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Signaler un problème de traduction
https://gtm.you1.cn/sharedfiles/filedetails/?id=3305311547
https://gtm.you1.cn/sharedfiles/filedetails/?id=3305311828
Fixing it may not be easy. If there are no errors in the log, or invalid solids (nothing in Alt+P?) perhaps you will need to exclude some items in the auto visgroups (displacements, props, func_details, brush entities...) one by one to figure out what is causing the problem.
BTW, are you using Hammer++? Many improvements make everything easier and faster.
CDynamicFunction: Loading library 'Kernel32.dll' (76F80000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77650D80
CDynamicFunction: Loading library 'psapi.dll' (764F0000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 764F1480
-------------------------------------------------------------------------------
Running command: "E:\SteamLibrary\steamapps\common\left 4 dead 2\bin\vbsp.exe" -game
CDynamicFunction: Loading library 'Kernel32.dll' (76F80000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77650D80
CDynamicFunction: Loading library 'psapi.dll' (764F0000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 764F1480
Valve Software - vbsp.exe (May 3 2024)
8 threads
Using shader api: shaderapiempty.dll
materialPath: E:\SteamLibrary\steamapps\common\left 4 dead 2\left4dead2\materials
Loading e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.vmf
Patching WVT material: maps/c6m1_pavlov_street/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/concrete/blend_sidewalk_01dry_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/concrete/blend_blacktop_01_wet_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/concrete/blend_alley_conc_dirt_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/nature/blendmudleaves_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/concrete/blend_blacktop_03_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/concrete/blend_blacktop_01_cheap_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/concrete/blend_blacktop_03wet_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/concrete/blend_sidewalk_01_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/concrete/blend_sidewalk02_wvt_patch
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 e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.prt...Building visibility clusters...
done (1)
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 (4) (250831 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
-69.900803 299.110382 0.000000
-69.900803 304.799988 0.000000
-69.900803 304.799988 0.000000
-73.964798 304.799957 0.000000
-73.964798 299.110352 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 624 texinfos to 505
Reduced 208 texdatas to 192 (5931 bytes to 5328)
Writing e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
18 seconds elapsed
CDynamicFunction: Closing library 'psapi.dll' (764F0000)
CDynamicFunction: Closing library 'Kernel32.dll' (76F80000)
Running command: "E:\SteamLibrary\steamapps\common\left 4 dead 2\bin\vvis.exe" -fast -game
CDynamicFunction: Loading library 'Kernel32.dll' (76F80000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77650D80
CDynamicFunction: Loading library 'psapi.dll' (764F0000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 764F1480
Valve Software - vvis.exe (Jan 29 2024)
fastvis = true
8 threads
reading e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.prt
1581 portalclusters
4818 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 54818 visible clusters (0.00%)
Total clusters visible: 2090357
Average clusters visible: 1322
Building PAS...
Average clusters audible: 1571
visdatasize:634177 compressed from 632400
writing e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
1 second elapsed
CDynamicFunction: Closing library 'psapi.dll' (764F0000)
CDynamicFunction: Closing library 'Kernel32.dll' (76F80000)
Running command: "E:\SteamLibrary\steamapps\common\left 4 dead 2\bin\vrad.exe" -StaticPropLighting -bounce 10 -game "E:\SteamLibrary\steamapps\common\left 4 dead 2\left4dead2" "e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street"
CDynamicFunction: Loading library 'Kernel32.dll' (76F80000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77650D80
CDynamicFunction: Loading library 'psapi.dll' (764F0000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 764F1480
Valve Software - vrad.exe SSE (Jan 29 2024)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
Setting up ray-trace acceleration structure... Done (3.81 seconds)
6114 faces
1 degenerate faces
4587586 square feet [660612480.00 square inches]
4 Displacements
728 Square Feet [104919.55 Square Inches]
6113 patches before subdivision
234633 patches after subdivision
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (22)
transfers 10852813, max 1419
transfer lists: 82.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.1678 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (6)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (0)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 98/1024 4704/49152 ( 9.6%)
brushes 657/8192 7884/98304 ( 8.0%)
brushsides 4245/65536 33960/524288 ( 6.5%)
planes 1934/65536 38680/1310720 ( 3.0%)
vertexes 8078/65536 96936/786432 (12.3%)
nodes 3539/65536 113248/2097152 ( 5.4%)
texinfos 505/12288 36360/884736 ( 4.1%)
texdata 192/2048 6144/65536 ( 9.4%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 532/0 10640/0 ( 0.0%)
disp_tris 896/0 1792/0 ( 0.0%)
disp_lmsamples 3440/0 3440/0 ( 0.0%)
faces 6114/65536 342384/3670016 ( 9.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2658/65536 148848/3670016 ( 4.1%)
leaves 3638/65536 116416/2097152 ( 5.6%)
leaffaces 6985/65536 13970/131072 (10.7%)
leafbrushes 1799/65536 3598/131072 ( 2.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 39391/512000 157564/2048000 ( 7.7%)
edges 21459/256000 85836/1024000 ( 8.4%)
LDR worldlights 16/8192 1600/819200 ( 0.2%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 795/32768 7950/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11067/65536 22134/131072 (16.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 92/512 32384/180224 (18.0%)
LDR lightdata [variable] 9016268/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 634177/16777216 ( 3.8%)
entdata [variable] 76124/393216 (19.4%)
LDR ambient table 3638/65536 14552/262144 ( 5.6%)
HDR ambient table 3638/65536 14552/262144 ( 5.6%)
LDR leaf ambient 17103/65536 478884/1835008 (26.1%)
HDR leaf ambient 3638/65536 101864/1835008 ( 5.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/49608 ( 0.0%)
pakfile [variable] 180126/0 ( 0.0%)
physics [variable] 250831/4194304 ( 6.0%)
physics terrain [variable] 303/1048576 ( 0.0%)
Level flags = 1
Total triangle count: 16618
Writing e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
53 seconds elapsed
CDynamicFunction: Closing library 'psapi.dll' (764F0000)
CDynamicFunction: Closing library 'Kernel32.dll' (76F80000)
Running command: "E:\SteamLibrary\steamapps\common\left 4 dead 2\bin\vrad.exe" -StaticPropLighting -bounce 10 -ldr -game
CDynamicFunction: Loading library 'Kernel32.dll' (76F80000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77650D80
CDynamicFunction: Loading library 'psapi.dll' (764F0000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 764F1480
Valve Software - vrad.exe SSE (Jan 29 2024)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
Setting up ray-trace acceleration structure... Done (3.68 seconds)
6114 faces
1 degenerate faces
4587586 square feet [660612480.00 square inches]
4 Displacements
728 Square Feet [104919.55 Square Inches]
6113 patches before subdivision
234633 patches after subdivision
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (23)
transfers 10852813, max 1419
transfer lists: 82.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.1617 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (0)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 98/1024 4704/49152 ( 9.6%)
brushes 657/8192 7884/98304 ( 8.0%)
brushsides 4245/65536 33960/524288 ( 6.5%)
planes 1934/65536 38680/1310720 ( 3.0%)
vertexes 8078/65536 96936/786432 (12.3%)
nodes 3539/65536 113248/2097152 ( 5.4%)
texinfos 505/12288 36360/884736 ( 4.1%)
texdata 192/2048 6144/65536 ( 9.4%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 532/0 10640/0 ( 0.0%)
disp_tris 896/0 1792/0 ( 0.0%)
disp_lmsamples 3440/0 3440/0 ( 0.0%)
faces 6114/65536 342384/3670016 ( 9.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2658/65536 148848/3670016 ( 4.1%)
leaves 3638/65536 116416/2097152 ( 5.6%)
leaffaces 6985/65536 13970/131072 (10.7%)
leafbrushes 1799/65536 3598/131072 ( 2.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 39391/512000 157564/2048000 ( 7.7%)
edges 21459/256000 85836/1024000 ( 8.4%)
LDR worldlights 16/8192 1600/819200 ( 0.2%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 795/32768 7950/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11067/65536 22134/131072 (16.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 92/512 32384/180224 (18.0%)
LDR lightdata [variable] 9016268/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 634177/16777216 ( 3.8%)
entdata [variable] 76124/393216 (19.4%)
LDR ambient table 3638/65536 14552/262144 ( 5.6%)
HDR ambient table 3638/65536 14552/262144 ( 5.6%)
LDR leaf ambient 17103/65536 478884/1835008 (26.1%)
HDR leaf ambient 3638/65536 101864/1835008 ( 5.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/49608 ( 0.0%)
pakfile [variable] 180126/0 ( 0.0%)
physics [variable] 250831/4194304 ( 6.0%)
physics terrain [variable] 303/1048576 ( 0.0%)
Level flags = 1
Total triangle count: 16618
Writing e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
53 seconds elapsed
CDynamicFunction: Closing library 'psapi.dll' (764F0000)
CDynamicFunction: Closing library 'Kernel32.dll' (76F80000)
Running command: "E:\SteamLibrary\steamapps\common\left 4 dead 2\bin\vrad.exe" -StaticPropLighting -bounce 10 -ldr -game
CDynamicFunction: Loading library 'Kernel32.dll' (76F80000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77650D80
CDynamicFunction: Loading library 'psapi.dll' (764F0000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 764F1480
Valve Software - vrad.exe SSE (Jan 29 2024)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
Setting up ray-trace acceleration structure... Done (3.68 seconds)
6114 faces
1 degenerate faces
4587586 square feet [660612480.00 square inches]
4 Displacements
728 Square Feet [104919.55 Square Inches]
6113 patches before subdivision
234633 patches after subdivision
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (23)
transfers 10852813, max 1419
transfer lists: 82.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.1617 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (0)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 98/1024 4704/49152 ( 9.6%)
brushes 657/8192 7884/98304 ( 8.0%)
brushsides 4245/65536 33960/524288 ( 6.5%)
planes 1934/65536 38680/1310720 ( 3.0%)
vertexes 8078/65536 96936/786432 (12.3%)
nodes 3539/65536 113248/2097152 ( 5.4%)
texinfos 505/12288 36360/884736 ( 4.1%)
texdata 192/2048 6144/65536 ( 9.4%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 532/0 10640/0 ( 0.0%)
disp_tris 896/0 1792/0 ( 0.0%)
disp_lmsamples 3440/0 3440/0 ( 0.0%)
faces 6114/65536 342384/3670016 ( 9.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2658/65536 148848/3670016 ( 4.1%)
leaves 3638/65536 116416/2097152 ( 5.6%)
leaffaces 6985/65536 13970/131072 (10.7%)
leafbrushes 1799/65536 3598/131072 ( 2.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 39391/512000 157564/2048000 ( 7.7%)
edges 21459/256000 85836/1024000 ( 8.4%)
LDR worldlights 16/8192 1600/819200 ( 0.2%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 795/32768 7950/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11067/65536 22134/131072 (16.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 92/512 32384/180224 (18.0%)
LDR lightdata [variable] 9016268/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 634177/16777216 ( 3.8%)
entdata [variable] 76124/393216 (19.4%)
LDR ambient table 3638/65536 14552/262144 ( 5.6%)
HDR ambient table 3638/65536 14552/262144 ( 5.6%)
LDR leaf ambient 17103/65536 478884/1835008 (26.1%)
HDR leaf ambient 3638/65536 101864/1835008 ( 5.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/49608 ( 0.0%)
pakfile [variable] 180126/0 ( 0.0%)
physics [variable] 250831/4194304 ( 6.0%)
physics terrain [variable] 303/1048576 ( 0.0%)
Level flags = 1
Total triangle count: 16618
Writing e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
53 seconds elapsed
CDynamicFunction: Closing library 'psapi.dll' (764F0000)
CDynamicFunction: Closing library 'Kernel32.dll' (76F80000)
Running command: copy "e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp" "E:\SteamLibrary\steamapps\common\left 4 dead 2\left4dead2\maps\c6m1_pavlov_street.bsp"
Running command: cd "E:\SteamLibrary\steamapps\common\left 4 dead 2"
Running command: "E:\SteamLibrary\steamapps\common\left 4 dead 2\left4dead2.exe" -allowdebug -game "E:\SteamLibrary\steamapps\common\left 4 dead 2\left4dead2" +map "c6m1_pavlov_street"
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 1)
are saying that something's wrong in lighting.
Try what I suggested: exclude the single elements in autovisgroups and see what happens.
Every time I have had that issue, I solved it this way, because the causes were always different.
Eventually, if this doesn't fix it, you can use the cordons, compile the map one portion at a time and understand where the problem is. Each portion must have spawnpoint and light_environmant inside, ofc.
A final system, which often fixes incomprehensible problems, is to select and copy/paste the entire map into a new file, changing its name.
BTW... How is your light_environment set (coordinates and pitch)?