Input/output objects disappearing upon loading the map

henke37

aa
Sep 23, 2011
2,075
515
I am willing to bet that nothing is disappearing. You are just loading a stale build of the map because of a compile error. Post the compile log.
 

a rapscallion

L1: Registered
Aug 20, 2021
3
0
** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test_map2.vmf"

Valve Software - vbsp.exe (Jun 18 2021)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test_map2.vmf
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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test_map2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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 (0) (7808 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 31 texinfos to 19
Reduced 7 texdatas to 7 (183 bytes to 183)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test_map2.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test_map2"

Valve Software - vvis.exe (Jun 18 2021)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_map2.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_map2.prt
24 portalclusters
44 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: 518
Average clusters visible: 21
Building PAS...
Average clusters audible: 24
visdatasize:340 compressed from 384
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_map2.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test_map2"

Valve Software - vrad.exe SSE (Jun 18 2021)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_map2.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
156 faces
118318 square feet [17037852.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
156 patches before subdivision
16480 patches after subdivision
7 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 2063921, max 325
transfer lists: 15.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(53060, 39309, 35730)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(9430, 4561, 3729)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1985, 533, 394)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(461, 63, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(118, 8, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(31, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0024 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 (0)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 21/8192 252/98304 ( 0.3%)
brushsides 126/65536 1008/524288 ( 0.2%)
planes 142/65536 2840/1310720 ( 0.2%)
vertexes 260/65536 3120/786432 ( 0.4%)
nodes 96/65536 3072/2097152 ( 0.1%)
texinfos 19/12288 1368/884736 ( 0.2%)
texdata 7/2048 224/65536 ( 0.3%)
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 156/65536 8736/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 43/65536 2408/3670016 ( 0.1%)
leaves 100/65536 3200/2097152 ( 0.2%)
leaffaces 178/65536 356/131072 ( 0.3%)
leafbrushes 68/65536 136/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 874/512000 3496/2048000 ( 0.2%)
edges 476/256000 1904/1024000 ( 0.2%)
LDR worldlights 7/8192 616/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 4/32768 40/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 57/65536 114/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 290904/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 340/16777216 ( 0.0%)
entdata [variable] 4834/393216 ( 1.2%)
LDR ambient table 100/65536 400/262144 ( 0.2%)
HDR ambient table 100/65536 400/262144 ( 0.2%)
LDR leaf ambient 278/65536 7784/1835008 ( 0.4%)
HDR leaf ambient 100/65536 2800/1835008 ( 0.2%)
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] 1/288 ( 0.3%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 7808/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 390
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_map2.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test_map2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\test_map2.bsp"