Hammer does not compile correctly

Aliensoldier

L1: Registered
Jul 17, 2011
25
1
Hey guys!
I'm working on a "Hamburger Hill" (HILL 937) map for TF2 and already got pretty far, but now the Hammer Editor does not compile the changes I take on the map.
For example:
This is a part of the blue teams spawnpoint in Hammer Editor
unbenanntnrz.jpg


And that is how it looks like ingame
kothhamburgerhill10007.jpg

That is also how the map looked like before I added those metal walls and the other stuff, so I guess VBSP did not kinda "accepted" my changes.

The compile log did not shew any errors about the models there, I've already let it check by the Compile Log Analyze. Also, in the Hammer Editor the resupply locker is not flying... :p

But the compile log says there'd be a leak in the map:
Code:
Entity prop_static (-10457.00 -5405.00 -7707.99) leaked!
I went to that position, but there was nothing. Just void...

Please help me, I already spent too much time with working on that map for just giving up now! :(
 

Zhan

L5: Dapper Member
Dec 18, 2010
208
244
Check your entity origins, occasionally you can end up with entities that seem like they're well within the map but their origins are out in the middle of the void.
 

clayton

L1: Registered
Jun 17, 2011
44
23
sorry if this is a stupid question, but it's something i've done before :blush:

are you sure you're loading up the exact map you're working on, and not an earlier version? i note hammer says "hamburgerhill1.vmf"
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
You have to rename your map for hammer to say its broken in the compile. At least that's my experience.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Going off what yyler said, it is probably an invalid solid, which is usually something carved, or caused ifyou made a wedge in the map recently.

What causes hammer to not compile a current version like this is that VBSP crashes, or can not compile, but instead of just crashing all of hammer (which it still does too often), it skips everything, says its "done" and make you believe you had a successful compile.

It also looks like you are on full bright, you should get some enviromental lighting in the map, makes things look 1000% better.
 

Aliensoldier

L1: Registered
Jul 17, 2011
25
1
Check your entity origins, occasionally you can end up with entities that seem like they're well within the map but their origins are out in the middle of the void.

How ya mean that...?

Looks like your map isn't compiling fully due to some terrible error. Check for invalid solids with alt+p, 98% of the time I see this problem that's the cause.

www.interlopers.net/errors

Tried that, Hammer said "No errors were found."

are you sure you're loading up the exact map you're working on, and not an earlier version? i note hammer says "hamburgerhill1.vmf"

koth_hamburgerhill1.vmf is the correct version, ingame I also load koth_hamburgerhill1.bsp

It also looks like you are on full bright, you should get some enviromental lighting in the map, makes things look 1000% better

I know dude, this is not my first map. Only my first TF2 map :p
The map is still WIP, I will add lights later.
 
Last edited:

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
I don't understand, I know my solution will work, and it will return the compile error and you seemed to have skipped over it. :\
 

Aliensoldier

L1: Registered
Jul 17, 2011
25
1
I got it, but I have no idea why Hammer did not found this error.

soluted.jpg


The content of this barrel caused the map to not get compiled correctly.
But thanks for all the answers and the help! :D
 
May 2, 2009
320
306
Next if the compile log says something about invalid dispalcement, just go on the right side of your hammer and you'll find visgroups. Click everything off and leave Func Detail on. This way you should be able to find the wrong displacement easily.
 

Aliensoldier

L1: Registered
Jul 17, 2011
25
1
Next if the compile log says something about invalid dispalcement, just go on the right side of your hammer and you'll find visgroups. Click everything off and leave Func Detail on. This way you should be able to find the wrong displacement easily.

Thanks for the tip, I'll try that out the next time.