Map doesn't load in TF2

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Lunchbox22

L1: Registered
Aug 6, 2009
6
0
all other maps work fine, except the recent ones i've experimented/making with

the problem is i go to create server, pick my map...and the little create server box/window goes away...and i'm still at the main menu...the map doesn't try to load..as with everyother map does

here is my compile log


** Executing...
** Command: "c:\program files\steam\steamapps\timx360\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\timx360\team fortress 2\tf" "C:\Program Files\Steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\timx360\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.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\Steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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) (10087 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 21 texinfos to 16
Reduced 5 texdatas to 5 (106 bytes to 106)
Writing C:\Program Files\Steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\timx360\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\timx360\team fortress 2\tf" "C:\Program Files\Steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.bsp
reading c:\program files\steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.prt
60 portalclusters
165 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: 2844
Average clusters visible: 47
Building PAS...
Average clusters audible: 60
visdatasize:1451 compressed from 960
writing c:\program files\steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\timx360\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\timx360\team fortress 2\tf" "C:\Program Files\Steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts"

Valve Software - vrad.exe SSE (May 19 2009)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.bsp
Setting up ray-trace acceleration structure... Done (0.15 seconds)
191 faces
181326 square feet [26111032.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
191 patches before subdivision
2977 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 (1)
transfers 32670, max 130
transfer lists: 0.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0023 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 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 26/8192 312/98304 ( 0.3%)
brushsides 217/65536 1736/524288 ( 0.3%)
planes 302/65536 6040/1310720 ( 0.5%)
vertexes 313/65536 3756/786432 ( 0.5%)
nodes 164/65536 5248/2097152 ( 0.3%)
texinfos 16/12288 1152/884736 ( 0.1%)
texdata 5/2048 160/65536 ( 0.2%)
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 191/65536 10696/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 80/65536 4480/3670016 ( 0.1%)
leaves 169/65536 5408/2097152 ( 0.3%)
leaffaces 203/65536 406/131072 ( 0.3%)
leafbrushes 91/65536 182/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1160/512000 4640/2048000 ( 0.2%)
edges 630/256000 2520/1024000 ( 0.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 6/32768 60/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 87/65536 174/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 141168/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1451/16777216 ( 0.0%)
entdata [variable] 4980/393216 ( 1.3%)
LDR ambient table 169/65536 676/262144 ( 0.3%)
HDR ambient table 169/65536 676/262144 ( 0.3%)
LDR leaf ambient 78/65536 2184/1835008 ( 0.1%)
HDR leaf ambient 169/65536 4732/1835008 ( 0.3%)
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] 1/1870 ( 0.1%)
pakfile [variable] 105703/0 ( 0.0%)
physics [variable] 10087/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 458
Writing c:\program files\steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.bsp" "c:\program files\steam\steamapps\timx360\team fortress 2\tf\maps\Closequarters 3pts.bsp"



----------also-----
the other map was that I added something in lazytown lazynite map, i was experiementing with trying to add a time bomb, with the explosion happens when the spark reaches the bomb.....well i compiled it (mistake..it took 5 hours) and went to go try it....tf2 doesn't even try to load it..

so i think i'm doing something wrong here...

(before i formatted my computer, I had used hammer and when i compiled them, and they always ran from tf2) so maybe its a settings issue?


thanks a ton
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Your map name can't have a space in it. Trying renaming it with an underscore. Like pl_zig_z3!

Edit, I don't mean rename the .bsp...I mean recompile the file with a name with an underscore in it. I should have been more clear.
 
Last edited:

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
hmm im not sure