


Writing C:\HammerAutosave\Sunset_Compound_Latest2.bsp Reduced 125 texdatas to 96 (4401 bytes to 3451) Water found with no water_lod_control entity, creating a default one. Deleted.Įrror loading studio model STATIC "models/props_junk/trashdumpster01a.mdl"! ! Run buildcubemaps in the engine to get the correct cube maps.Ĭreating default HDR cubemaps for env_cubemap using skybox materials:įound a displacement edge abutting multiple other edges.ĭisplacement Alpha : 0.1.2.3.4.5.6.7.8.9.10Įrror! prop_static using model "models/props_junk/trashdumpster01a.mdl", which must be used on a dynamic entity (i.e. Writing C:\HammerAutosave\Sunset_Compound_ visibility clusters.Ĭreating default LDR cubemaps for env_cubemap using skybox materials: Patching WVT material: maps/sunset_compound_latest2/nature/blendsandgrass008a_wvt_patchįixing up env_cubemap materials on brush sides. Loading C:\HammerAutosave\Sunset_Compound_Latest2.vmf MaterialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\HammerAutosave\Sunset_Compound_Latest2.vmf"

** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe" It is a nodraw brush with gm_construct/water applied to the top. However, water doesn't show up in the playable part of the map. The textures work great in the skybox, it looks awesome. So the way my my level is set up has a small chunk of ocean at the end, surrounded by skybox that makes the ocean seem much, much larger. I am at my wit's end dealing with hammer's repetitive, stupid problems.
