Source SDK Hammer Tool Problem

I’m (fairly) new to source SDK map editing, but I’ve been watching some tutorials and I’m beginning to get the hang of it. But when I attempt to test my map in hammer editor, I run into this problem.

So after pressing F9 to load and test my newly created map, saving it, and pressing “Okay” in the “run map” window, instead of my map loading up, this console appears with some compiling processes streaming through it. The process ends after a few seconds, but the window doesn’t close, and the map doesn’t load up. My apologies for not providing a screenshot, I’m having some problems with fraps. But if this problem sounds familiar, can you please tell me how to fix it? I mean, it’s not a necessity that I test my map in hammer, but it’s a lot more convenient.

Please help.

Unlike most modern editors, you will be testing your map in the game itself, not in hammer. After the compile process has finished, the game should automatically load. Ensure the “don’t run game after compiling” checkbox is not checked.

You need to provide us with some basic info; what engine version you are using, and the content of the compile log.

I was doing this in the 2009 source engine, while modding a map for half life 2.
Compile log says- (Get ready-it’s long!)

** Executing…
** Command: “c:\program files (x86)\steam\steamapps*\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps*
\half-life 2\hl2” “C:\Users\Alex\Desktop\First.vmf”

Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps*\half-life 2\hl2\materials
Loading C:\Users\Alex\Desktop\First.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps*
\half-life 2\hl2\gameinfo.txt
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 C:\Users\Alex\Desktop\First.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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) (2670 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 6 texinfos to 6
Reduced 1 texdatas to 1 (21 bytes to 21)
Writing C:\Users\Alex\Desktop\First.bsp
0 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps*********\sourcesdk\bin\source2009\bin\vvis.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps********\half-life 2\hl2” “C:\Users\Alex\Desktop\First”

Valve Software - vvis.exe (Sep 15 2011)
4 threads
reading c:\users\alex\desktop\First.bsp
reading c:\users\alex\desktop\First.prt
7 portalclusters
13 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 47
Average clusters visible: 6
Building PAS…
Average clusters audible: 7
visdatasize:74 compressed from 112
writing c:\users\alex\desktop\First.bsp
0 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps*\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps*
\half-life 2\hl2” “C:\Users\Alex\Desktop\First”

Valve Software - vrad.exe SSE (Sep 15 2011)

  Valve Radiosity Simulator     

4 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead…
Warning: Couldn’t open texlight file c:\program files (x86)\steam\steamapps**********\sourcesdk\bin\source2009\bin\lights.rad.
Loading c:\users\alex\desktop\First.bsp
Setting up ray-trace acceleration structure… Done (0.00 seconds)
22 faces
13516 square feet [1946419.25 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
22 patches before subdivision
2218 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 (0)
transfers 220261, max 221
transfer lists: 1.7 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0012 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (0)
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 (1)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 42/65536 336/524288 ( 0.1%)
planes 48/65536 960/1310720 ( 0.1%)
vertexes 43/65536 516/786432 ( 0.1%)
nodes 31/65536 992/2097152 ( 0.0%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
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 22/65536 1232/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 12/65536 672/3670016 ( 0.0%)
leaves 33/65536 1056/2097152 ( 0.1%)
leaffaces 27/65536 54/131072 ( 0.0%)
leafbrushes 17/65536 34/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 136/512000 544/2048000 ( 0.0%)
edges 81/256000 324/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 137944/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 74/16777216 ( 0.0%)
entdata [variable] 334/393216 ( 0.1%)
LDR ambient table 33/65536 132/262144 ( 0.1%)
HDR ambient table 33/65536 132/262144 ( 0.1%)
LDR leaf ambient 7/65536 196/1835008 ( 0.0%)
HDR leaf ambient 33/65536 924/1835008 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 105651/0 ( 0.0%)
physics [variable] 2670/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 44
Writing c:\users\alex\desktop\First.bsp
2 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Alex\Desktop\First.bsp” “c:\program files (x86)\steam\steamapps**********\half-life 2\hl2\maps\First.bsp”

** Executing…
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 220 -game “c:\program files (x86)\steam\steamapps**********\half-life 2\hl2” +map “First”

I can’t see anything wrong in that.

I would open hl2, then open the console and type map First.bsp and see if it loads.