sun extent from map=0.087156
sun extent from map=0.087156
light has _fifty_percent_distance of 44.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 44.000000 but _zero_percent_distance of 0.000000
208 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (159)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (208)
transfers 22201156, max 1863
transfer lists: 169.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(428741, 424002, 124304)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(56536, 50641, 13264)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4797, 3606, 744)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(860, 632, 125)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(103, 65, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(21, 13, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1058 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (29)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (30)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 188/1024 9024/49152 (18.4%)
brushes 7832/8192 93984/98304 (95.6%) VERY FULL!
brushsides 55915/65536 447320/524288 (85.3%) VERY FULL!
planes 19208/65536 384160/1310720 (29.3%)
vertexes 43846/65536 526152/786432 (66.9%)
nodes 9898/65536 316736/2097152 (15.1%)
texinfos 10670/12288 768240/884736 (86.8%) VERY FULL!
texdata 200/2048 6400/65536 ( 9.8%)
dispinfos 185/0 32560/0 ( 0.0%)
disp_verts 45641/0 912820/0 ( 0.0%)
disp_tris 80320/0 160640/0 ( 0.0%)
disp_lmsamples 2124220/0 2124220/0 ( 0.0%)
faces 24916/65536 1395296/3670016 (38.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 20413/65536 1143128/3670016 (31.1%)
leaves 10087/65536 322784/2097152 (15.4%)
leaffaces 30843/65536 61686/131072 (47.1%)
leafbrushes 15253/65536 30506/131072 (23.3%)
areas 3/256 24/2048 ( 1.2%)
surfedges 181991/512000 727964/2048000 (35.5%)
edges 133891/256000 535564/1024000 (52.3%)
LDR worldlights 207/8192 18216/720896 ( 2.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 29/1024 464/16384 ( 2.8%)
overlays 61/512 21472/180224 (11.9%)
LDR lightdata [variable] 9888356/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1689512/16777216 (10.1%)
entdata [variable] 334238/393216 (85.0%) VERY FULL!
LDR ambient table 10087/65536 40348/262144 (15.4%)
HDR ambient table 10087/65536 40348/262144 (15.4%)
LDR leaf ambient 38286/65536 1072008/1835008 (58.4%)
HDR leaf ambient 10087/65536 282436/1835008 (15.4%)
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] 1/1086476 ( 0.0%)
dtl prp lght [variable] 1/1084 ( 0.1%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/157954 ( 0.0%)
pakfile [variable] 24445/0 ( 0.0%)
physics [variable] 11732461/4194304 (279.7%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 50138
Writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
7 minutes, 42 seconds elapsed
Compile Complete for this module.
VRAD Completed: Sunday, November 24, 2013, 6:43:59 PM
VRAD: brushes 7832/8192 93984/98304 (95.6%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: brushsides 55915/65536 447320/524288 (85.3%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: texinfos 10670/12288 768240/884736 (86.8%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: entdata [variable] 334238/393216 (85.0%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: physics [variable] 11732461/4194304 (279.7%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 7 minutes, 42 seconds elapsed



