Heres the compiled text
** Executing...
** Command: "e:\games\steam\steamapps\akuhalo@aol.com\sourcesdk\bin\vbsp.exe"
** Parameters: -game
"e:\games\steam\steamapps\akuhalo@aol.com\counter-strike
source\cstrike"
"E:\Games\Steam\SteamApps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2"
Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath:
e:\games\steam\steamapps\akuhalo@aol.com\counter-strike source\cstrike\materials
Loading
E:\Games\Steam\SteamApps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.vmf
Brush 59: bounds out of range
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing
E:\Games\Steam\SteamApps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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) (35228 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (35228 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing
E:\Games\Steam\SteamApps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 1
** Executing...
** Command: "e:\games\steam\steamapps\akuhalo@aol.com\sourcesdk\bin\vvis.exe"
** Parameters: -game
"e:\games\steam\steamapps\akuhalo@aol.com\counter-strike
source\cstrike"
"E:\Games\Steam\SteamApps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2"
Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading
e:\games\steam\steamapps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.bsp
reading
e:\games\steam\steamapps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.prt
128 portalclusters
322 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 (1)
Optimized: 53 visible clusters (0.00%)
Total clusters visible: 4745
Average clusters visible: 37
Building PAS...
Average clusters audible: 96
visdatasize:4696 compressed from 4096
writing
e:\games\steam\steamapps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.bsp
1 second elapsed
** Executing...
** Command: "e:\games\steam\steamapps\akuhalo@aol.com\sourcesdk\bin\vrad.exe"
** Parameters: -game
"e:\games\steam\steamapps\akuhalo@aol.com\counter-strike
source\cstrike"
"E:\Games\Steam\SteamApps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2"
Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading
e:\games\steam\steamapps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.bsp
629 faces
94500 square feet [13608073.00 square inches]
0 displacements
0 square feet [0.00 square inches]
629 patches before subdivision
10047 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 466995, max 156
transfer lists: 3.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(2661, 2526, 455)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1543, 1434, 232)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(685, 622, 89)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(313, 277, 35)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(142, 123, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(64, 54, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(29, 24, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(13, 10, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(6, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(3, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0163 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models
1/1024
48/49152 ( 0.1%)
brushes
110/8192
1320/98304 ( 1.3%)
brushsides
804/65536
6432/524288 ( 1.2%)
planes
736/65536 14720/1310720 (
1.1%)
vertexes
1162/65536 13944/786432
( 1.8%)
nodes
290/65536 9280/2097152
( 0.4%)
texinfos
150/12288 10800/884736
( 1.2%)
texdata
16/2048
512/65536 ( 0.8%)
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
629/65536 35224/3670016 (
1.0%)
origfaces
337/65536 18872/3670016 (
0.5%)
leaves
292/65536 16352/3670016 (
0.4%)
leaffaces
829/65536
1658/131072 ( 1.3%)
leafbrushes
297/65536
594/131072 ( 0.5%)
surfedges
4216/512000 16864/2048000 ( 0.8%)
edges
2323/256000 9292/1024000 (
0.9%)
worldlights
1/8192
88/720896 ( 0.0%)
waterstrips
52/32768
520/327680 ( 0.2%)
waterverts
0/65536
0/786432 ( 0.0%)
waterindices
801/65536
1602/131072 ( 1.2%)
cubemapsamples
0/1024
0/16384 ( 0.0%)
overlays
0/512
0/180224 ( 0.0%)
lightdata
[variable]
264384/0 ( 0.0%)
visdata
[variable] 4696/16777216 (
0.0%)
entdata
[variable]
3598/393216 ( 0.9%)
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]
1/328 ( 0.3%)
pakfile
[variable]
19995/0 ( 0.0%)
Win32 Specific Data:
physics
[variable] 35228/4194304 (
0.8%)
Total Win32 BSP file data space used: 486025 bytes
Linux Specific Data:
physicssurface
[variable] 35228/6291456 (
0.6%)
Total Linux BSP file data space used: 486025 bytes
Total triangle count: 1666
Writing
e:\games\steam\steamapps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.bsp
7 seconds elapsed
** Executing...
** Command: Copy File
** Parameters:
"E:\Games\Steam\SteamApps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.bsp"
"e:\games\steam\steamapps\akuhalo@aol.com\counter-strike
source\cstrike\maps\test2.bsp"
** Executing...
** Command: "e:\games\steam\steamapps\akuhalo@aol.com\counter-strike source\hl2.exe"
** Parameters: -game
"e:\games\steam\steamapps\akuhalo@aol.com\counter-strike
source\cstrike" -console +sv_lan 1 +map "test2"
after compiled (in game)
Spawn Server test2
Begin loading faces (loads materials)
End loading faces (loads materials)
Host_EndGame: Map coordinate extents are too large!!
Check for errors!
The map dimentions are 1728, 1408, 704
Which I believe is quite smaller than most maps.
There are only 2 questionable brushes that i deleted and still gave me
the same error after restarting steam and hammer and remaking the map
shell and keeping the same inside (house) still with the same response
to check for errors that dont exsist. im about to give up on this one
if you guys cant figure it out.
Message me on AIM or email me and ill send you the map if you are still stumped.
Thanks