My map is renaming all brush-based entities to nothing on re-load, and removing all point-based entities from the map, compile is fine. Help?



** Executing...
** Command: "b:\program files\valve\steamapps\djakman\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "b:\program files\valve\steamapps\djakman	eam fortress 2	f" "B:\Program Files\Valve\SteamApps\djakman	eam fortress 2	f\maps	d_secondone_b1.vmf"

Valve Software - vbsp.exe (Apr 26 2012)
2 threads
materialPath: b:\program files\valve\steamapps\djakman	eam fortress 2	f\materials
Loading B:\Program Files\Valve\SteamApps\djakman	eam fortress 2	f\maps	d_secondone_b1.vmf
"materials/maps/td_firstone5/teleportflare_256.vtf": cached version doesn't exist
"materials/maps/td_firstone5/antiairrockettower_256.vtf": cached version doesn't exist
"materials/maps/td_firstone5/antiairflaretower.vtf": cached version doesn't exist
"materials/maps/td_firstone5/teleportantiairflaretower_256.vtf": cached version doesn't exist
"materials/maps/td_firstone5/teleportshotguntower_256.vtf": cached version doesn't exist
"materials/maps/td_firstone5/teleportantiairtower_256.vtf": cached version doesn't exist
"materials/maps/td_firstone5/debut.vtf": cached version doesn't exist
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (-206, -162, -420)
env_cubemap pointing at deleted brushside near (-206, -162, -420)
env_cubemap pointing at deleted brushside near (-206, -162, -420)
env_cubemap pointing at deleted brushside near (-206, -162, -420)
env_cubemap pointing at deleted brushside near (-206, -162, -420)
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing B:\Program Files\Valve\SteamApps\djakman	eam fortress 2	f\maps	d_secondone_b1.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) (163455 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 881 texinfos to 423
Reduced 64 texdatas to 60 (1732 bytes to 1646)
Writing B:\Program Files\Valve\SteamApps\djakman	eam fortress 2	f\maps	d_secondone_b1.bsp
2 seconds elapsed

** Executing...
** Command: "b:\program files\valve\steamapps\djakman\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "b:\program files\valve\steamapps\djakman	eam fortress 2	f" "B:\Program Files\Valve\SteamApps\djakman	eam fortress 2	f\maps	d_secondone_b1"

Valve Software - vvis.exe (Apr 26 2012)
2 threads
reading b:\program files\valve\steamapps\djakman	eam fortress 2	f\maps	d_secondone_b1.bsp
reading b:\program files\valve\steamapps\djakman	eam fortress 2	f\maps	d_secondone_b1.prt
 371 portalclusters
1170 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 (20)
Optimized: 396 visible clusters (0.64%)
Total clusters visible: 61711
Average clusters visible: 166
Building PAS...
Average clusters audible: 342
visdatasize:37582  compressed from 35616
writing b:\program files\valve\steamapps\djakman	eam fortress 2	f\maps	d_secondone_b1.bsp
20 seconds elapsed

** Executing...
** Command: "b:\program files\valve\steamapps\djakman\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "b:\program files\valve\steamapps\djakman	eam fortress 2	f" "B:\Program Files\Valve\SteamApps\djakman	eam fortress 2	f\maps	d_secondone_b1"

Valve Software - vrad.exe SSE (Apr 26 2012)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading b:\program files\valve\steamapps\djakman	eam fortress 2	f\maps	d_secondone_b1.bsp
Setting up ray-trace acceleration structure... Done (0.12 seconds)
1962 faces
929620 square feet [133865360.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1962 patches before subdivision
32050 patches after subdivision
3 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 (4)
transfers 3338664, max 553
transfer lists:  25.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(3419, 3058, 2645)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(480, 395, 300)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(73, 54, 35)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(11, 7, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(2, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0147 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
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 103/1024         4944/49152    (10.1%) 
brushes                331/8192         3972/98304    ( 4.0%) 
brushsides            2023/65536       16184/524288   ( 3.1%) 
planes                1496/65536       29920/1310720  ( 2.3%) 
vertexes              2763/65536       33156/786432   ( 4.2%) 
nodes                 1533/65536       49056/2097152  ( 2.3%) 
texinfos               423/12288       30456/884736   ( 3.4%) 
texdata                 60/2048         1920/65536    ( 2.9%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                 1962/65536      109872/3670016  ( 3.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1201/65536       67256/3670016  ( 1.8%) 
leaves                1637/65536       52384/2097152  ( 2.5%) 
leaffaces             2216/65536        4432/131072   ( 3.4%) 
leafbrushes            861/65536        1722/131072   ( 1.3%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            13383/512000      53532/2048000  ( 2.6%) 
edges                 7314/256000      29256/1024000  ( 2.9%) 
LDR worldlights          3/8192          264/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             89/32768         890/327680   ( 0.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1248/65536        2496/131072   ( 1.9%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      844268/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       37582/16777216 ( 0.2%) 
entdata               [variable]       45325/393216   (11.5%) 
LDR ambient table     1637/65536        6548/262144   ( 2.5%) 
HDR ambient table     1637/65536        6548/262144   ( 2.5%) 
LDR leaf ambient      1868/65536       52304/1835008  ( 2.9%) 
HDR leaf ambient      1637/65536       45836/1835008  ( 2.5%) 
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]           1/2762     ( 0.0%) 
pakfile               [variable]      212754/0        ( 0.0%) 
physics               [variable]      163455/4194304  ( 3.9%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 4664
Writing b:\program files\valve\steamapps\djakman	eam fortress 2	f\maps	d_secondone_b1.bsp
14 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "B:\Program Files\Valve\SteamApps\djakman	eam fortress 2	f\maps	d_secondone_b1.bsp" "b:\program files\valve\steamapps\djakman	eam fortress 2	f\maps	d_secondone_b1.bsp"



I have a problem, exactly like the title says. In game, most brush based entities are acting asif they have no entity name, and all point-based entities are disappearing. I partially recompiled, and some are appearing, but most are still missing, yesterday the map was rendering and working fine. Today I booted up with the message “1 block is invalid or missing? Want to re-save with the block deleted?” I clicked no, then hammer crashed. I did the same with the backup, then I pressed yes, it still crashed. So I re-booted SSDK. And then all my triggers have no names and my spawnroom and CP point is gone. This is really pissing me off.
Here’s a comparison between hammer, and ingame (the props and brushes which are appearing and which aren’t):

Hammer:

https://dl.dropbox.com/u/19296530/Things/Images%20of%20other%20stuff/hammerproblem2.png

In-game (light_env is disappearing too, hence fullbright):

https://dl.dropbox.com/u/19296530/Things/Images%20of%20other%20stuff/hammerproblem1.png

It could be corrupted. When did this first start happening?

Also, ingame I get spammed with


Attempted to create unknown entity type !
Can't init 


When I load the map.

[editline]17th June 2012[/editline]

When I started up the map today all my entities were gone. I saved and made a backup yesterday.
Backup does the same.
Then I have to start all over again!
For fucks sakes.

[editline]17th June 2012[/editline]

Want the VMF?

Sure, I’ll see if there are any problems.

Now, I fixed the teleport for where you spawn, and when I spawn there, I get a engine error!

[editline]17th June 2012[/editline]

Damn automerges grr
Also there are a lot of bad I/O connections. I doubt thats the problem since yesterdya I compiled like that fine.
uhh, I’ll pm it to you, however all the entities might disappear when you load it.
Okay, odd, the spawnrooms lights are working and all their props, but the others aren’t. What the hell?
Oh, did I mention I’m using cordon because there’s a leak outside my map, coming from nothing?

[editline]17th June 2012[/editline]

okay so I pasted it into a new vmf, light_env is working now, but some entities are still missing!
Pm’ing you the VMF now.

These brushes are entities. For example, the glassPanel. It’s marked as an entity, but not an actual entity. It’s not a func_brush or func_button or anything like that, it’s simply ’ ’

Is this part of the problem?

Yes, it was a func_breakable yesterday, now when I loaded the map all entities like trigger_push, func_breakable, were all reset to ’ '.
I copy pasted the panel (2, 7, 22, 55 thing) from the map I was basing it off, and now its actually working properly. I guess it only reset them once.
It’s not resetting them anymore, I have to fix the broken entities but it’s pretty much done.
I’d still like to know why it happened though.

I have absolutely no idea.

Well, god damnit hammer.
It didn’t stir me too far away though, just one or two trigger pushes to fix, and that’s really it.
Thanks anyways though.

I’m pretty sure this is because you have the “Ignore Groups” button clicked on. It’s the button that says “ig”.