- Apr 19, 2016
- 42
- 3
I followed this tutorial for inserting trains, found here, word for word.
Here are my issues currently:
Please help diagnose what is happening here.
Pictures, specifications, etc. provided upon request.
Thank you.
Below is the compile log.
Here are my issues currently:
- The train does not render. A force "pushes" the player, but the model is not visible. The train model used is urban_subwaycar.mdl . There are multiple train cars, each are the same model. Could this be due to the NoDraw not being rendered?
- As mentioned above, the player is "pushed" along the track, but the train does not kill the player or cause damage. I have the ABS pack installed, so the damage mode is set to Train and the amount is 9999.
- No sounds play. The train does not play its ambient sound (wheels moving, etc.) neither does the warning bell sound play. Both sounds are custom .wav files I created via Audacity, moved to the ambient sound folder for TF2. During testing, the console says that the sounds are not found or on the disk, even though they are placed in the tf\sound\vo\ambient directory.
Please help diagnose what is happening here.
Pictures, specifications, etc. provided upon request.
Thank you.
Below is the compile log.
Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Arceusa\Documents\Hammer Autosaves\cp_terminal_001.vmf_autosave"
Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Arceusa\Documents\Hammer Autosaves\cp_terminal_001.vmf_autosave
Brush 4583, Side 4: duplicate plane
Patching WVT material: maps/cp_terminal_001/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/cp_terminal_001/brick/blendcobbletocobblesnow001_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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 366 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Arceusa\Documents\Hammer Autosaves\cp_terminal_001.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (377927 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 619 texinfos to 349
Reduced 19 texdatas to 17 (456 bytes to 401)
Writing C:\Users\Arceusa\Documents\Hammer Autosaves\cp_terminal_001.bsp
Wrote ZIP buffer, estimated size 1042, actual size 828
1 second elapsed
13.780170 3.625153 0.000000
13.780170 0.438848 0.000000
13.780170 3.509040 0.000000
13.001991 3.625151 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Arceusa\Documents\Hammer Autosaves\cp_terminal_001"
Valve Software - vvis.exe (Jun 14 2017)
8 threads
reading c:\users\arceusa\documents\hammer autosaves\cp_terminal_001.bsp
reading c:\users\arceusa\documents\hammer autosaves\cp_terminal_001.prt
1235 portalclusters
3862 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 (663)
Optimized: 12931 visible clusters (1.86%)
Total clusters visible: 694596
Average clusters visible: 562
Building PAS...
Average clusters audible: 1213
visdatasize:376984 compressed from 395200
writing c:\users\arceusa\documents\hammer autosaves\cp_terminal_001.bsp
11 minutes, 3 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Arceusa\Documents\Hammer Autosaves\cp_terminal_001"
Valve Software - vrad.exe SSE (Jun 14 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\arceusa\documents\hammer autosaves\cp_terminal_001.bsp
Setting up ray-trace acceleration structure... Done (1.08 seconds)
6121 faces
10 degenerate faces
3929905 square feet [565906304.00 square inches]
1 Displacements
90622 Square Feet [13049601.00 Square Inches]
6111 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
187091 patches after subdivision
sun extent from map=0.000000
29 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (31)
transfers 34242078, max 1540
transfer lists: 261.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #27 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #36 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #37 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #38 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #39 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #40 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #41 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #42 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #43 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #44 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #45 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #46 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #47 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #48 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #49 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #50 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #51 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #52 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #53 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #54 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #55 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #56 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #57 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #58 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #59 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #60 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #61 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #62 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #63 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #64 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #65 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #66 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #67 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #68 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #69 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #70 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #71 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #72 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #73 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #74 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #75 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #76 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #77 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #78 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #79 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #80 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #81 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #82 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #83 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #84 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #85 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #86 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #87 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #88 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #89 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #90 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #91 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #92 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #93 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #94 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #95 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #96 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #97 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #98 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #99 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #100 added RGB(nan, nan, nan)
Build Patch/Sample Hash Table(s).....Done<0.0551 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 (4)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 975/8192 11700/98304 (11.9%)
brushsides 10044/65536 80352/524288 (15.3%)
planes 7826/65536 156520/1310720 (11.9%)
vertexes 9043/65536 108516/786432 (13.8%)
nodes 2881/65536 92192/2097152 ( 4.4%)
texinfos 349/12288 25128/884736 ( 2.8%)
texdata 17/2048 544/65536 ( 0.8%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 55098/0 55098/0 ( 0.0%)
faces 6121/65536 342776/3670016 ( 9.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2771/65536 155176/3670016 ( 4.2%)
leaves 2887/65536 92384/2097152 ( 4.4%)
leaffaces 7568/65536 15136/131072 (11.5%)
leafbrushes 2744/65536 5488/131072 ( 4.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 42145/512000 168580/2048000 ( 8.2%)
edges 23851/256000 95404/1024000 ( 9.3%)
LDR worldlights 29/8192 2552/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1040/32768 10400/327680 ( 3.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 17439/65536 34878/131072 (26.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5671788/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 376984/16777216 ( 2.2%)
entdata [variable] 22214/393216 ( 5.6%)
LDR ambient table 2887/65536 11548/262144 ( 4.4%)
HDR ambient table 2887/65536 11548/262144 ( 4.4%)
LDR leaf ambient 15009/65536 420252/1835008 (22.9%)
HDR leaf ambient 2887/65536 80836/1835008 ( 4.4%)
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] 1/24612 ( 0.0%)
pakfile [variable] 828/0 ( 0.0%)
physics [variable] 377927/4194304 ( 9.0%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 19079
Writing c:\users\arceusa\documents\hammer autosaves\cp_terminal_001.bsp
1 minute, 4 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Arceusa\Documents\Hammer Autosaves\cp_terminal_001.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_terminal_001.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -windowed -noborder -w 1920 -h 1200 -novid +map "cp_terminal_001" -steam