My first problem I have come across...

Prop

L3: Member
Jun 17, 2010
109
24
I've been working on my map, and I have come across a problem where everything I have been adding to the map it is not showing up on the map when i run it. Like maybe when i hit "Run Map" It loads an older version without the new stuff I added.. anyone have this problem? I need a fix, I really want to work on this map! :O

Thanks in advance! :p
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
try it with vbct and see what happens/any errors
 

Gaisle

L1: Registered
Feb 27, 2009
40
2
I've been working on my map, and I have come across a problem where everything I have been adding to the map it is not showing up on the map when i run it. Like maybe when i hit "Run Map" It loads an older version without the new stuff I added.. anyone have this problem? I need a fix, I really want to work on this map! :O

Thanks in advance! :p

Check the compile log for errors, also check if your map renamed itself.
 

Prop

L3: Member
Jun 17, 2010
109
24
Lol, can you explain to me what that is, sorry I don't know much about this stuff :blushing:
 
Nov 14, 2009
1,257
378
You most likely have an invalid solid. Check the compile log, which is created when the map is compiled. It appears in the black area in VBCT, or in the normal hammer, it appears in the box that displays progress. Copy and paste it here.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
VBSP, the program that actually compiles your map, is crashing for some reason. This can be caused by a number of things, such as an invalid solid, a displacement tied to an entity, or another error in building the map. Check the compile log that is produced for errors, or post it here and we'll check it for you.
 
Feb 18, 2009
640
629
... Copy and paste it here.

fix'd

that site reads the compile log for you. It will pick up all problems recorded in the compile log. Some of the things it comes up with though are no problem what so ever (namely, the error about the skybox texture and cubemaps, but I think there are a couple more).
Of course, some problems may not be recorded in the compile log due to there very nature (the compiler thinks that a certain property is intentional. Computers aren't smart at all), so don't rely on this to find every problem you ever face.
 
Last edited:

Prop

L3: Member
Jun 17, 2010
109
24
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mihoyish\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mihoyish\team fortress 2\tf" "C:\Users\Valued Customer\Desktop\Milos's\JesusTest.vmf"

Valve Software - vbsp.exe (Jun 8 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\mihoyish\team fortress 2\tf\materials
Loading C:\Users\Valued Customer\Desktop\Milos's\JesusTest.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (408.00 1768.00 -55.97) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 496.0 -36.0)
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 (-1024.0 1008.0 -36.0)
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 (-1024.0 512.0 192.0)
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 (-1024.0 512.0 592.0)
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 (-1136.0 1024.0 458.0)
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 (-1776.0 1024.0 458.0)
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 (-1376.0 1024.0 458.0)
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 (-1264.0 1024.0 -26.0)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...
Brush 10715: areaportal brush doesn't touch two areas

Brush 10715: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 30 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Displacement 3 has bad geometry near 64.00 1848.00 -86.70
Can't compile displacement physics, exiting. Texture is NATURE/DIRTGROUND001


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mihoyish\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mihoyish\team fortress 2\tf" "C:\Users\Valued Customer\Desktop\Milos's\JesusTest"

Valve Software - vvis.exe (Jun 8 2010)
4 threads
reading c:\users\valued customer\desktop\milos's\JesusTest.bsp
reading c:\users\valued customer\desktop\milos's\JesusTest.prt
LoadPortals: couldn't read c:\users\valued customer\desktop\milos's\JesusTest.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mihoyish\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mihoyish\team fortress 2\tf" "C:\Users\Valued Customer\Desktop\Milos's\JesusTest"

Valve Software - vrad.exe SSE (Jun 8 2010)

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

Loading c:\users\valued customer\desktop\milos's\JesusTest.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.41 seconds)
1887 faces
254192 square feet [36603748.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0104 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 (4)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 336/8192 4032/98304 ( 4.1%)
brushsides 2090/65536 16720/524288 ( 3.2%)
planes 826/65536 16520/1310720 ( 1.3%)
vertexes 2706/65536 32472/786432 ( 4.1%)
nodes 1209/65536 38688/2097152 ( 1.8%)
texinfos 59/12288 4248/884736 ( 0.5%)
texdata 11/2048 352/65536 ( 0.5%)
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 1887/65536 105672/3670016 ( 2.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1233/65536 69048/3670016 ( 1.9%)
leaves 1219/65536 39008/2097152 ( 1.9%)
leaffaces 2123/65536 4246/131072 ( 3.2%)
leafbrushes 677/65536 1354/131072 ( 1.0%)
areas 4/256 32/2048 ( 1.6%)
surfedges 14346/512000 57384/2048000 ( 2.8%)
edges 8140/256000 32560/1024000 ( 3.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 262/32768 2620/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4071/65536 8142/131072 ( 6.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 722676/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 6926/393216 ( 1.8%)
LDR ambient table 1219/65536 4876/262144 ( 1.9%)
HDR ambient table 1219/65536 4876/262144 ( 1.9%)
LDR leaf ambient 674/65536 18872/1835008 ( 1.0%)
HDR leaf ambient 1219/65536 34132/1835008 ( 1.9%)
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] 1/4724 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 117091/4194304 ( 2.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 5641
Writing c:\users\valued customer\desktop\milos's\JesusTest.bsp
5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Valued Customer\Desktop\Milos's\JesusTest.bsp" "c:\program files (x86)\steam\steamapps\mihoyish\team fortress 2\tf\maps\JesusTest.bsp"

Ok I named my map randomly Lol.
 
Nov 14, 2009
1,257
378
OK, so you have an areaportal leak. Remove the areaportals, or make sure that they are sealing the area.

You also have an invalid solid here:
64.00 1848.00 -86.70

Find it, and delete or remake it.
 

Prop

L3: Member
Jun 17, 2010
109
24
How can I use those directions (64.00 1848.00 -86.70) to find it exactly?
 
Nov 14, 2009
1,257
378
There 'ya go!

here.png
 

Prop

L3: Member
Jun 17, 2010
109
24
Thanks so much guys! I can actually start working on my map again! Thank god I came across this site, I was barely managing to find answers on the internet then I found you guys! :p

Thanks everyone! I will start working tomorrow!