Map failing to load the right version.

Kazagin

L3: Member
Aug 4, 2009
130
9
I've been trying to do a quick compile of my map to see how the layout feels, but it keeps on loading an older version of it.

I ran the compile log through Interlopers and it only pointed out something was wrong with the Granary skybox texture, that I have a displacement abutting multiple edges, and that "zero patch child area" jargon.

The thing with the Granary sky texture hasn't given me grief in the past, and the other two errors can be ignored.

What else could be causing this to happen? There nothing is outside my skybox (as it is just a temporary hollowed out cube surrounding the entire map.)

Here's my compile log:



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kazagin\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental.vmf
Patching WVT material: maps/cp_elemental/nature/blendgrass_canyon02_wvt_patch
Patching WVT material: maps/cp_elemental/harvest/ground_to_green_grass_002_wvt_patch
Patching WVT material: maps/cp_elemental/nature/blendrockground001_wvt_patch
Patching WVT material: maps/cp_elemental/egypt/sky_sand_grass_01_wvt_patch
Patching WVT material: maps/cp_elemental/nature/blendground_canyon_wvt_patch
Patching WVT material: maps/cp_elemental/lava/rockwall001cave_wvt_patch
Patching WVT material: maps/cp_elemental/lava/rockwall001cave2_wvt_patch
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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Displacement 165 has bad geometry near 3244.50 -2007.00 -671.00
Can't compile displacement physics, exiting. Texture is LAVA/ROCKWALL001CAVE2


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kazagin\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental.bsp
reading c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental.prt
1422 portalclusters
4575 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 11721 visible clusters (0.00%)
Total clusters visible: 1984013
Average clusters visible: 1395
Building PAS...
Average clusters audible: 1422
visdatasize:517150 compressed from 523296
writing c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental.bsp
3 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kazagin\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental"

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 (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental.bsp
Error! To use model "models/props_mining/rock004.mdl"
as a static prop, it must be compiled with $staticprop!
Error! To use model "models/props_mining/rock003.mdl"
as a static prop, it must be compiled with $staticprop!
Error! To use model "models/props_mining/rock001.mdl"
as a static prop, it must be compiled with $staticprop!
Error! To use model "models/props_mining/rock002.mdl"
as a static prop, it must be compiled with $staticprop!
Error! To use model "models/props_mining/rock005.mdl"
as a static prop, it must be compiled with $staticprop!
Setting up ray-trace acceleration structure... Done (12.65 seconds)
3348 faces
1 degenerate faces
10891451 square feet [1568369024.00 square inches]
129 Displacements
516432 Square Feet [74366304.00 Square Inches]
3347 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
62387 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (33)
transfers 2624010, max 462
transfer lists: 20.0 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<0.0592 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (27)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/1024 576/49152 ( 1.2%)
brushes 186/8192 2232/98304 ( 2.3%)
brushsides 1641/65536 13128/524288 ( 2.5%)
planes 2528/65536 50560/1310720 ( 3.9%)
vertexes 4501/65536 54012/786432 ( 6.9%)
nodes 3208/65536 102656/2097152 ( 4.9%)
texinfos 551/12288 39672/884736 ( 4.5%)
texdata 40/2048 1280/65536 ( 2.0%)
dispinfos 129/0 22704/0 ( 0.0%)
disp_verts 37073/0 741460/0 ( 0.0%)
disp_tris 65664/0 131328/0 ( 0.0%)
disp_lmsamples 428869/0 428869/0 ( 0.0%)
faces 3348/65536 187488/3670016 ( 5.1%)
hdr faces 3348/65536 187488/3670016 ( 5.1%)
origfaces 845/65536 47320/3670016 ( 1.3%)
leaves 3221/65536 103072/2097152 ( 4.9%)
leaffaces 3614/65536 7228/131072 ( 5.5%)
leafbrushes 2148/65536 4296/131072 ( 3.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 18417/512000 73668/2048000 ( 3.6%)
edges 9898/256000 39592/1024000 ( 3.9%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 187/32768 1870/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2715/65536 5430/131072 ( 4.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 5/512 1760/180224 ( 1.0%)
LDR lightdata [variable] 4371332/0 ( 0.0%)
HDR lightdata [variable] 4371332/0 ( 0.0%)
visdata [variable] 517150/16777216 ( 3.1%)
entdata [variable] 16213/393216 ( 4.1%)
LDR ambient table 3221/65536 12884/262144 ( 4.9%)
HDR ambient table 3221/65536 12884/262144 ( 4.9%)
LDR leaf ambient 1475/65536 41300/1835008 ( 2.3%)
HDR leaf ambient 1475/65536 41300/1835008 ( 2.3%)
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] 1/41610 ( 0.0%)
pakfile [variable] 3154/0 ( 0.0%)
physics [variable] 78031/4194304 ( 1.9%)
physics terrain [variable] 92549/1048576 ( 8.8%)

Level flags = 0

Total triangle count: 8213
Writing c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental.bsp
1 minute, 21 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental.bsp" "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf\maps\cp_elemental.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf" +map "cp_elemental"
 

Cynick

L4: Comfortable Member
Feb 7, 2010
153
284
Two things I would check:
- All displacements must be quadrilaterals (e.g. must have 4 sides). No triangular displacements! This includes ones with two or more points in one place.
- Never tie a displacement to an entity (func_detail, etc.). All displacements must be world brushes

EDIT: Look for displacements near 3244.50 -2007.00 -671.00
 
Last edited:

Kazagin

L3: Member
Aug 4, 2009
130
9
Alright, I checked out that area and saw one displacement.
I killed said displacement, and everything is good. (It was part of my ceiling for a cave with a hole in the top. I will be removing said hole and all that necessitates the hole's existence.)

I don't think making a separate topic would be a good idea, so I have another question.
Why are all my overlays showing up black?
They look fine in Hammer, but when I compile, they show up as a black shape of what they would normally be.