Map Not Running?

redcommunism

L2: Junior Member
Feb 13, 2010
57
12
Hey guys, sorry if this was asked before. I want to run my map, so I compiled it, and it took me in game as usual. When I go to start my own server with my map running, nothing happens at all. Any help?
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Are you sure it's not just freezing? Anything in the console?
 

redcommunism

L2: Junior Member
Feb 13, 2010
57
12
yeah, its not freezing. Here is the log:



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sweaterguy94\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sweaterguy94\team fortress 2\tf" "C:\Users\Jad Hilal\Downloads\grid_base (1).vmf"

Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\sweaterguy94\team fortress 2\tf\materials
Loading C:\Users\Jad Hilal\Downloads\grid_base (1).vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/grid_base (1)/egypt/sand_floor_blend_03_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...
Merged 98 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Jad Hilal\Downloads\grid_base (1).prt...Building visibility clusters...
done (0)
material "skybox/sky_haze_01rt" not found.
Can't load skybox file skybox/sky_haze_01 to build the default cubemap!
Can't load skybox file skybox/sky_haze_01 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...
done (0) (48105 bytes)
Error! To use model "models/props_manor/grandfather_clock_01.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_manor/grandfather_clock_01.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 238 texinfos to 134
Reduced 35 texdatas to 31 (835 bytes to 702)
Writing C:\Users\Jad Hilal\Downloads\grid_base (1).bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sweaterguy94\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sweaterguy94\team fortress 2\tf" -fast "C:\Users\Jad Hilal\Downloads\grid_base (1)"

Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
2 threads
reading c:\users\jad hilal\downloads\grid_base (1).bsp
reading c:\users\jad hilal\downloads\grid_base (1).prt
53 portalclusters
122 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 2783
Average clusters visible: 52
Building PAS...
Average clusters audible: 53
visdatasize:1170 compressed from 848
writing c:\users\jad hilal\downloads\grid_base (1).bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sweaterguy94\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sweaterguy94\team fortress 2\tf" -noextra "C:\Users\Jad Hilal\Downloads\grid_base (1)"

Valve Software - vrad.exe SSE (Jul 7 2010)

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

Loading c:\users\jad hilal\downloads\grid_base (1).bsp
Setting up ray-trace acceleration structure... Done (1.07 seconds)
496 faces
251509 square feet [36217412.00 square inches]
1 Displacements
1821 Square Feet [262272.94 Square Inches]
496 patches before subdivision
27550 patches after subdivision
15 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 (3)
transfers 2507195, max 360
transfer lists: 19.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(78838, 58483, 54410)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(20130, 12549, 9869)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(5032, 2682, 1822)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1307, 598, 344)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(333, 131, 65)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(87, 30, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(23, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(6, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0139 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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 28/1024 1344/49152 ( 2.7%)
brushes 120/8192 1440/98304 ( 1.5%)
brushsides 720/65536 5760/524288 ( 1.1%)
planes 382/65536 7640/1310720 ( 0.6%)
vertexes 832/65536 9984/786432 ( 1.3%)
nodes 325/65536 10400/2097152 ( 0.5%)
texinfos 134/12288 9648/884736 ( 1.1%)
texdata 31/2048 992/65536 ( 1.5%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 5203/0 5203/0 ( 0.0%)
faces 496/65536 27776/3670016 ( 0.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 296/65536 16576/3670016 ( 0.5%)
leaves 354/65536 11328/2097152 ( 0.5%)
leaffaces 582/65536 1164/131072 ( 0.9%)
leafbrushes 213/65536 426/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3473/512000 13892/2048000 ( 0.7%)
edges 1927/256000 7708/1024000 ( 0.8%)
LDR worldlights 15/8192 1320/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 35/32768 350/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 621/65536 1242/131072 ( 0.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 15/512 5280/180224 ( 2.9%)
LDR lightdata [variable] 884276/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1170/16777216 ( 0.0%)
entdata [variable] 27846/393216 ( 7.1%)
LDR ambient table 354/65536 1416/262144 ( 0.5%)
HDR ambient table 354/65536 1416/262144 ( 0.5%)
LDR leaf ambient 1376/65536 38528/1835008 ( 2.1%)
HDR leaf ambient 354/65536 9912/1835008 ( 0.5%)
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] 1/6058 ( 0.0%)
pakfile [variable] 1408/0 ( 0.0%)
physics [variable] 48105/4194304 ( 1.1%)
physics terrain [variable] 1124/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 1297
Writing c:\users\jad hilal\downloads\grid_base (1).bsp
9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Jad Hilal\Downloads\grid_base (1).bsp" "c:\program files (x86)\steam\steamapps\sweaterguy94\team fortress 2\tf\maps\grid_base (1).bsp"
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
Quickly looking through it you've got a skybox texture that doesn't exist, try getting rid of the rt next to the name, I don't know if that will change anything, but just a quick point out. Also you've compiled with fast vis which may cause some problems. Once again I don't know if that will change anything.

Try changing the skybox and doing a normal vis, that might fix your problem but I still don't know.

EDIT: i'm not sure about this but is your map called "grid_base" or "grid_base (1)" because spaces and weird characters can cause problems
 

PL-7764

L6: Sharp Member
Aug 4, 2009
376
84
I think I see it: your filename includes spaces ("grid_base (1)"). Remove them and try it again. Also should probably remove the parentheses; punctuation besides underscores in a map name can sometimes lead to trouble.

I see a couple other errors as well, though more minor:

-You have the Mann Manor grandfather clock as a prop_static. Set it to prop_dynamic instead, it's supposed to animate and therefore doesn't like being static (won't show up in your map if it's set to prop_static without some kind of special settings I never learned :p).

-One of your skybox side materials is missing, apparently (sky_haze_01rt) ... no idea what's up with that. :S

Fix the filename, then try it again. Also try what red_flame586 suggested to clear up further errors.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Yeah, you can't have spaces in map names. Ever.