Hammer won't compile map properly!

Duck-Joke

L1: Registered
Feb 11, 2016
40
2
I was just making a map, when the map just stopped compiling! It only uses the map from the last time i compiled it! As far as i know, there's no leaks, and if there are, i made them before my last compile! I'm also pretty annoyed, because this is the second time this happens to my map.

Here's my compile log:

** Executing...
** Command: "D:\Andreas\SteamLibrary2\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Andreas\SteamLibrary2\steamapps\common\Team fortress 2\tf" "D:\Andreas\Tf2 maps\Hammer File\bd_Spacehighway.vmf"

Valve Software - vbsp.exe (Jan 19 2016)
8 threads
materialPath: D:\Andreas\SteamLibrary2\steamapps\common\Team fortress 2\tf\materials
Loading D:\Andreas\Tf2 maps\Hammer File\bd_Spacehighway.vmf
Brush 6998, Side 2: duplicate plane
Brush 6998: FloatPlane: bad normal
Side 4
Texture: CUSTOMDEV/DEV_MEASUREWALL01RED


** Executing...
** Command: "D:\Andreas\SteamLibrary2\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Andreas\SteamLibrary2\steamapps\common\Team fortress 2\tf" -fast "D:\Andreas\Tf2 maps\Hammer File\bd_Spacehighway"

Valve Software - vvis.exe (Jan 19 2016)
fastvis = true
8 threads
reading d:\andreas\tf2 maps\hammer file\bd_Spacehighway.bsp
reading d:\andreas\tf2 maps\hammer file\bd_Spacehighway.prt
LoadPortals: couldn't read d:\andreas\tf2 maps\hammer file\bd_Spacehighway.prt


** Executing...
** Command: "D:\Andreas\SteamLibrary2\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Andreas\SteamLibrary2\steamapps\common\Team fortress 2\tf" -noextra "D:\Andreas\Tf2 maps\Hammer File\bd_Spacehighway"

Valve Software - vrad.exe SSE (Jan 19 2016)

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

[56 texlights parsed from 'lights.rad']

Loading d:\andreas\tf2 maps\hammer file\bd_Spacehighway.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.39 seconds)
1214 faces
698234 square feet [100545760.00 square inches]
24 Displacements
70565 Square Feet [10161460.00 Square Inches]
sun extent from map=0.000000
11 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0094 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 (4)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 16/1024 768/49152 ( 1.6%)
brushes 151/8192 1812/98304 ( 1.8%)
brushsides 1025/65536 8200/524288 ( 1.6%)
planes 710/65536 14200/1310720 ( 1.1%)
vertexes 1874/65536 22488/786432 ( 2.9%)
nodes 782/65536 25024/2097152 ( 1.2%)
texinfos 61/12288 4392/884736 ( 0.5%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 24/0 4224/0 ( 0.0%)
disp_verts 6936/0 138720/0 ( 0.0%)
disp_tris 12288/0 24576/0 ( 0.0%)
disp_lmsamples 199460/0 199460/0 ( 0.0%)
faces 1214/65536 67984/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 547/65536 30632/3670016 ( 0.8%)
leaves 799/65536 25568/2097152 ( 1.2%)
leaffaces 1384/65536 2768/131072 ( 2.1%)
leafbrushes 346/65536 692/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7802/512000 31208/2048000 ( 1.5%)
edges 4332/256000 17328/1024000 ( 1.7%)
LDR worldlights 11/8192 968/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 99/32768 990/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1482/65536 2964/131072 ( 2.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1447884/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 19380/393216 ( 4.9%)
LDR ambient table 799/65536 3196/262144 ( 1.2%)
HDR ambient table 799/65536 3196/262144 ( 1.2%)
LDR leaf ambient 4894/65536 137032/1835008 ( 7.5%)
HDR leaf ambient 799/65536 22372/1835008 ( 1.2%)
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] 1/1376 ( 0.1%)
pakfile [variable] 1413/0 ( 0.0%)
physics [variable] 1435023/4194304 (34.2%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3203
Writing d:\andreas\tf2 maps\hammer file\bd_Spacehighway.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Andreas\Tf2 maps\Hammer File\bd_Spacehighway.bsp" "D:\Andreas\SteamLibrary2\steamapps\common\Team Fortress 2\tf\maps\bd_Spacehighway.bsp"


** Executing...
** Command: "D:\Andreas\SteamLibrary2\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Andreas\SteamLibrary2\steamapps\common\Team fortress 2\tf" +map "bd_Spacehighway" -steam
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
Your problem is an invalid brush:

Brush 6998, Side 2: duplicate plane
Brush 6998: FloatPlane: bad normal

In hammer, go into the 'view' menu, and click on 'Go to Brush Number', and enter the brush number '6998', then delete and remake the brush. When using the vertex tool, you can easily make a brush invalid, so you may need to make a few brushes instead of just that one.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Also, http://www.interlopers.net/errors would've told you the exact same thing.

Guys, we NEED an integrated solution that checks for compile log errors, or something that detects whether a piece of text is a compile log. In this case Duck-Joke had to wait for almost 15 minutes before someone told him about the invalid brush while he would've figured it out in less than 10 seconds had he used the Interlopers error checker.
 
Sep 10, 2015
142
39
Also, http://www.interlopers.net/errors would've told you the exact same thing.

Guys, we NEED an integrated solution that checks for compile log errors, or something that detects whether a piece of text is a compile log. In this case Duck-Joke had to wait for almost 15 minutes before someone told him about the invalid brush while he would've figured it out in less than 10 seconds had he used the Interlopers error checker.

I'm pretty sure they have an executable error checker somewhere on interlopers website. If someone could get it to automatically scan the compile log after every compile and alert you if an error was found, it would be great. However, I'm not smart enough to interface it with hammer.

EDIT: It would probably be easier to just save the page as apparently that works as well.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I'm pretty sure they have an executable error checker somewhere on interlopers website. If someone could get it to automatically scan the compile log after every compile and alert you if an error was found, it would be great. However, I'm not smart enough to interface it with hammer.

EDIT: It would probably be easier to just save the page as apparently that works as well.
I'm talking about the TF2maps.net forum, not Hammer.