Problems making a map for BMS

I was unable to run my map for a Modmod I thought up. When I compile for Source, I get a menu screen with a static picture background.

My compile: ** Command: “C:\Program Files (x86)\Steam\steamapps\common\sourcesdk\bin\source2007\bin\vbsp.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMSMIA” “C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01”

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\sourcemods\BMSMIA\materials
Loading C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01.vmf
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 (0)
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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_01*.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…
done (0) (3205 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 22 texinfos to 8
Reduced 3 texdatas to 3 (58 bytes to 58)
Writing C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01.bsp
0 seconds elapsed

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\sourcesdk\bin\source2007\bin\vvis.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMSMIA” “C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01”

Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\MIA01.bsp
reading c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\MIA01.prt
2 portalclusters
1 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 4
Average clusters visible: 2
Building PAS…
Average clusters audible: 2
visdatasize:24 compressed from 32
writing c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\MIA01.bsp
0 seconds elapsed

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\sourcesdk\bin\source2007\bin\vrad.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMSMIA” “C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01”

Valve Software - vrad.exe SSE (May 19 2009)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\MIA01.bsp
Setting up ray-trace acceleration structure… Done (0.00 seconds)
12 faces
2801 square feet [403456.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
12 patches before subdivision
564 patches after subdivision
0 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (0)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (0)
transfers 39040, max 172
transfer lists: 0.3 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0001 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (0)
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 (0)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 8/8192 96/98304 ( 0.1%)
brushsides 48/65536 384/524288 ( 0.1%)
planes 54/65536 1080/1310720 ( 0.1%)
vertexes 30/65536 360/786432 ( 0.0%)
nodes 16/65536 512/2097152 ( 0.0%)
texinfos 8/12288 576/884736 ( 0.1%)
texdata 3/2048 96/65536 ( 0.1%)
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 12/65536 672/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9/65536 504/3670016 ( 0.0%)
leaves 18/65536 576/2097152 ( 0.0%)
leaffaces 12/65536 24/131072 ( 0.0%)
leafbrushes 13/65536 26/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 88/512000 352/2048000 ( 0.0%)
edges 59/256000 236/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 31696/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 24/16777216 ( 0.0%)
entdata [variable] 366/393216 ( 0.1%)
LDR ambient table 18/65536 72/262144 ( 0.0%)
HDR ambient table 18/65536 72/262144 ( 0.0%)
LDR leaf ambient 2/65536 56/1835008 ( 0.0%)
HDR leaf ambient 18/65536 504/1835008 ( 0.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 105651/0 ( 0.0%)
physics [variable] 3205/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 28
Writing c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\MIA01.bsp
0 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01.bsp” “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\MIA01.bsp”

My Gameconfig:

“Configs”
{
“Games”
{
“Black Mesa- MIA”
{
“GameDir” “c:\program files (x86)\steam\steamapps\sourcemods\BMSMIA”
“hammer”
{
“GameData0” “c:\program files (x86)\steam\steamapps\sourcemods\BMSMIA\bmsmia.fgd”
“TextureFormat” “5”
“MapFormat” “4”
“DefaultTextureScale” “0.250000”
“DefaultLightmapScale” “16”
“GameExe” “c:\program files (x86)\steam\steamapps\common\half-life 2\hl2.exe”
“DefaultSolidEntity” “func_detail”
“DefaultPointEntity” “info_player_start”
“BSP” “c:\program files (x86)\steam\steamapps\common\sourcesdk\bin\source2007\bin\vbsp.exe”
“Vis” “c:\program files (x86)\steam\steamapps\common\sourcesdk\bin\source2007\bin\vvis.exe”
“Light” “c:\program files (x86)\steam\steamapps\common\sourcesdk\bin\source2007\bin\vrad.exe”
“GameExeDir” “c:\program files (x86)\steam\steamapps\common\half-life 2”
“MapDir” “c:\program files (x86)\steam\steamapps\sourcemods\BMS\maps”
“BSPDir” “c:\program files (x86)\steam\steamapps\sourcemods\BMS\maps”
“CordonTexture” “tools\toolsskybox”
“MaterialExcludeCount” “0”
}
}
“SDKVersion” “3”
}

My attempt to use the Hazard Team compiler:


Begin compiling file:
C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01.vmf


===== Begin BSP =====

Can’t find steam app user info.

===== Begin VIS =====

Valve Software - vvis.exe (May 19 2009)
Can’t find steam app user info.

===== Begin RAD =====

Can’t find steam app user info.


Finished compiling file:
C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01.vmf


Thanks in advance!

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.