Odd TF2 map problem

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.




** Executing...
** Command: "f:\steam\steamapps
otforfp\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "f:\steam\steamapps
otforfp	eam fortress 2	f" "F:\Jimbojib\Projects\Maps\cp_mast"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: f:\steam\steamapps
otforfp	eam fortress 2	f\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
otforfp\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "f:\steam\steamapps
otforfp	eam fortress 2	f" "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
otforfp\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "f:\steam\steamapps
otforfp	eam fortress 2	f" "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
otforfp	eam fortress 2	f\maps\cp_mast.bsp"


** Executing...
** Command: f:\steam\steam.exe
** Parameters: -applaunch 440 -game "f:\steam\steamapps
otforfp	eam fortress 2	f"  +map "cp_mast"



[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.