As far as I can understand, I should just func_detail every single wall I build...Not every wall. just the detailed ones. Regular square rooms should just be enclosed by regular world geometry (brushes u build). Detailed stuff you build (pillars, other small stuff, stuff made of many small brushes etc.) should be turned into func_detail. That way the compiler should "understand" that the thing between four walls is a room and everything in it is detailed. So it will make only one visleaf for the room, which is good.
do leaks really matter?If you ever want to publish your map, leaks matter. As I understand it, leaks will prevent VVIS from being run, this will lead to bad performance since all parts of your map will be drawn all the time. In addition lighting will be f***ed up. So the map will be totally crap.
** leaked **That should be solved because as far as I understand the compile process, a leak prevents VVIS from being executed and without VIS RAD will use direct lighting only, like in your log:
Entity func_door_rotating (-779.50 -1215.55 -722.00) leaked!
No vis information, direct lighting only.You know about leaks and pointfiles?
materialPath: g:steamsteamappsXXXXXXXcounter-strike sourcecstrikematerialsYou can see there is a "done (1)" after "WriteBSP...", which indicates an error imho. But what error??
Loading G:SteamSteamAppsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 3916 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing G:SteamSteamAppsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_dustrt"
Can't load skybox file skybox/sky_dust to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (514339 bytes)
2 threads
reading g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp
Error opening g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp
materialPath: g:steamsteamappsXXXXXXXcounter-strike sourcecstrikematerials
Loading G:SteamSteamAppsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 3916 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing G:SteamSteamAppsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_dustrt"
Can't load skybox file skybox/sky_dust 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) (514339 bytes)
2 threads
reading g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp
Error opening g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp
Error opening g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp
Start the SDK launcher with the parameter 'engine -ep1'It's "-engine ep1". I mixed that up once and it didn't do anything.
There are better ways.Mind telling me one?