I did some more testing today, coz it seemed like the skybox was causing the problem, as it only happens were the skybox is visable. At the moment I'm using militia_hdr skybox, and also I've tried with two more skybox I downloaded from gamebanana, and the problem was still there. One more thing, this also happen if the cubemaps are built or not.
Anyways here's the video...
And here is the compile log....
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\yaznee\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\yaznee\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\yaznee\sourcesdk_content\cstrike\mapsrc\bhop_egy.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\yaznee\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\yaznee\sourcesdk_content\cstrike\mapsrc\bhop_egy.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\yaznee\counter-strike source\cstrike\gameinfo.txt
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2170 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\yaznee\sourcesdk_content\cstrike\mapsrc\bhop_egy.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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) (684586 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1680 texinfos to 1094
Reduced 130 texdatas to 118 (3967 bytes to 3457)
Writing C:\Program Files (x86)\Steam\steamapps\yaznee\sourcesdk_content\cstrike\mapsrc\bhop_egy.bsp
6 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\yaznee\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\yaznee\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\yaznee\sourcesdk_content\cstrike\mapsrc\bhop_egy"
Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\yaznee\sourcesdk_content\cstrike\mapsrc\bhop_egy.bsp
reading c:\program files (x86)\steam\steamapps\yaznee\sourcesdk_content\cstrike\mapsrc\bhop_egy.prt
578 portalclusters
1486 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 (3)
Optimized: 369 visible clusters (0.00%)
Total clusters visible: 67229
Average clusters visible: 116
Building PAS...
Average clusters audible: 243
visdatasize:47547 compressed from 92480
writing c:\program files (x86)\steam\steamapps\yaznee\sourcesdk_content\cstrike\mapsrc\bhop_egy.bsp
3 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\yaznee\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\yaznee\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\yaznee\sourcesdk_content\cstrike\mapsrc\bhop_egy"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[0 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\yaznee\sourcesdk_content\cstrike\mapsrc\bhop_egy.bsp
Setting up ray-trace acceleration structure... Done (3.82 seconds)
7224 faces
2 degenerate faces
468688 square feet [67491104.00 square inches]
590 Displacements
33052 Square Feet [4759552.00 Square Inches]
7222 patches before subdivision
62428 patches after subdivision
sun extent from map=0.000000
84 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (23)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (18)
transfers 7885578, max 808
transfer lists: 60.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(109942, 47069, 8174)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(12157, 3285, 288)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(1374, 235, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(158, 17, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(18, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0422 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13)
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 (7)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 1662/8192 19944/98304 (20.3%)
brushsides 13573/65536 108584/524288 (20.7%)
planes 7210/65536 144200/1310720 (11.0%)
vertexes 12821/65536 153852/786432 (19.6%)
nodes 1154/65536 36928/2097152 ( 1.8%)
texinfos 1094/12288 78768/884736 ( 8.9%)
texdata 118/2048 3776/65536 ( 5.8%)
dispinfos 590/0 103840/0 ( 0.0%)
disp_verts 16430/0 328600/0 ( 0.0%)
disp_tris 21760/0 43520/0 ( 0.0%)
disp_lmsamples 159168/0 159168/0 ( 0.0%)
faces 7224/65536 404544/3670016 (11.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6055/65536 339080/3670016 ( 9.2%)
leaves 1165/65536 37280/2097152 ( 1.8%)
leaffaces 8205/65536 16410/131072 (12.5%)
leafbrushes 3057/65536 6114/131072 ( 4.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 57732/512000 230928/2048000 (11.3%)
edges 38300/256000 153200/1024000 (15.0%)
LDR worldlights 84/8192 7392/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 600/32768 6000/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 12054/65536 24108/131072 (18.4%)
cubemapsamples 13/1024 208/16384 ( 1.3%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 3167312/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 47547/16777216 ( 0.3%)
entdata [variable] 124409/393216 (31.6%)
LDR ambient table 1165/65536 4660/262144 ( 1.8%)
HDR ambient table 1165/65536 4660/262144 ( 1.8%)
LDR leaf ambient 4921/65536 137788/1835008 ( 7.5%)
HDR leaf ambient 1165/65536 32620/1835008 ( 1.8%)
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] 1/15976 ( 0.0%)
pakfile [variable] 1226928/0 ( 0.0%)
physics [variable] 684586/4194304 (16.3%)
physics terrain [variable] 75988/1048576 ( 7.2%)
Level flags = 0
Total triangle count: 18869
Writing c:\program files (x86)\steam\steamapps\yaznee\sourcesdk_content\cstrike\mapsrc\bhop_egy.bsp
1 minute, 9 seconds elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[0 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\yaznee\sourcesdk_content\cstrike\mapsrc\bhop_egy.bsp
Setting up ray-trace acceleration structure... Done (3.83 seconds)
7224 faces
2 degenerate faces
468688 square feet [67491104.00 square inches]
590 Displacements
33052 Square Feet [4759552.00 Square Inches]
7222 patches before subdivision
62428 patches after subdivision
sun extent from map=0.000000
84 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (23)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (18)
transfers 7885578, max 808
transfer lists: 60.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(109942, 47069, 8174)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(12157, 3285, 288)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(1374, 235, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(158, 17, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(18, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0432 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (15)
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 (7)
Writing leaf ambient...done
Ready to Finish
Level flags = 0
Total triangle count: 18869
Writing c:\program files (x86)\steam\steamapps\yaznee\sourcesdk_content\cstrike\mapsrc\bhop_egy.bsp
1 minute, 11 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\yaznee\sourcesdk_content\cstrike\mapsrc\bhop_egy.bsp" "c:\program files (x86)\steam\steamapps\yaznee\counter-strike source\cstrike\maps\bhop_egy.bsp"
Thanks