Argh! Stupid Hammer!

PL-7764

L6: Sharp Member
Aug 4, 2009
376
84
If ever you have a compiling problem, a great step is to run the log through this Hammer error lookup page and see if it finds anything wrong. Which, running yours, it did, for this line:

hashvec: point outside valid range

Their info:

Interlopers error checker said:
Description:
Your map is too big (you have brush(es) too near to the edge of the grid) or you have invalid brushes.

Solution:
If the problem-checker in Hammer (alt+p) doesn't find any offending brush(es), and you can't see brushes near the edge of the grid, you should use the cordon tools or visgroups to find them.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I doubt you need a distance of 30000 units for that, remember that hitscan bullets don't even travel past 8192 units. You stop rendering stuff somewhere between 3000 and 4000 units away iirc (at least vertically).
 

PL-7764

L6: Sharp Member
Aug 4, 2009
376
84
As you have it now, the brushes being that close to the edge is and will continue to be 100% fatal to the compile process. Sound doesn't travel too outrageously far in TF2 - there are some stock maps where you can't hear combat from across the map. The Hammer grid is a cube 32,768 units in any direction, which is much more than you should ever need. You ought to be able to move things a bit closer to the center (maybe ~10,000 units apart for multiple separate spaces) to eliminate the existing error and still keep things isolated. ;)
 

PL-7764

L6: Sharp Member
Aug 4, 2009
376
84
Use the toolsskybox2d texture to just have the 2D skybox with no 3D. (Using the regular skybox texture and simply not making a 3D skybox works too. :p)