Having Issues

Lockhart

L2: Junior Member
Sep 1, 2009
96
2
Hey mappers,

I'm working on my payload map and I've got a few problems. First:
http://img14.imageshack.us/img14/9475/pointfiletube.jpg
Whenever I load a pointfile it either repeats the previous line, even though there's another mistake somewhere when I load the map. Or I get a line going through solid brushes like here. I get this same line every time I load it, and my water texture isn't working because there is a hole somewhere.

My payload prop tracks or model, (w/e they're called) , are showing as an error when I load the map.

I'm also having problems getting my payload set up and working following the valve tutorial... I'll try that over again from the start, but my main concerns are the water and the track not working. Then maybe I'll be able to move on to spawn points. :eek:hmy:
 
Last edited:

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Heh, Payload maps, such a pain. I'm also struggling with mine.

Your first problem comes from that brush being a func_something. Make some nodraw walls around it to stop the 'void stuff' touching it. Once you get that sorted, the compile should find a new leak for you to solve :p

For the final point try and find some prefabs of here or FPSB, I still need help with issues in the payload setup too.

Can't help with the second problem though I'm afraid. Guessing it has something to do with the models either custom or not from tf2...
 

Lockhart

L2: Junior Member
Sep 1, 2009
96
2
Is there a way to un-func_detail something? Hah, I didn't realize I'd done it.
 

Lockhart

L2: Junior Member
Sep 1, 2009
96
2
Okay more on the track props, it says they're vertex-lit. And it can't be. How do I make them not vertex lit. I have no idea what that means, lol.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
There should be a "Disable Vertex lighting" property on your prop_static, which means that they'll be the same brightness all over rather than be half-shadowed and half-bright.

Normally you want the vertex lighting on, so perhaps that's not the real cause. Can you post the compile log?
 

Lockhart

L2: Junior Member
Sep 1, 2009
96
2
Posting compile log. Props aren't working still, neither is water and there's no pointer when I use load pointfile.
Error! Variable "$detail" is multiply defined in material "concrete/wall024"!
Error! Variable "$detailscale" is multiply defined in material "concrete/wall024"!
Patching WVT material: maps/pl_dive_build1/nature/blendrockgroundwallsnow_wvt_patch
Patching WVT material: maps/pl_dive_build1/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/pl_dive_build1/nature/blendrockgroundwallforest002_wvt_patch
Patching WVT material: maps/pl_dive_build1/nature/blendgroundtoconcrete002_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity trigger_hurt (704.00 -3104.00 -2272.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 6656.0 827.7)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 7168.0 827.7)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 6656.0 -2344.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 6656.0 1667.7)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 7168.0 827.7)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 5632.0 827.7)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 5616.0 -2744.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 6128.0 -2744.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 66 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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) (384910 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 260 texinfos to 198
Reduced 102 texdatas to 83 (2710 bytes to 2046)
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Well... 2 major things that pop out at me is this:

Code:
**** leaked ****
Entity trigger_hurt (704.00 -3104.00 -2272.00) leaked!
Which means there is still a leak in your map dealing with one of your trigger_hurt brushes

and this:

Code:
Building Faces...error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial
done (0)

Use a different water texture. It's not good to use a beneath water texture for showing something up top. Use something like 2fort or well or sawmill and you'll have much more luck. That's also a HL2 water, so you'd have to pakrat that in if you wanted it to show up, but even then I don't think it'd work cause it's a beneath texture and those have never worked for me.
 

Lockhart

L2: Junior Member
Sep 1, 2009
96
2
Thanks, this seems to be improving things. I have two last questions for this set of problems. (hopefully there won't be more :eek:hmy:)
1. Do blocklight textures seal a map, or do I have to layer another set of walls around them? Also, do trigger hurts cause leaks somehow when near the fringes of a map?

2. Train tracks have to be prop_statics not prop_details to work? Are there specific labels for all props to work?
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Thanks, this seems to be improving things. I have two last questions for this set of problems. (hopefully there won't be more :eek:hmy:)
1. Do blocklight textures seal a map, or do I have to layer another set of walls around them? Also, do trigger hurts cause leaks somehow when near the fringes of a map?

2. Train tracks have to be prop_statics not prop_details to work? Are there specific labels for all props to work?

1) I'm not sure about that, i'm sure someone else can tell you though

2) When you make a prop_static entity and you go to the world model>>browse to select your model if you click on the "info" tab it'll show you what the model can be. But it can only be [physics]; [dynamic] or [static] the ones that are checked the model will show up if you set it as that.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
I don't know, but I'd suspect blocklight/invisible/playerclip/etc. does not seal, since none of them actually prevent someone from seeing into the void.

As for trigger_hurt, some brush entities can cause leaks because their "origin" points have gotten accidentally moved out of the map. For example, on func_door the origin point determines what it slides (or for func_door_rotating, rotates) around. You can see brushe entities' origin points (as white circles in 2d or blue dots in 3D) by turning on :helpers: and selecting the entity.
 

Lockhart

L2: Junior Member
Sep 1, 2009
96
2
Quick question I couldn't find an answer to:

Certain things are having the purple/black checkered boxes when I load my map. For example: the sniper scope, water at a distance, various other class weapons... Any idea what the source is and how I can fix it? (I think it's lighting related)
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
[ame="http://forums.tf2maps.net/showthread.php?t=3050"]Readme 1st: Common TF2 mapping mistakes and how to fix them - TF2Maps.net[/ame]


Issue #7.
 

Lockhart

L2: Junior Member
Sep 1, 2009
96
2
Having problems running my map. I can load my map up-to-date in hammer just fine. The problem is when I use the "run map" function.

I get the error that windows can't find the file. I've fixed it a few times before by unloading my pointfile and then redirecting it to a new saved file name. However, it's stopped working.
  • For example my map's name is pl_dive_build1.4.vmf
  • Under load pointfile I type this in exactly, and when it finishes compiling I get the error
  • If I bypass the error the game will just load this older version of the map with a ton of missing parts

I feel I'll start making some big progress after I can start loading my map to test again, as whenever I see things in-game I have a better perspective. :eek:hmy: Thanks!

Unrelated:
(Should I start detailing before or after I begin testing, in case I have to change layouts?)
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
The "can't find file" errors are because the compiling is three steps: VBSP, VVIS, and VRAD. Each uses the output of the last step. So generally it's not an error itself, but just a sign that some earlier error happened.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
I've fixed it a few times before by unloading my pointfile and then redirecting it to a new saved file name.

The only reason you should load pointfile is if your map has a leak. when you click it it'll automatically ask you if you want to load it. If it doesn't do that then your map doesn't have a leak. Don't point it to load your map... that's just... ridiculous and funny all at the same time. (sorry didn't mean to be harsh like that)

  • For example my map's name is pl_dive_build1.4.vmf
  • Under load pointfile I type this in exactly, and when it finishes compiling I get the error
  • If I bypass the error the game will just load this older version of the map with a ton of missing parts

I feel I'll start making some big progress after I can start loading my map to test again, as whenever I see things in-game I have a better perspective. :eek:hmy: Thanks!

Unrelated:
(Should I start detailing before or after I begin testing, in case I have to change layouts?)


I'm not sure exactly what your doing, but it's totally wrong... So if you would be so kind as to follow these exact steps, I'm sure something will turn out correct or we can solve this problem a bit easier.

A hem...

Step 1:
Make sure you have at least 1 info_teamspawn on the map so you can spawn once compiled.

Step 2:
Make sure your map is either surrounded with a fully enclosed box with the 3d skybox texture on it, with a light_env entity in your map as well so you have light.(if it's all indoors you don't really have to worry about this)

Step 3:
Press f9 make sure normal is selected for all of them and click 'OK'

Step 4:
Once the map is done compiling it will load up in TF2 Hopefully all your new changes will be there. If they are, congrats and you can be done reading, if not please read below...



Assuming your map did not have all it's latest changes please do the following:

Step 5:

Click copy log to clipboard on the hammer compile window and go to pastebin.com and paste it in there and copy the link it gives for us to look at.

Step 6:
Go to Map>>Load Pointfile - If a window comes up that says open then your in the clear as there is not a single leak in your map, good job! =)

Step 7:
Check where the file is located at when being compiled. If the path is too long or has an weird characters in it(ex: †, ™, £, ←, and so on) then it will not compile properly. Also check the map name and make sure it is legit. I would not use .'s or anything like that make them underscores ---> _. So instead of this, pl_dive_build1.4.vmf, you'll have something like this pl_dive_build1v4.vmf

Step 8:
Delete any of the old version of that map out of the tf/maps folder

Step 9:
After you have done all that please refer back up to step 3 and hope that one of those things solved your problem. If not, please give us a chance to look over your compile log that you posted on pastebin.com and we will get back to you shortly. ;) :thumbup:
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Your welcome, being comprehensive is better than not going over enough and having other people chime in with ridiculous stuff. Lol. I figured.. Hey, if I'm gonna try and figure out whats wrong, why not just go over everything, so that way, even if it is the first step, if it happens again, he can always look back here to go over the steps again. :)
 

Darth Cyrax

L2: Junior Member
Nov 29, 2008
94
8
I don't see it mentioned anywhere on this thread yet, so I'm going to go ahead and link you to this: http://www.interlopers.net/errors/index.php
just copy/paste your compile log into that, click "check log" and it will automatically search and report errors, and give you advice on how to fix them(it even tells you to what extent the errors will affect your map). It's good for most errors, and should be your first resource when dealing with compiling logs.