Run Map f9 problems

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Beesafree

L1: Registered
Jun 11, 2011
32
4
hello, joined this site due to this problem...
when i enter my map after running it, it appears an old version, with gaps in walls and floors til i am over or like 1 foot away

when running here is the process/whatever
Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\<my username>\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\<my username>\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\<my username>\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\<my username>\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\<my username>\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.vmf
Patching WVT material: maps/arena_schoolhouse/brick/blendcobbletocobblesnow001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
**** leaked ****
Entity prop_static (-1972.00 1109.00 12.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 2048.0 729.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
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 (2048.0 2560.0 729.0)
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 (1536.0 3072.0 729.0)
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 (512.0 2048.0 729.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
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 (512.0 3072.0 729.0)
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 (-512.0 2048.0 729.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
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 (-512.0 3072.0 729.0)
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 (-1536.0 2048.0 729.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
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...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
*** 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...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 840 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Displacement 183 has bad geometry near -478.75 -1220.00 -4.69
Can't compile displacement physics, exiting.  Texture is CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001


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

Valve Software - vvis.exe (Jul  7 2010)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\<my username>\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.bsp
reading c:\program files (x86)\steam\steamapps\<my username>\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\<my username>\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\<my username>\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\<my username>\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\<my username>\sourcesdk_content\tf\mapsrc\Arena_schoolhouse"

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:\program files (x86)\steam\steamapps\<my username>\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.bsp
Setting up ray-trace acceleration structure... Done (34.65 seconds)
6153 faces
14 degenerate faces
946526 square feet [136299776.00 square inches]
834 Displacements
569800 Square Feet [82051208.00 Square Inches]
6139 patches before subdivision
zero area child patch
zero area child patch
38685 patches after subdivision
sun extent from map=0.000000
100 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (17)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (45)
transfers 3413177, max 909
transfer lists:  26.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(66296, 40403, 26663)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(5448, 2053, 1061)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(673, 164, 62)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(92, 15, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(14, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0388 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (19)
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 (35)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   2/1024           96/49152    ( 0.2%) 
brushes               6567/8192        78804/98304    (80.2%) VERY FULL!
brushsides           40322/65536      322576/524288   (61.5%) 
planes                4552/65536       91040/1310720  ( 6.9%) 
vertexes              9066/65536      108792/786432   (13.8%) 
nodes                 3516/65536      112512/2097152  ( 5.4%) 
texinfos              1253/12288       90216/884736   (10.2%) 
texdata                 48/2048         1536/65536    ( 2.3%) 
dispinfos              834/0          146784/0        ( 0.0%) 
disp_verts          241026/0         4820520/0        ( 0.0%) 
disp_tris           427008/0          854016/0        ( 0.0%) 
disp_lmsamples      350851/0          350851/0        ( 0.0%) 
faces                 6153/65536      344568/3670016  ( 9.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3370/65536      188720/3670016  ( 5.1%) 
leaves                3519/65536      112608/2097152  ( 5.4%) 
leaffaces             6181/65536       12362/131072   ( 9.4%) 
leafbrushes           2444/65536        4888/131072   ( 3.7%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            43324/512000     173296/2048000  ( 8.5%) 
edges                23050/256000      92200/1024000  ( 9.0%) 
LDR worldlights        100/8192         8800/720896   ( 1.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            516/32768        5160/327680   ( 1.6%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          8271/65536       16542/131072   (12.6%) 
cubemapsamples           9/1024          144/16384    ( 0.9%) 
overlays                11/512          3872/180224   ( 2.1%) 
LDR lightdata         [variable]     2489528/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      928989/16777216 ( 5.5%) 
entdata               [variable]       44927/393216   (11.4%) 
LDR ambient table     3519/65536       14076/262144   ( 5.4%) 
HDR ambient table     3519/65536       14076/262144   ( 5.4%) 
LDR leaf ambient     13427/65536      375956/1835008  (20.5%) 
HDR leaf ambient      3519/65536       98532/1835008  ( 5.4%) 
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]           1/8712     ( 0.0%) 
pakfile               [variable]       10273/0        ( 0.0%) 
physics               [variable]      238508/4194304  ( 5.7%) 
physics terrain       [variable]       92016/1048576  ( 8.8%) 

Level flags = 0

Total triangle count: 17439
Writing c:\program files (x86)\steam\steamapps\<my username>\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.bsp
2 minutes, 34 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\<my username>\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.bsp" "c:\program files (x86)\steam\steamapps\<my username>\team fortress 2\tf\maps\Arena_schoolhouse.bsp"

this is my first map...
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
For later reference, you can run your compile log through this


but right off on top I can see your issue (or probably one of them)
**** leaked ****
Entity prop_static (-1972.00 1109.00 12.00) leaked!

You have a leak, which means there is a hole into the void. (void is the black space outside of the map).

Go to the top of hammer, click "map" the "Load pointfile" a red line will appear somewhere on your map, it leads to the outside of the map. Somewhere along that red (very jagged line) you will find the point at which your map leaks.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
You're playing on an older version of the map because VBSP encountered a fatal error and the new file didn't get copied to tf/maps. Check for improper solids (press alt-p in hammer). I think it might be the disp near -487.75 -1220 -4.69.

Also you have a shitload of brushes and a leak. Did you carve, by any chance?
 

Beesafree

L1: Registered
Jun 11, 2011
32
4
eh no, but i may have done something that may be considered a bad practice

i did find the point where that error occurred and i did understand that was the problem

do not do this
what i did was (since a large portion of the map is outside):
1. create a large block (my would-be ground)
2. use the clipping tool to cut it into several sections (to get smaller polygons for displacement)
3. grouped all the clipped areas together (to mimic sew, but take less time doing it)
4. started to shape the ground using displacement tool connected to the "toggle texture application"
do not do this

EDIT:

ok i destroyed my displacements (=/)
uhh the # of brushes didn't change significantly
the map loaded, the interlopers found 2 errors (6 before, 1 being critical), the 2 errors are the size of the skybox (i understand and know how to fix this one) and the other is saying that i am running vvis in fast, which i am

since i go below the ground, i did clip out squares to allow access to the underside, leaving awkward long strips of ground...

so few questions:
# of brushes is the number of blocks i am using right?
is reaching the max something to be concerned of?
is there something that adds a lot of brushes i should avoid? (models, displacement (from my experience this adds none), or lighting, or less obvious sources?)
these long strips of ground when displaced seem to be near the errors, should i re-clip my map to leave larger sections and avoid these thin high polycount strips?
is the grouping method i am using an acceptable standard?
is there a better way to do grouping? sewing seems tedious... and... inaccurate... i tried doing it that way
 
Last edited:

Empyre

L6: Sharp Member
Feb 8, 2011
309
187
You cannot seal the map with a displacement. You have to have a world brush behind the displacement that will actually seal the map. Since the player will not see that brush, texture it with nodraw. That may or may not be your problem.
 

Beesafree

L1: Registered
Jun 11, 2011
32
4
ok i think the problem was that, because when i did finally create the displacement lines, it did it to all 6 sides of each brush, this prevented proper sewing....

so summary to fix a problem like mine:

PROBLEM:
after compiling using "File">"Run map", and going in game to test the level, it would be a previous stable version of your map, where blocks/brushes would be invisible until you got close enough, none of your most recent changes will have taken effect, slight lag

CAUSE:
For me, it was because i grouped the blocks of my ground, then as a whole (including the other 5 sides i didn't need), i created a displacement grid for it, and continued with "Paint geometry" through that (everything still selected). although it seemed to work in hammer, it did not in game, as soon as the elevation changed in hammer, it would not compile correctly. a flat surface with the displacement grid works, but any change in elevation makes it fail to compile

SOLUTION:
1. make a single land mass (1 large ground, NOT covering the entire map, i made mine about 1000x1000)
2. apply the displacement grid to the side you will be displacing (in this case the top), this will cause the block to lose 5 of it's side, and only keeping the side that the displacement grid is on
3. make all your land by copying it, making sure the corners are EXACTLY in the same spot as the adjacent blocks, an easy way to do this is to go in one direction so you have a line of land, then group it together, and copy the large group over
4. group all of it together
5. select it with the select tool
6. go into the displacement tool via "toggle application tool", second tab
7. shape the land how you want


i would still like my questions answered in my previous post, if someone would be so kind
 
Last edited:

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
so few questions:
# of brushes is the number of blocks i am using right?

Yeah, brushes are the blocks that make up your map

is reaching the max something to be concerned of?

Unless you have some serious compiler errors, you shouldn't be going anywhere near maximum on an early build. Usually you hit the limit on large maps that contain lots of detail.

is there something that adds a lot of brushes i should avoid? (models, displacement (from my experience this adds none), or lighting, or less obvious sources?)

Models and displacements are handled separately from brushes, as are all other entities. I doubt you'd end up unknowingly adding a large number of them or hitting the limit. Brushes are only the actual geometry of your level and the fact that there is a limit is pretty much just legacy.

these long strips of ground when displaced seem to be near the errors, should i re-clip my map to leave larger sections and avoid these thin high polycount strips?

Displacement polygons have minimum values for their sizes. If you're displacing very thin or small strips at high powers, you can often end up with physics errors. I'd recommend remaking the brushes in as efficient a manner as possible before displacing them.

is the grouping method i am using an acceptable standard?

Don't understand what you're saying here.

is there a better way to do grouping? sewing seems tedious... and... inaccurate... i tried doing it that way

Unfortunately, displacements can be finicky. If you modify them, I recommend selecting all displacement faces you want to modify simultaneously so that you don't end up with situations where your displacements are at different heights. If this still happens, I find that the smooth brush works better than sewing at times.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
# of brushes is the number of blocks i am using right? - use whatever you need, just don't make 'em too small

is reaching the max something to be concerned of? -no, I've only seen TC and Multistage PL/CP maps come close

is there something that adds a lot of brushes i should avoid? (models, displacement (from my experience this adds none), or lighting, or less obvious sources?) - brushes are the thing you add with the brush tool

these long strips of ground when displaced seem to be near the errors, should i re-clip my map to leave larger sections and avoid these thin high polycount strips?- not sure what your talking about. But you should only select the face(s) of the brush that are visible, then dispalce

is the grouping method i am using an acceptable standard? - don't see what you mean by "grouping" if you func_detail displacements (ctrl+t) then that alone will break the map.

is there a better way to do grouping? sewing seems tedious... and... inaccurate... i tried doing it that way - the way displacements work is that they will align and sew properly on edges where the vector lines are either in a 1:1 2:1 or (i think) 4:1 ratio.

Ninja'd by nerdboy of all people.
 
Last edited:

Beesafree

L1: Registered
Jun 11, 2011
32
4
ok thanks you two...
i think all my problems have been solved for now.
you've been a ton of help

you can lock this thread if that's how you handle answered questions here
 

Beesafree

L1: Registered
Jun 11, 2011
32
4
ok... another problem
im at my wits end with this one, i tried to be self reliant

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

Valve Software - vbsp.exe (Jul  7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\beesafree\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.vmf
Error: displacement found on a(n) func_brush entity - not supported (entity 350, brush 0)


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

Valve Software - vvis.exe (Jul  7 2010)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.bsp
reading c:\program files (x86)\steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.prt


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

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:\program files (x86)\steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.bsp
Setting up ray-trace acceleration structure... Done (8.44 seconds)
5897 faces
3 degenerate faces
1221965 square feet [175962976.00 square inches]
109 Displacements
578111 Square Feet [83248032.00 Square Inches]
5894 patches before subdivision
zero area child patch
72360 patches after subdivision
sun extent from map=0.000000
128 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (44)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (61)
transfers 3749938, max 692
transfer lists:  28.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(79244, 49080, 35360)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(7040, 2688, 1447)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(836, 209, 83)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(118, 20, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(18, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(3, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0871 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (28)
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                   3/1024          144/49152    ( 0.3%) 
brushes                752/8192         9024/98304    ( 9.2%) 
brushsides            5423/65536       43384/524288   ( 8.3%) 
planes                5776/65536      115520/1310720  ( 8.8%) 
vertexes              9809/65536      117708/786432   (15.0%) 
nodes                 3878/65536      124096/2097152  ( 5.9%) 
texinfos              1308/12288       94176/884736   (10.6%) 
texdata                 48/2048         1536/65536    ( 2.3%) 
dispinfos              109/0           19184/0        ( 0.0%) 
disp_verts           31501/0          630020/0        ( 0.0%) 
disp_tris            55808/0          111616/0        ( 0.0%) 
disp_lmsamples     1663245/0         1663245/0        ( 0.0%) 
faces                 5897/65536      330232/3670016  ( 9.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             2613/65536      146328/3670016  ( 4.0%) 
leaves                3882/65536      124224/2097152  ( 5.9%) 
leaffaces             6937/65536       13874/131072   (10.6%) 
leafbrushes           2602/65536        5204/131072   ( 4.0%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            40080/512000     160320/2048000  ( 7.8%) 
edges                21489/256000      85956/1024000  ( 8.4%) 
LDR worldlights        128/8192        11264/720896   ( 1.6%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            684/32768        6840/327680   ( 2.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         10689/65536       21378/131072   (16.3%) 
cubemapsamples           9/1024          144/16384    ( 0.9%) 
overlays                10/512          3520/180224   ( 2.0%) 
LDR lightdata         [variable]     5961504/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]     1007767/16777216 ( 6.0%) 
entdata               [variable]       64731/393216   (16.5%) 
LDR ambient table     3882/65536       15528/262144   ( 5.9%) 
HDR ambient table     3882/65536       15528/262144   ( 5.9%) 
LDR leaf ambient     14045/65536      393260/1835008  (21.4%) 
HDR leaf ambient      3882/65536      108696/1835008  ( 5.9%) 
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]           1/14960    ( 0.0%) 
pakfile               [variable]       11464/0        ( 0.0%) 
physics               [variable]      236224/4194304  ( 5.6%) 
physics terrain       [variable]      102945/1048576  ( 9.8%) 

Level flags = 0

Total triangle count: 17736
Writing c:\program files (x86)\steam\steamapps\beesafree\sourcesdk_content\tf\mapsrc\Arena_schoolhouse.bsp
2 minutes, 52 seconds elapsed

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

it happens again, i went back and deleted things one by one (since my last successful test).... nothing worked... when i load the map i get the last known stable version all glitchy.... and interlopers gives it a near perfect bill of health, with 2 errors, 1 being an option and the other being ignorable...

it acts as if it failed to compile, as if a fatal compile error happened

i can provide the .vmf file if needed
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
-- Error: displacement found on a(n) func_brush entity - not supported (entity 350, brush 0) --

Yea, interlopers has trouble picking this one up. It looks like you made a dispalcement a func_brush (or could be func_detail). Use the visgroups to locate it.

**without having to do a ton of work, you could just need to select the displacement and hit ctrl+shift+W. This will return it to a world brush. Do this for all displacements effected.
 

Beesafree

L1: Registered
Jun 11, 2011
32
4
yeah, nailed it....
so i can't do that o_O... huh
are there like general tips i should prolly know?

like i now know:
carves are brush eating monsters
displacements are picky as hell
physic objects crash servers (i've had trouble)
LIGHT NEEDS TO BE EVERYWHERE

EDIT:

what does this mean:

Bad surface extents point: 1642.969849 -2704.000244 264.000000
Bad surface extents point: 664.418884 -1791.490356 264.000000
Bad surface extents point: 2326.448975 -9.176250 264.000000
Bad surface extents point: 3305.000000 -921.691101 264.000000
Bad surface extents - surface is too big to have a lightmap

i mean i understand, that those are coordinates that show me where that is at, and the message is fairly clear....
but before i added a func to the brush, that didn't exist
after i ctrl+shift+w, i did.... is there a nice easy command that fixes this? =D

EDIT:

four "points"?
ah... obviously a single square..... .....
....
...
 
Last edited:

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Looks like its just a fairly large displacement. breaking them up not only gives you better detailing/quality of the "bumps" you make, but also prevents that...

Generally, there are so many little things that you should know its best to just learn them as they come along.

Two that are good to know: Displacements don't like triangular brush faces. and invalid solids (through vertex manipulation, and usually occurs when making wedges/triangles) can cause your map not to compile properly and not save the actual compile.
 
Apr 13, 2009
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309
Don't use giant brushes. Valve does their displacements in small patches of 512x512. You can use bigger stuff but you should avoid brushes longer than 1024 units on any side. Subdivide if you have to. As for why the problem occured after turning to func_something, I think it's because when it was a world brush, bsp had divided the surface on its own due to other world brushes interescting it for example, this does not happen with entities, as they remain 'whole' even if they clip inside world brushes.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Speaking of map compiles, when is Source SDK being updated with Portal 2s map compiler. It's alot easier on my computer and doesnt crash
 
Apr 13, 2009
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309
When and if they ever update the "main" source engine (hl2, css, tf2, third party mods) with portal 2 tech ? :p
Left4dead has always been running on a slightly different version of the engine too as I recall.