Exporting as Correct File Types?

♠♣DσshDσsh♣♠

L1: Registered
Feb 25, 2011
12
0
I'm sure this is easy for most of you, but I can't ever seem to find out how to export my map(s) correctly as .bsp or .nav or whatever it needs to be, then it ends up not being used and wasting my file space. Could someone please tell me how to export it correctly? Export saves it as .vmf and the same with saving.
 

tyler

aa
Sep 11, 2013
5,102
4,621
What are you doing? In Hammer, open your map vmf. Hit F9, or this, :compile:, or go to File -> Run Map. Make sure you have vrad and vvis on Fast and BSP on Normal. Don't do HDR. It should be fine.

If your map isn't even generating a BSP before moving onto lighting, you have a problem. Usually my issue is an invalid solid. Hit Alt+P and look for errors.
 

♠♣DσshDσsh♣♠

L1: Registered
Feb 25, 2011
12
0
What are you doing? In Hammer, open your map vmf. Hit F9, or this, :compile:, or go to File -> Run Map. Make sure you have vrad and vvis on Fast and BSP on Normal. Don't do HDR. It should be fine.

If your map isn't even generating a BSP before moving onto lighting, you have a problem. Usually my issue is an invalid solid. Hit Alt+P and look for errors.

I've searched for problems, and there's a big list of them, except I don't see what half of them mean:

Entity (trigger_capture_area) had bad I/O connections
Entity (trigger_capture_area) had bad I/O connections
Entity (trigger_multiple) has bad I/O connections
Entity keyvalue "controlpoint" refers to a missing target
Entity keyvalue "controlpoint" refers to a missing target
Entity keyvalue "controlpoint" refers to a missing target
Entity keyvalue "controlpoint" refers to a missing target
Entity keyvalue "controlpoint" refers to a missing target
Entity keyvalue "controlpoint" refers to a missing target
Entity keyvalue "controlpoint" refers to a missing target
Entity keyvalue "controlpoint" refers to a missing target
Entity keyvalue "controlpoint" refers to a missing target
Entity keyvalue "controlpoint" refers to a missing target
Entity keyvalue "controlpoint" refers to a missing target
Entity keyvalue "controlpoint" refers to a missing target
Entity keyvalue "controlpoint" refers to a missing target
Entity keyvalue "controlpoint" refers to a missing target
Entity keyvalue "controlpoint" refers to a missing target
Entity keyvalue "controlpoint" refers to a missing target
Overlay with no assigned faces
There is no player start - Odd, because I have both RED and BLU spawns
 

tyler

aa
Sep 11, 2013
5,102
4,621
Okay, the first three are bad inputs or outputs. Select them and click "Go to error" and see what is wrong. It looks like your control points (judging from the next 10 or so items) are very broken. You also have an overlay that isn't attached to anything.

Player start doesn't really matter. It doesn't refer to spawn points.

Not one of those, though, should be stopping you from compiling. Is your SDK set up correctly?
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Bookmark this and run your compile log through it every time you have a problem. If the instructions on interlopers don't fix it, come to chat and ask for help.
 

♠♣DσshDσsh♣♠

L1: Registered
Feb 25, 2011
12
0
Ok, so now I fixed all those errors, but compiling still doesn't give me any .bsp files for the map, and I've checked both TF2 maps and sourcesdk_content or whatever it's called.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Are you sure it isn't in your tf/maps folder? The game should start automatically for you.

Are you on a 64 bit system?
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
#
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
#
Entity func_door (256.00 -4219.99 63.75) leaked!

you have a leak.

map/load pointfile. follow the red line until it goes outside your map. seal the hole.
compile, check again. It'll only show one leak at a time. Once they are all fixed you can compile and go in game.


#
Error opening c:\program files\steam\steamapps\lfoo\sourcesdk_content\tf\mapsrc\cp_dirtmound.bsp

when it says error opening, that means it didn't save that file (because of leak) so there is no map file to open and go in game to.
-------
when it does save it should be in the folder I pointed to in my above post.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
#
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
#
Entity func_door (256.00 -4219.99 63.75) leaked!

you have a leak.

map/load pointfile. follow the red line until it goes outside your map. seal the hole.
compile, check again. It'll only show one leak at a time. Once they are all fixed you can compile and go in game.


#
Error opening c:\program files\steam\steamapps\lfoo\sourcesdk_content\tf\mapsrc\cp_dirtmound.bsp

when it says error opening, that means it didn't save that file (because of leak) so there is no map file to open and go in game to.
-------
when it does save it should be in the folder I pointed to in my above post.

it would compile with the leak. i think this
#
Overlay touching too many faces (touching 208, max 64)
#
Overlay signs/sign115 at -889.9 -3535.0 1.0
is the real problem because vbsp stops there. cut the brush the overlay is on into a few smaller ones.
of course the leak must be fixed too.
 

♠♣DσshDσsh♣♠

L1: Registered
Feb 25, 2011
12
0
it would compile with the leak. i think this

is the real problem because vbsp stops there. cut the brush the overlay is on into a few smaller ones.
of course the leak must be fixed too.

How do I cut the overlays?

edit:
That could be caused by the fact that you've used the carve tool and stuck an overlay on top of that. If you did, don't use the carve tool ever (it's baaaaaad). Otherwise, just try removing the overlay at that point.
Thanks, I tried this, then compiled again and it gave me my mapname.bsp. :D
 
Last edited: