I'm making a disco and on the floor I have a grid of boxes that are larger than the perimeter of the cube the light entity fits in so each light is divided by 4 walls of brushes I have then put a nodraw sealing the top of all the boxes and a glass texture on top, I'll put up a screenshot, when I had a large grid, like in the picture, I couldn't get it to work properly because I had too many lights and all named differently which was clearly sending hammer insane, I then decreased the scale to a 4x8 grid and the lights work perfectly, how I like them, all the reds are called reddisco, all the blues are bluedisco etc. Which means I only have 4 cases in my logic_case and then the logic_timer sends a relay on the logic case to make it pick at random intervals, it all works fine but it has errors in the compile process window and when I enter this into interlopers.net it says I need to fix it, I want to have a cool disco with lots of lights and flashing stuff and whenever I try to make something cool to use in the disco, it crashes it or causes errors... HELP!! D: --- Double Post Merged, Oct 23, 2014, Original Post Date: Oct 23, 2014 --- Here is the screenshot of how I first designed the "dancefloor" --- Double Post Merged, Oct 23, 2014 --- And here is my compile log ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\1abc.vmf" Valve Software - vbsp.exe (May 15 2014) 4 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials Loading C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\1abc.vmf Can't find surfaceprop stone for material DE_TIDES/TIDES_CONCRETEFLOOR, using default Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... 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 (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 C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\1abc.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_07*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_07*.vmt ! 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... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (0) (711764 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 941 texinfos to 511 Reduced 30 texdatas to 25 (990 bytes to 808) Writing C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\1abc.bsp 1 second elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\1abc" Valve Software - vvis.exe (May 15 2014) 4 threads reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\1abc.bsp reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\1abc.prt 1041 portalclusters 2918 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 (382) Optimized: 1983 visible clusters (0.62%) Total clusters visible: 320262 Average clusters visible: 307 Building PAS... Average clusters audible: 840 visdatasize:225936 compressed from 283152 writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\1abc.bsp 6 minutes, 22 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\1abc" Valve Software - vrad.exe SSE (May 14 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\1abc.bsp Setting up ray-trace acceleration structure... Done (0.55 seconds) 4047 faces 1504547 square feet [216654848.00 square inches] 6 Displacements 15344 Square Feet [2209620.25 Square Inches] 4047 patches before subdivision 64467 patches after subdivision 94 direct lights BuildFacelights: 0...1 WARNING: Too many light styles on a face at (5375.000000, 3080.000000, 824.000000) WARNING: Too many light styles on a face at (5128.000000, 3512.000000, 831.000000) WARNING: Too many light styles on a face at (5128.000000, 3519.000000, 824.000000) WARNING: Too many light styles on a face at (5295.000000, 3332.000000, 605.000000) ...2.. WARNING: Too many light styles on a face at (5128.000000, 3064.000000, 831.000000) WARNING: Too many light styles on a face at (5375.000000, 3032.000000, 824.000000) WARNING: Too many light styles on a face at (5375.000000, 2632.000000, 824.000000) .3...4...5 WARNING: Too many light styles on a face at (5048.000000, 3512.000000, 831.000000) WARNING: Too many light styles on a face at (4545.000000, 3080.000000, 824.000000) WARNING: Too many light styles on a face at (4552.000000, 3512.000000, 831.000000) WARNING: Too many light styles on a face at (4948.000000, 3439.000000, 605.000000) WARNING: Too many light styles on a face at (4552.000000, 3519.000000, 824.000000) WARNING: Too many light styles on a face at (5048.000000, 3519.000000, 824.000000) WARNING: Too many light styles on a face at (4625.000000, 3332.000000, 605.000000) ...6...7. WARNING: Too many light styles on a face at (4552.000000, 3064.000000, 831.000000) WARNING: Too many light styles on a face at (5048.000000, 3064.000000, 831.000000) WARNING: Too many light styles on a face at (4545.000000, 3032.000000, 824.000000) WARNING: Too many light styles on a face at (4552.000000, 3016.000000, 831.000000) WARNING: Too many light styles on a face at (5048.000000, 3016.000000, 831.000000) WARNING: Too many light styles on a face at (4545.000000, 2904.000000, 824.000000) WARNING: Too many light styles on a face at (4545.000000, 2888.000000, 824.000000) . WARNING: Too many light styles on a face at (4907.000000, 2872.000000, 831.000000) WARNING: Too many light styles on a face at (4899.000000, 2876.000000, 831.000000) WARNING: Too many light styles on a face at (4899.000000, 2868.000000, 831.000000) WARNING: Too many light styles on a face at (4545.000000, 2824.000000, 824.000000) WARNING: Too many light styles on a face at (4840.000000, 2872.000000, 831.000000) WARNING: Too many light styles on a face at (4552.000000, 2872.000000, 831.000000) WARNING: Too many light styles on a face at (4545.000000, 2632.000000, 824.000000) WARNING: Too many light styles on a face at (4552.000000, 2808.000000, 831.000000) WARNING: Too many light styles on a face at (5048.000000, 2808.000000, 831.000000) .8...9...10 (11) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11) transfers 9252204, max 1060 transfer lists: 70.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(100820, 77254, 73113) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(7885, 7776, 7979) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(824, 1002, 1005) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(99, 139, 132) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(13, 21, 18) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(2, 3, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(0, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0268 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5) 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 (5) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 43/1024 2064/49152 ( 4.2%) brushes 1013/8192 12156/98304 (12.4%) brushsides 7918/65536 63344/524288 (12.1%) planes 5316/65536 106320/1310720 ( 8.1%) vertexes 6188/65536 74256/786432 ( 9.4%) nodes 2758/65536 88256/2097152 ( 4.2%) texinfos 511/12288 36792/884736 ( 4.2%) texdata 25/2048 800/65536 ( 1.2%) dispinfos 6/0 1056/0 ( 0.0%) disp_verts 1734/0 34680/0 ( 0.0%) disp_tris 3072/0 6144/0 ( 0.0%) disp_lmsamples 44622/0 44622/0 ( 0.0%) faces 4047/65536 226632/3670016 ( 6.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2236/65536 125216/3670016 ( 3.4%) leaves 2802/65536 89664/2097152 ( 4.3%) leaffaces 4450/65536 8900/131072 ( 6.8%) leafbrushes 2034/65536 4068/131072 ( 3.1%) areas 2/256 16/2048 ( 0.8%) surfedges 27619/512000 110476/2048000 ( 5.4%) edges 17132/256000 68528/1024000 ( 6.7%) LDR worldlights 94/8192 8272/720896 ( 1.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 214/32768 2140/327680 ( 0.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 3501/65536 7002/131072 ( 5.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 4124228/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 225936/16777216 ( 1.3%) entdata [variable] 64058/393216 (16.3%) LDR ambient table 2802/65536 11208/262144 ( 4.3%) HDR ambient table 2802/65536 11208/262144 ( 4.3%) LDR leaf ambient 10448/65536 292544/1835008 (15.9%) HDR leaf ambient 2802/65536 78456/1835008 ( 4.3%) 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] 1/2984 ( 0.0%) pakfile [variable] 174917/0 ( 0.0%) physics [variable] 711764/4194304 (17.0%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 10591 Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\1abc.bsp 33 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\1abc.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\1abc.bsp"
Don't worry Carceris's disco is the same, i just compiled the map, and there are the same error messages, so, your map will work anyway