I finally got around to making tf2 maps and beacuse im kinda new i thought i would start with a simple ctf map, the first problem i encounter is that i will not load up in the actual game or when i test run it directly in hammer. here is the compile list but so far it has proved useless when it comes to information
** Executing...
** Command: "C:\Ultimate SSDK v2\SourceSDK\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\lekeoi\team fortress 2\tf" "C:\Ultimate SSDK v2\SourceSDK_Content\tf\mapsrc\first_time.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
1 threads
materialPath: C:\Program Files\Steam\steamapps\lekeoi\team fortress 2\tf\materials
Loading C:\Ultimate SSDK v2\SourceSDK_Content\tf\mapsrc\first_time.vmf
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:\Ultimate SSDK v2\SourceSDK_Content\tf\mapsrc\first_time.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_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_badlands_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) (75869 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 212 texinfos to 142
Reduced 25 texdatas to 18 (653 bytes to 427)
Writing C:\Ultimate SSDK v2\SourceSDK_Content\tf\mapsrc\first_time.bsp
4 seconds elapsed
** Executing...
** Command: "C:\Ultimate SSDK v2\SourceSDK\bin\orangebox\bin\vvis.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\lekeoi\team fortress 2\tf" "C:\Ultimate SSDK v2\SourceSDK_Content\tf\mapsrc\first_time"
Valve Software - vvis.exe (Jul 7 2010)
1 threads
reading c:\ultimate ssdk v2\sourcesdk_content\tf\mapsrc\first_time.bsp
reading c:\ultimate ssdk v2\sourcesdk_content\tf\mapsrc\first_time.prt
159 portalclusters
412 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 72 visible clusters (0.00%)
Total clusters visible: 16023
Average clusters visible: 100
Building PAS...
Average clusters audible: 158
visdatasize:7535 compressed from 7632
writing c:\ultimate ssdk v2\sourcesdk_content\tf\mapsrc\first_time.bsp
2 seconds elapsed
** Executing...
** Command: "C:\Ultimate SSDK v2\SourceSDK\bin\orangebox\bin\vrad.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\lekeoi\team fortress 2\tf" "C:\Ultimate SSDK v2\SourceSDK_Content\tf\mapsrc\first_time"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\ultimate ssdk v2\sourcesdk_content\tf\mapsrc\first_time.bsp
Setting up ray-trace acceleration structure... Done (0.15 seconds)
791 faces
144458 square feet [20801990.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
791 patches before subdivision
17607 patches after subdivision
0 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 (6)
transfers 2234109, max 412
transfer lists: 17.0 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<0.0133 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (6)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 18/1024 864/49152 ( 1.8%)
brushes 217/8192 2604/98304 ( 2.6%)
brushsides 1321/65536 10568/524288 ( 2.0%)
planes 340/65536 6800/1310720 ( 0.5%)
vertexes 1277/65536 15324/786432 ( 1.9%)
nodes 451/65536 14432/2097152 ( 0.7%)
texinfos 142/12288 10224/884736 ( 1.2%)
texdata 18/2048 576/65536 ( 0.9%)
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 791/65536 44296/3670016 ( 1.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 494/65536 27664/3670016 ( 0.8%)
leaves 470/65536 15040/2097152 ( 0.7%)
leaffaces 956/65536 1912/131072 ( 1.5%)
leafbrushes 394/65536 788/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5620/512000 22480/2048000 ( 1.1%)
edges 3204/256000 12816/1024000 ( 1.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 82/32768 820/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1140/65536 2280/131072 ( 1.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 682000/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 7535/16777216 ( 0.0%)
entdata [variable] 11596/393216 ( 2.9%)
LDR ambient table 470/65536 1880/262144 ( 0.7%)
HDR ambient table 470/65536 1880/262144 ( 0.7%)
LDR leaf ambient 273/65536 7644/1835008 ( 0.4%)
HDR leaf ambient 470/65536 13160/1835008 ( 0.7%)
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] 1/12 ( 8.3%)
pakfile [variable] 211880/0 ( 0.0%)
physics [variable] 75869/4194304 ( 1.8%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 2064
Writing c:\ultimate ssdk v2\sourcesdk_content\tf\mapsrc\first_time.bsp
16 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Ultimate SSDK v2\SourceSDK_Content\tf\mapsrc\first_time.bsp" "C:\Ultimate SSDK v2\Source Engine 2009\tf\maps\first_time.bsp"
here is the link to the actual map download if you want to check that out
** Executing...
** Command: "C:\Ultimate SSDK v2\SourceSDK\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\lekeoi\team fortress 2\tf" "C:\Ultimate SSDK v2\SourceSDK_Content\tf\mapsrc\first_time.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
1 threads
materialPath: C:\Program Files\Steam\steamapps\lekeoi\team fortress 2\tf\materials
Loading C:\Ultimate SSDK v2\SourceSDK_Content\tf\mapsrc\first_time.vmf
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:\Ultimate SSDK v2\SourceSDK_Content\tf\mapsrc\first_time.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_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_badlands_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) (75869 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 212 texinfos to 142
Reduced 25 texdatas to 18 (653 bytes to 427)
Writing C:\Ultimate SSDK v2\SourceSDK_Content\tf\mapsrc\first_time.bsp
4 seconds elapsed
** Executing...
** Command: "C:\Ultimate SSDK v2\SourceSDK\bin\orangebox\bin\vvis.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\lekeoi\team fortress 2\tf" "C:\Ultimate SSDK v2\SourceSDK_Content\tf\mapsrc\first_time"
Valve Software - vvis.exe (Jul 7 2010)
1 threads
reading c:\ultimate ssdk v2\sourcesdk_content\tf\mapsrc\first_time.bsp
reading c:\ultimate ssdk v2\sourcesdk_content\tf\mapsrc\first_time.prt
159 portalclusters
412 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 72 visible clusters (0.00%)
Total clusters visible: 16023
Average clusters visible: 100
Building PAS...
Average clusters audible: 158
visdatasize:7535 compressed from 7632
writing c:\ultimate ssdk v2\sourcesdk_content\tf\mapsrc\first_time.bsp
2 seconds elapsed
** Executing...
** Command: "C:\Ultimate SSDK v2\SourceSDK\bin\orangebox\bin\vrad.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\lekeoi\team fortress 2\tf" "C:\Ultimate SSDK v2\SourceSDK_Content\tf\mapsrc\first_time"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\ultimate ssdk v2\sourcesdk_content\tf\mapsrc\first_time.bsp
Setting up ray-trace acceleration structure... Done (0.15 seconds)
791 faces
144458 square feet [20801990.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
791 patches before subdivision
17607 patches after subdivision
0 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 (6)
transfers 2234109, max 412
transfer lists: 17.0 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<0.0133 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (6)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 18/1024 864/49152 ( 1.8%)
brushes 217/8192 2604/98304 ( 2.6%)
brushsides 1321/65536 10568/524288 ( 2.0%)
planes 340/65536 6800/1310720 ( 0.5%)
vertexes 1277/65536 15324/786432 ( 1.9%)
nodes 451/65536 14432/2097152 ( 0.7%)
texinfos 142/12288 10224/884736 ( 1.2%)
texdata 18/2048 576/65536 ( 0.9%)
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 791/65536 44296/3670016 ( 1.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 494/65536 27664/3670016 ( 0.8%)
leaves 470/65536 15040/2097152 ( 0.7%)
leaffaces 956/65536 1912/131072 ( 1.5%)
leafbrushes 394/65536 788/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5620/512000 22480/2048000 ( 1.1%)
edges 3204/256000 12816/1024000 ( 1.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 82/32768 820/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1140/65536 2280/131072 ( 1.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 682000/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 7535/16777216 ( 0.0%)
entdata [variable] 11596/393216 ( 2.9%)
LDR ambient table 470/65536 1880/262144 ( 0.7%)
HDR ambient table 470/65536 1880/262144 ( 0.7%)
LDR leaf ambient 273/65536 7644/1835008 ( 0.4%)
HDR leaf ambient 470/65536 13160/1835008 ( 0.7%)
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] 1/12 ( 8.3%)
pakfile [variable] 211880/0 ( 0.0%)
physics [variable] 75869/4194304 ( 1.8%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 2064
Writing c:\ultimate ssdk v2\sourcesdk_content\tf\mapsrc\first_time.bsp
16 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Ultimate SSDK v2\SourceSDK_Content\tf\mapsrc\first_time.bsp" "C:\Ultimate SSDK v2\Source Engine 2009\tf\maps\first_time.bsp"
here is the link to the actual map download if you want to check that out
HTML:
http://www.mediafire.com/?ccdk6rxxuec65pc