Nd help with testing

teehee_fire

L1: Registered
Jul 7, 2011
5
0
Whenever i try to run my map through hammer, it never works. I tried the compile log checker thingy and it says it has no problems. Here is the compile log:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\teehee_fire\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\teehee_fire\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\teehee_fire\sourcesdk_content\tf\mapsrc\espnaol review.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\teehee_fire\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\teehee_fire\sourcesdk_content\tf\mapsrc\espnaol review.vmf
Can't find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default
Patching WVT material: maps/espnaol review/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 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\teehee_fire\sourcesdk_content\tf\mapsrc\espnaol review.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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) (34863 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 92 texinfos to 75
Reduced 14 texdatas to 13 (368 bytes to 335)
Writing C:\Program Files (x86)\Steam\steamapps\teehee_fire\sourcesdk_content\tf\mapsrc\espnaol review.bsp
0 seconds elapsed

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

Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\teehee_fire\sourcesdk_content\tf\mapsrc\espnaol review.bsp
reading c:\program files (x86)\steam\steamapps\teehee_fire\sourcesdk_content\tf\mapsrc\espnaol review.prt
123 portalclusters
379 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 (1)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 7465
Average clusters visible: 60
Building PAS...
Average clusters audible: 64
visdatasize:4777 compressed from 3936
writing c:\program files (x86)\steam\steamapps\teehee_fire\sourcesdk_content\tf\mapsrc\espnaol review.bsp
1 second elapsed

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

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

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

Loading c:\program files (x86)\steam\steamapps\teehee_fire\sourcesdk_content\tf\mapsrc\espnaol review.bsp
Setting up ray-trace acceleration structure... Done (0.04 seconds)
618 faces
246237 square feet [35458240.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
618 patches before subdivision
23312 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 (1)
transfers 2144190, max 366
transfer lists: 16.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0130 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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 12/1024 576/49152 ( 1.2%)
brushes 377/8192 4524/98304 ( 4.6%)
brushsides 2284/65536 18272/524288 ( 3.5%)
planes 346/65536 6920/1310720 ( 0.5%)
vertexes 956/65536 11472/786432 ( 1.5%)
nodes 353/65536 11296/2097152 ( 0.5%)
texinfos 75/12288 5400/884736 ( 0.6%)
texdata 13/2048 416/65536 ( 0.6%)
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 618/65536 34608/3670016 ( 0.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 313/65536 17528/3670016 ( 0.5%)
leaves 366/65536 11712/2097152 ( 0.6%)
leaffaces 739/65536 1478/131072 ( 1.1%)
leafbrushes 173/65536 346/131072 ( 0.3%)
areas 5/256 40/2048 ( 2.0%)
surfedges 4066/512000 16264/2048000 ( 0.8%)
edges 2227/256000 8908/1024000 ( 0.9%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 24/32768 240/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 384/65536 768/131072 ( 0.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 12/512 4224/180224 ( 2.3%)
LDR lightdata [variable] 842840/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 4777/16777216 ( 0.0%)
entdata [variable] 3442/393216 ( 0.9%)
LDR ambient table 366/65536 1464/262144 ( 0.6%)
HDR ambient table 366/65536 1464/262144 ( 0.6%)
LDR leaf ambient 202/65536 5656/1835008 ( 0.3%)
HDR leaf ambient 366/65536 10248/1835008 ( 0.6%)
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] 1/296 ( 0.3%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 106116/0 ( 0.0%)
physics [variable] 34863/4194304 ( 0.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1580
Writing c:\program files (x86)\steam\steamapps\teehee_fire\sourcesdk_content\tf\mapsrc\espnaol review.bsp
4 seconds elapsed

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

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
You have a space in your mapname. That is pretty bad afaik.