• Odd TF2 map problem
    11 replies, posted
Hello, I'm making a CP map for tf2 and when I copy and paste the other spawn to the other side of the map, compile and run it, it's not there. Whats up? Then normally it crashes and I restart with last file and the blu spawn isn't there :saddowns: Can someone help? Thanks.
Post the compile log please.
[code] ** Executing... ** Command: "f:\steam\steamapps\notforfp\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "f:\steam\steamapps\notforfp\team fortress 2\tf" "F:\Jimbojib\Projects\Maps\cp_mast" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: f:\steam\steamapps\notforfp\team fortress 2\tf\materials Loading F:\Jimbojib\Projects\Maps\cp_mast.vmf Patching WVT material: maps/cp_mast/nature/blendgrasstosnow001_wvt_patch Patching WVT material: maps/cp_mast/nature/blendgroundtograss007_wvt_patch Patching WVT material: maps/cp_mast/dev/dev_blendmeasure_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 F:\Jimbojib\Projects\Maps\cp_mast.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_hydro_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_hydro_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) (9491 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass! Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass! Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass! Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass! Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass! Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass! .Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass! Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass! Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass! Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass! ..10 Compacting texture/material tables... Reduced 89 texinfos to 49 Reduced 16 texdatas to 12 (436 bytes to 286) Writing F:\Jimbojib\Projects\Maps\cp_mast.bsp 1 second elapsed ** Executing... ** Command: "f:\steam\steamapps\notforfp\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "f:\steam\steamapps\notforfp\team fortress 2\tf" "F:\Jimbojib\Projects\Maps\cp_mast" Valve Software - vvis.exe (May 19 2009) 2 threads reading f:\jimbojib\projects\maps\cp_mast.bsp reading f:\jimbojib\projects\maps\cp_mast.prt 116 portalclusters 306 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 (1) Optimized: 14 visible clusters (0.00%) Total clusters visible: 11978 Average clusters visible: 103 Building PAS... Average clusters audible: 116 visdatasize:4413 compressed from 3712 writing f:\jimbojib\projects\maps\cp_mast.bsp 1 second elapsed ** Executing... ** Command: "f:\steam\steamapps\notforfp\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "f:\steam\steamapps\notforfp\team fortress 2\tf" "F:\Jimbojib\Projects\Maps\cp_mast" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading f:\jimbojib\projects\maps\cp_mast.bsp Setting up ray-trace acceleration structure... Done (0.41 seconds) 474 faces 786628 square feet [113274472.00 square inches] 10 Displacements 15742 Square Feet [2266910.25 Square Inches] 474 patches before subdivision 17364 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 (3) transfers 228746, max 339 transfer lists: 1.7 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<0.0200 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 7/1024 336/49152 ( 0.7%) brushes 22/8192 264/98304 ( 0.3%) brushsides 133/65536 1064/524288 ( 0.2%) planes 254/65536 5080/1310720 ( 0.4%) vertexes 594/65536 7128/786432 ( 0.9%) nodes 344/65536 11008/2097152 ( 0.5%) texinfos 49/12288 3528/884736 ( 0.4%) texdata 12/2048 384/65536 ( 0.6%) dispinfos 10/0 1760/0 ( 0.0%) disp_verts 810/0 16200/0 ( 0.0%) disp_tris 1280/0 2560/0 ( 0.0%) disp_lmsamples 39924/0 39924/0 ( 0.0%) faces 474/65536 26544/3670016 ( 0.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 103/65536 5768/3670016 ( 0.2%) leaves 352/65536 11264/2097152 ( 0.5%) leaffaces 496/65536 992/131072 ( 0.8%) leafbrushes 179/65536 358/131072 ( 0.3%) areas 2/256 16/2048 ( 0.8%) surfedges 2426/512000 9704/2048000 ( 0.5%) edges 1253/256000 5012/1024000 ( 0.5%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 11/32768 110/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 144/65536 288/131072 ( 0.2%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 604904/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 4413/16777216 ( 0.0%) entdata [variable] 5410/393216 ( 1.4%) LDR ambient table 352/65536 1408/262144 ( 0.5%) HDR ambient table 352/65536 1408/262144 ( 0.5%) LDR leaf ambient 152/65536 4256/1835008 ( 0.2%) HDR leaf ambient 352/65536 9856/1835008 ( 0.5%) 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] 1/3050 ( 0.0%) pakfile [variable] 106955/0 ( 0.0%) physics [variable] 9491/4194304 ( 0.2%) physics terrain [variable] 1820/1048576 ( 0.2%) Level flags = 0 Total triangle count: 1066 Writing f:\jimbojib\projects\maps\cp_mast.bsp 8 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "F:\Jimbojib\Projects\Maps\cp_mast.bsp" "f:\steam\steamapps\notforfp\team fortress 2\tf\maps\cp_mast.bsp" ** Executing... ** Command: f:\steam\steam.exe ** Parameters: -applaunch 440 -game "f:\steam\steamapps\notforfp\team fortress 2\tf" +map "cp_mast" [/code] [editline]10:04PM[/editline] even if I spawn as blu I might add.
I get the same problem at times where it fully compiles but doesn't change.
The compile seems to be running without any major VBSP-stopping errors, the other half of the map should be there. Double check you don't have cordons active, and rename the map just in case something's wrong and VBSP doesn't actually overwrite the old map (unlikely, but you might as well..)
Ite, I shall try. [editline]10:41AM[/editline] I just opened it and the other side of the map isn't even there in the vmf now. wut [editline]10:47AM[/editline] Is there any way it could be too far away or anything? It's all in about a quater of the grid, I just put the skybox around it to see if it could run, like spawns and stuff were working, or anythin like that? [editline]10:50AM[/editline] Well, since I missed out the middle, I'm going to try and map and see at what point things start to dissapear
It's there when I view it in object viewer. [editline]05:07PM[/editline] oops, sorry for the bump. [editline]05:11PM[/editline] Hm, it seems to not be updating th BSP, I shall try saving as [editline]05:18PM[/editline] now it's not even making a BSP
if it's not showing up in the VMF, you are doing something wrong with the copy/paste. Edit -> Select All Ctrl+c Ctrl+v Ctrl+m z 90 adjust new half of map. also, post your new compile log, something's crashing VBSP
It's showing up now, just not in the BSP. [editline]12:57PM[/editline] actually, BSPs aren't being created anymore.
again, post your compile log. VBSP is crashing, we need to know what is crashing VBSP so we can tell you how to fix it.
same as the first one, I just added more bits to the map. Although it does seem to work now, no idea why.
Maybe you forgot to change team spawn, change info_player_team_spawn option named "Team that uses this spawn" or something like this, maybe you forgot about it.
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