Hammer Compiles but Map is not Updated

When i compile my map settings:

Bsp: Normal
Vis: fast
RAD: Normal

it goes through the compiling with no errors but when i run the map, the things that i added to my map aren’t there, none of the updates are. What could be causing this?

Are your updates brush-based or are you adding more props?

Try everything with normal, just in case.

If your additions are prop-based, then you may be using the wrong type of prop; the prop may not be a prop_static, for example. It may be a prop_dynamic or something like that. That may cause the object not to appear in your map.

most are brush based. and to try everything normal will take days xD its a big map, and i just started getting this problem.

func_detail?
Func_detail some stuff. set VIS to normal, try to optimize the level.
And post the compile log anyway

Either the map compile is crashing or the finished .bsp isn’t being copied to the maps folder.

Post the compile log.



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sassin\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2\materials
Loading C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.vmf
"materials/dev/dev_windowportal.vtf": cached version doesn't exist
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1616 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_08*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"
Can't load skybox file skybox/sky_day01_08 to build the default cubemap!
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 (1) (1782304 bytes)
Error! prop_static using model "models/props_c17/furniturechair001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturechair001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8.Material LOSTCOAST/NATURE/BLENDSTONEPATHWEEDS001A uses unknown detail object type lostcoast_grass!
Material LOSTCOAST/NATURE/BLENDSTONEPATHWEEDS001A uses unknown detail object type lostcoast_grass!
Material LOSTCOAST/NATURE/BLENDSTONEPATHWEEDS001A uses unknown detail object type lostcoast_grass!
..9...10
Compacting texture/material tables...
Reduced 11985 texinfos to 6659
Reduced 1338 texdatas to 1034 (62329 bytes to 49530)
Writing C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp
15 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sassin\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2" -fast "C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap"

Valve Software - vvis.exe (Nov  8 2007)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp
reading c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.prt
4396 portalclusters
16260 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (13)
Optimized: 1279380 visible clusters (0.00%)
Total clusters visible: 13927390
Average clusters visible: 3168
Building PAS...
Average clusters audible: 4267
visdatasize:4480368  compressed from 4853184
writing c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp
16 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sassin\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp
22675 faces
14 degenerate faces
2274353 square feet [327506944.00 square inches]
19 displacements
38725 square feet [5576485.00 square inches]
22661 patches before subdivision
zero area child patch
zero area child patch
200467 patches after subdivision
836 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (795)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (281)
transfers 23359423, max 1660
transfer lists: 178.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(432326, 299832, 143710)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(73075, 46676, 19494)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(14595, 9151, 3683)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(3444, 2168, 867)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(929, 598, 240)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(277, 181, 72)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(90, 59, 23)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(31, 20, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(11, 7, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(4, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0958 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
605 of 614 (98% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 208/1024         9984/49152    (20.3%) 
brushes               4708/8192        56496/98304    (57.5%) 
brushsides           37696/65536      301568/524288   (57.5%) 
planes               29622/65536      592440/1310720  (45.2%) 
vertexes             45317/65536      543804/786432   (69.1%) 
nodes                11572/65536      370304/2097152  (17.7%) 
texinfos              6659/12288      479448/884736   (54.2%) 
texdata               1034/2048        33088/65536    (50.5%) 
dispinfos               19/0            3344/0        ( 0.0%) 
disp_verts            1715/0           34300/0        ( 0.0%) 
disp_tris             2816/0            5632/0        ( 0.0%) 
disp_lmsamples       59886/0           59886/0        ( 0.0%) 
faces                22675/65536     1269800/3670016  (34.6%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            15858/65536      888048/3670016  (24.2%) 
leaves               11781/65536      376992/2097152  (18.0%) 
leaffaces            28976/65536       57952/131072   (44.2%) 
leafbrushes          10263/65536       20526/131072   (15.7%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges           175283/512000     701132/2048000  (34.2%) 
edges               105774/256000     423096/1024000  (41.3%) 
LDR worldlights        836/8192        73568/720896   (10.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips           2259/32768       22590/327680   ( 6.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         43380/65536       86760/131072   (66.2%) 
cubemapsamples          38/1024          608/16384    ( 3.7%) 
overlays                 1/512           352/180224   ( 0.2%) 
LDR lightdata         [variable]     9706676/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]     4480368/16777216 (26.7%) 
entdata               [variable]      211124/393216   (53.7%) 
LDR leaf ambient     11781/65536      282744/1572864  (18.0%) 
HDR leaf ambient         0/65536           0/1572864  ( 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]           1/35432    ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/35210    ( 0.0%) 
pakfile               [variable]      700187/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]     1782304/4194304  (42.5%) 
==== Total Win32 BSP file data space used: 23575141 bytes ====

Total triangle count: 66222
Writing c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp
18 minutes, 21 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp" "c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2\maps\redonemap.bsp"



I had this same problem, it’s just if you have anything that stops the compile, it’ll open up the old map instead of the new one. That means that you gotta get rid of anything blocking the compile, which in this case seems to be


No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"
Can't load skybox file skybox/sky_day01_08 to build the default cubemap!

and


Error loading studio model "models/props_c17/furniturechair001a.mdl"!

Fucks sake those two errors won’t stop a compile. :confused:

Delete the old bsp and recompile. Sometimes VBSP doesn’t override the old one.

Did you save the map before you compiled?

Requires you to anyways.

Might as well try, there’s no better leads.

[editline]12:19AM[/editline]

And even if it doesn’t fix it, it’s a good idea to get rid of them anyways.

That just got me thinking. Maybe it is updating, but the props he recently added aren’t showing because they are the wrong type.

I always get that first one. I guess it’s just normal.

All it means is that the compile tools can’t find the skybox texture in your mod directory, so it won’t generate temp cubemaps.

I’ve had this before, I think I solved it by saving the bsp as a new name and deleting the old one.

I’m still having this problem, here is my compile log. see anything??



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sassin\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2\materials
Loading C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.vmf
"materials/dev/dev_windowportal.vtf": cached version doesn't exist
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1642 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up!


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sassin\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2" -fast "C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap"

Valve Software - vvis.exe (Nov  8 2007)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp
reading c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sassin\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp
22675 faces
14 degenerate faces
2274353 square feet [327506944.00 square inches]
19 displacements
38725 square feet [5576485.00 square inches]
22661 patches before subdivision
zero area child patch
zero area child patch
200467 patches after subdivision
836 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (837)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (305)
transfers 23359423, max 1660
transfer lists: 178.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(432327, 299832, 143710)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(73075, 46676, 19494)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(14595, 9151, 3683)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(3444, 2168, 867)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(929, 598, 240)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(277, 181, 72)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(90, 59, 23)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(31, 20, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(11, 7, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(4, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0990 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
605 of 614 (98% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 208/1024         9984/49152    (20.3%) 
brushes               4708/8192        56496/98304    (57.5%) 
brushsides           37696/65536      301568/524288   (57.5%) 
planes               29622/65536      592440/1310720  (45.2%) 
vertexes             45317/65536      543804/786432   (69.1%) 
nodes                11572/65536      370304/2097152  (17.7%) 
texinfos              6659/12288      479448/884736   (54.2%) 
texdata               1034/2048        33088/65536    (50.5%) 
dispinfos               19/0            3344/0        ( 0.0%) 
disp_verts            1715/0           34300/0        ( 0.0%) 
disp_tris             2816/0            5632/0        ( 0.0%) 
disp_lmsamples       59886/0           59886/0        ( 0.0%) 
faces                22675/65536     1269800/3670016  (34.6%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            15858/65536      888048/3670016  (24.2%) 
leaves               11781/65536      376992/2097152  (18.0%) 
leaffaces            28976/65536       57952/131072   (44.2%) 
leafbrushes          10263/65536       20526/131072   (15.7%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges           175283/512000     701132/2048000  (34.2%) 
edges               105774/256000     423096/1024000  (41.3%) 
LDR worldlights        836/8192        73568/720896   (10.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips           2259/32768       22590/327680   ( 6.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         43380/65536       86760/131072   (66.2%) 
cubemapsamples          38/1024          608/16384    ( 3.7%) 
overlays                 1/512           352/180224   ( 0.2%) 
LDR lightdata         [variable]     9706676/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]     4480368/16777216 (26.7%) 
entdata               [variable]      211124/393216   (53.7%) 
LDR leaf ambient     11781/65536      282744/1572864  (18.0%) 
HDR leaf ambient         0/65536           0/1572864  ( 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]           1/35432    ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/35210    ( 0.0%) 
pakfile               [variable]      700187/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]     1782304/4194304  (42.5%) 
==== Total Win32 BSP file data space used: 23575141 bytes ====

Total triangle count: 66222
Writing c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp
19 minutes, 27 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp" "c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2\maps\redonemap.bsp"


Yep.

Too many t-junctions to fix up!

I haven’t seen this error in a while, so this info may not be 100% correct, if anyone spots anything, feel free to correct me.

T-juncs occur at vertices where func_detail geometry meets world geometry. You have too many of them and you can do 1 of 2 things, turn some detail geometry into models, or try the -notjuncs expert compile command parameter on VBsp, however this may lead to gaps between detail brushwork and world geometry, and potentially funky lighting.

I also have the same problem, it shows as it compiles and gives no real error, but it doesn’t saves the compilation. Deleting the old map and recompiling it will show the error that it can’t copy the map, because there is no compiled map. What I noted that when you disable Props in Auto Visgroup, the map gets compiled. So I guess the cause could be that one or some props cause these. Could be many reasons: incorrect model, prop_static on non-propstatic models. First try disabling Props Visgroup then compile the map. If it works, reenable it, and check which model could cause that.