1st problem: When I compile my map, it loads an old version of it without the changes I made. I saved and restarted everything but that didn't help.
2nd problem: I get this popup when I try to access the entity option menu. Hitting the yes button does nothing and hitting no turns my object into a prop_static.
[IMG]https://i.gyazo.com/3d5f6a1ab33c3958af92effaa4ccf78c.png[/IMG]
Thank you!
1. Can you please check the box to not run the game after compiling and copy the whole compile log for us to look at. Usually it means there is an error in the log that doesn't stop the compile process.
2. Could you elaborate on the error? How do you open the entity option menu? Do you double-click on an existing entity or do you create a new one? If it happens when you try and double-click and entity then try making a new entity? I'm not sure about this one.
The pop up is letting you know that you have an entity already selected when trying to make a new entity, the reason when you click no is tat a prop_static is most prob the 1st entity in the list what you need to do is right click the select brushes or entity you select and move to world then recreate the entity you want,,
and like xMerkzAd as said you'll need to post your compile log for us to help with the other error
[QUOTE=xMerkzAd;50098053]1. Can you please check the box to not run the game after compiling and copy the whole compile log for us to look at. Usually it means there is an error in the log that doesn't stop the compile process.
2. Could you elaborate on the error? How do you open the entity option menu? Do you double-click on an existing entity or do you create a new one? If it happens when you try and double-click and entity then try making a new entity? I'm not sure about this one.[/QUOTE]
[QUOTE=taz0;50098510]The pop up is letting you know that you have an entity already selected when trying to make a new entity, the reason when you click no is tat a prop_static is most prob the 1st entity in the list what you need to do is right click the select brushes or entity you select and move to world then recreate the entity you want,,
and like xMerkzAd as said you'll need to post your compile log for us to help with the other error[/QUOTE]
[B]Here you go. By the way I successfully got into the entity menu but now it's stuck as a worldspawn.[/B]
[code]
** Executing...
** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "C:\Users\Nicobel\Desktop\map\first_map.vmf"
Valve Software - vbsp.exe (Mar 2 2016)
4 threads
materialPath: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Nicobel\Desktop\map\first_map.vmf
Error: displacement found on a(n) func_respawnroom entity - not supported (entity 111, brush 0)
** Executing...
** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "C:\Users\Nicobel\Desktop\map\first_map"
Valve Software - vvis.exe (Mar 2 2016)
4 threads
reading c:\users\nicobel\desktop\map\first_map.bsp
reading c:\users\nicobel\desktop\map\first_map.prt
LoadPortals: couldn't read c:\users\nicobel\desktop\map\first_map.prt
** Executing...
** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "C:\Users\Nicobel\Desktop\map\first_map"
Valve Software - vrad.exe SSE (Mar 2 2016)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\nicobel\desktop\map\first_map.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.33 seconds)
3136 faces
6 degenerate faces
2300640 square feet [331292192.00 square inches]
12 Displacements
11735 Square Feet [1689983.88 Square Inches]
sun extent from map=0.087156
20 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
Build Patch/Sample Hash Table(s).....Done<0.0169 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 8/1024 384/49152 ( 0.8%)
brushes 764/8192 9168/98304 ( 9.3%)
brushsides 5064/65536 40512/524288 ( 7.7%)
planes 2036/65536 40720/1310720 ( 3.1%)
vertexes 5911/65536 70932/786432 ( 9.0%)
nodes 526/65536 16832/2097152 ( 0.8%)
texinfos 232/12288 16704/884736 ( 1.9%)
texdata 19/2048 608/65536 ( 0.9%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 3468/0 69360/0 ( 0.0%)
disp_tris 6144/0 12288/0 ( 0.0%)
disp_lmsamples 34788/0 34788/0 ( 0.0%)
faces 3136/65536 175616/3670016 ( 4.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1883/65536 105448/3670016 ( 2.9%)
leaves 535/65536 17120/2097152 ( 0.8%)
leaffaces 3517/65536 7034/131072 ( 5.4%)
leafbrushes 1053/65536 2106/131072 ( 1.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 26050/512000 104200/2048000 ( 5.1%)
edges 17570/256000 70280/1024000 ( 6.9%)
LDR worldlights 20/8192 1760/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 677/32768 6770/327680 ( 2.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 18447/65536 36894/131072 (28.1%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2120288/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 12292/393216 ( 3.1%)
LDR ambient table 535/65536 2140/262144 ( 0.8%)
HDR ambient table 535/65536 2140/262144 ( 0.8%)
LDR leaf ambient 2569/65536 71932/1835008 ( 3.9%)
HDR leaf ambient 535/65536 14980/1835008 ( 0.8%)
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] 1/4266 ( 0.0%)
pakfile [variable] 1392/0 ( 0.0%)
physics [variable] 970576/4194304 (23.1%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 12258
Writing c:\users\nicobel\desktop\map\first_map.bsp
12 seconds elapsed
-0.050800 -1.690353 0.000000
0.101600 -1.690353 0.000000
-0.101600 -1.690353 0.000000
-0.101600 -1.370356 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Nicobel\Desktop\map\first_map.bsp" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\first_map.bsp"
[/code]
Error: displacement found on a(n) func_respawnroom entity - not supported (entity 111, brush 0)
You have a displacement tied to an entity and thus your map doesn't compile. You need to turn all displacements back to world to fix your map.
[QUOTE=Grenade Man;50101375]Error: displacement found on a(n) func_respawnroom entity - not supported (entity 111, brush 0)
You have a displacement tied to an entity and thus your map doesn't compile. You need to turn all displacements back to world to fix your map.[/QUOTE]
Thank you!
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