Do you see any other problems in this I need to worry about? Besides what I have in red? How do I fix that?
** Executing...
** Command: "c:program filessteamsteamappsmicdees@elp.rr.comsourcesdkbinep1binvbsp.exe"
** Parameters: -game "c:program
filessteamsteamappsmicdees@elp.rr.comcounter-strike sourcecstrike" "C:Program FilesSteamSteamAppsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway"
Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:program
filessteamsteamappsmicdees@elp.rr.comcounter-strike sourcecstrikematerials
Loading C:Program
FilesSteamSteamAppsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
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 (1)
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 C:Program
FilesSteamSteamAppsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 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) (227528 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1635 texinfos to 736
Reduced 83 texdatas to 73 (1986 bytes to 1679)
Writing C:Program
FilesSteamSteamAppsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway.bsp
4 seconds elapsed
-0.223855 0.546179 0.000000
-1.341023 0.546179 0.000000
-0.956488 0.546179 0.000000
-0.223855 0.576341 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "c:program filessteamsteamappsmicdees@elp.rr.comsourcesdkbinep1binvvis.exe"
** Parameters: -game "c:program
filessteamsteamappsmicdees@elp.rr.comcounter-strike sourcecstrike" "C:Program FilesSteamSteamAppsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway"
Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading c:program
filessteamsteamappsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway.bsp
reading c:program
filessteamsteamappsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway.prt
682 portalclusters
1765 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (347)
Optimized: 923 visible clusters (0.00%)
Total clusters visible: 111649
Average clusters visible: 163
Building PAS...
Average clusters audible: 352
visdatasize:77193 compressed from 120032
writing c:program
filessteamsteamappsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway.bsp
5 minutes, 48 seconds elapsed
** Executing...
** Command: "c:program filessteamsteamappsmicdees@elp.rr.comsourcesdkbinep1binvrad.exe"
** Parameters: -game "c:program
filessteamsteamappsmicdees@elp.rr.comcounter-strike sourcecstrike" "C:Program FilesSteamSteamAppsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:program
filessteamsteamappsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway.bsp
2742 faces
1 degenerate faces
76085 square feet [10956371.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2741 patches before subdivision
14421 patches after subdivision
63 direct lights
BuildFacelights: 0...1...2
[color=red]WARNING: Too many light styles on a face (116,336,1)
...
WARNING: Too many light styles on a face (-92,96,1)
WARNING: Too many light styles on a face (-92,224,1)
3
WARNING: Too many light styles on a face (-90,359,123)
WARNING: Too many light styles on a face (-90,359,115)
WARNING: Too many light styles on a face (-92,359,167)
WARNING: Too many light styles on a face (-92,231,4)
WARNING: Too many light styles on a face (-92,231,115)
WARNING: Too many light styles on a face (-92,231,123)
WARNING: Too many light styles on a face (-92,231,167)
WARNING: Too many light styles on a face (-105,359,169)
WARNING: Too many light styles on a face (-295,400,-10)
WARNING: Too many light styles on a face (-235,392,216)
WARNING: Too many light styles on a face (-266,392,207)
WARNING: Too many light styles on a face (-288,392,190)
.
WARNING: Too many light styles on a face (-294,392,185)
WARNING: Too many light styles on a face (-320,560,1)
WARNING: Too many light styles on a face (-320,524,1)
WARNING: Too many light styles on a face (-327,400,96)
WARNING: Too many light styles on a face (-327,392,105)
WARNING: Too many light styles on a face (-321,392,137)
WARNING: Too many light styles on a face (-308,392,168)
WARNING: Too many light styles on a face (-297,400,-1)
WARNING: Too many light styles on a face (-295,368,-10)
WARNING: Too many light styles on a face (-235,360,216)
WARNING: Too many light styles on a face (-266,360,207)
WARNING: Too many light styles on a face (-288,360,190)
WARNING: Too many light styles on a face (-294,360,185)
WARNING: Too many light styles on a face (-320,384,1)
WARNING: Too many light styles on a face (-327,368,96)
WARNING: Too many light styles on a face (-327,360,105)
WARNING: Too many light styles on a face (-321,360,137)
WARNING: Too many light styles on a face (-308,360,168)
WARNING: Too many light styles on a face (-297,368,-1)
WARNING: Too many light styles on a face (-121,240,1)
WARNING: Too many light styles on a face (-320,352,1)
WARNING: Too many light styles on a face (-288,4,190)
WARNING: Too many light styles on a face (-235,4,216)
WARNING: Too many light styles on a face (-266,4,207)
WARNING: Too many light styles on a face (-327,4,96)
WARNING: Too many light styles on a face (-327,4,105)
WARNING: Too many light styles on a face (-321,4,137)
WARNING: Too many light styles on a face (-308,4,168)
WARNING: Too many light styles on a face (-295,4,-10)
WARNING: Too many light styles on a face (-297,4,-1)
WARNING: Too many light styles on a face (-311,500,-56)
WARNING: Too many light styles on a face (-311,4,-56)
..4...5...6...7...8...9
WARNING: Too many light styles on a face (-78,-32,1)
.
WARNING: Too many light styles on a face (-295,-272,-10)
WARNING: Too many light styles on a face (-295,-96,-10)
WARNING: Too many light styles on a face (-121,-4,1)
WARNING: Too many light styles on a face (-235,-464,216)
WARNING: Too many light styles on a face (-235,-80,216)
WARNING: Too many light styles on a face (-266,-512,207)
WARNING: Too many light styles on a face (-266,-104,207)
WARNING: Too many light styles on a face (-288,-544,190)
WARNING: Too many light styles on a face (-288,-104,190)
WARNING: Too many light styles on a face (-294,-512,185)
WARNING: Too many light styles on a face (-294,-104,185)
WARNING: Too many light styles on a face (-320,-4,1)
WARNING: Too many light styles on a face (-327,-352,96)
WARNING: Too many light styles on a face (-327,-96,96)
WARNING: Too many light styles on a face (-323,-384,128)
WARNING: Too many light styles on a face (-327,-104,105)
WARNING: Too many light styles on a face (-313,-448,159)
WARNING: Too many light styles on a face (-321,-104,137)
WARNING: Too many light styles on a face (-299,-496,178)
WARNING: Too many light styles on a face (-308,-104,168)
WARNING: Too many light styles on a face (-297,-288,-1)
WARNING: Too many light styles on a face (-297,-96,-1)
WARNING: Too many light styles on a face (-311,-176,-56)
WARNING: Too many light styles on a face (-311,-28,-56)
..10 (29)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 1888639, max 612
transfer lists: 14.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(81291, 81139, 70426)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(18632, 17394, 12129)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(5148, 4513, 2502)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1545, 1251, 535)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(510, 378, 123)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(177, 119, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(64, 39, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(24, 13, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(9, 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(0, 0, 0)[/color]
Build Patch/Sample Hash Table(s).....Done<0.0126 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 15/1024 720/49152 ( 1.5%)
brushes 632/8192 7584/98304 ( 7.7%)
brus