Spawnpoints

Pawlakov

Deliberately incoherent
aa
Jun 1, 2013
189
41
Overlay

I have overlay but ingame it's totally black.
 
Last edited:

FiLi

L4: Comfortable Member
Nov 14, 2009
195
102
I'm not entirely sure what your issue is. Could you please provide more information so that we may better help you?
 

henke37

aa
Sep 23, 2011
2,075
515
How about even more information? Like say a screenshot?
 

jakoman

L1: Registered
Nov 9, 2012
39
2
It's probably because your map is in fullbright. You need to either add lights or if you have already done so turn fullbright off in-game with "mat_fullbright 0"

At least based on the information provided that's what I think it is.
 

Pawlakov

Deliberately incoherent
aa
Jun 1, 2013
189
41
My map actually don't have any light but i have another problem: When i try to play my map in tf2 when loading bar is on map loading game is kicking me to the main menu (sorry for language, i'm no english)
 

FiLi

L4: Comfortable Member
Nov 14, 2009
195
102
things like overlays will be totally black if you have no lighting.
as for getting kicked, does it give you a message when it happens? if so, what is the message?
 

mint onion

L3: Member
Jul 18, 2013
101
45
since English is not your first language, you should consider using images to help describe your problems in the future. ;)
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Also, if english proves to be a true problem in some cases it might be easier to provide the description in native language and a simple english translation (google translate is able to help at this) so others are able to translate it to proper english if needed. Still, as mint mentions images help alot into finding the problem (many times when providing images people just look at the image to guess the problem). Its not an ideal way but if you cant explain the problem in english at all it might help at least at understanding whats going on.

About that no message, have you checked console aswel. many times it shows why it brings you back to the main menu. And maybe provide a compile log.
 

Pawlakov

Deliberately incoherent
aa
Jun 1, 2013
189
41
Mapy (.bsp) z folderów hammera ręcznie przenoszę do folderów tf2 ponieważ kiedyś eksperymentowałem z edytorem map do portala 2 i ledwo naprawiłem mojego hammera.

P.S. Jak otworzyć konsolę bez dołączania do jakiegoś serwera?

THIS IS POLISH YOU CAN USE GOOGLE TO TRANSLATE THIS
 

Pawlakov

Deliberately incoherent
aa
Jun 1, 2013
189
41
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\pawlakov1\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.vmf"

Valve Software - vbsp.exe (Oct 31 2012)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\pawlakov1\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.vmf
Brush 5680: no visible sides on brush
Brush 5680: no visible sides on brush
Brush 5680: no visible sides on brush
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_industrial/dev/dev_blendmeasure_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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.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) (138642 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 351 texinfos to 219
Reduced 29 texdatas to 27 (684 bytes to 612)
Writing C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\pawlakov1\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial"

Valve Software - vvis.exe (Oct 31 2012)
2 threads
reading c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.bsp
reading c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.prt
296 portalclusters
681 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 (4)
Optimized: 80 visible clusters (0.28%)
Total clusters visible: 28344
Average clusters visible: 95
Building PAS...
Average clusters audible: 237
visdatasize:21263 compressed from 23680
writing c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\pawlakov1\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial"

Valve Software - vrad.exe SSE (Oct 31 2012)

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

Loading c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.bsp
Setting up ray-trace acceleration structure... Done (0.28 seconds)
1406 faces
139981 square feet [20157280.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1406 patches before subdivision
16972 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 1481147, max 361
transfer lists: 11.3 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<0.0072 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (4)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 34/1024 1632/49152 ( 3.3%)
brushes 362/8192 4344/98304 ( 4.4%)
brushsides 2343/65536 18744/524288 ( 3.6%)
planes 938/65536 18760/1310720 ( 1.4%)
vertexes 2091/65536 25092/786432 ( 3.2%)
nodes 897/65536 28704/2097152 ( 1.4%)
texinfos 219/12288 15768/884736 ( 1.8%)
texdata 27/2048 864/65536 ( 1.3%)
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 1406/65536 78736/3670016 ( 2.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 917/65536 51352/3670016 ( 1.4%)
leaves 932/65536 29824/2097152 ( 1.4%)
leaffaces 1538/65536 3076/131072 ( 2.3%)
leafbrushes 733/65536 1466/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 10151/512000 40604/2048000 ( 2.0%)
edges 5878/256000 23512/1024000 ( 2.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 78/32768 780/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1221/65536 2442/131072 ( 1.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 349860/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 21263/16777216 ( 0.1%)
entdata [variable] 26375/393216 ( 6.7%)
LDR ambient table 932/65536 3728/262144 ( 1.4%)
HDR ambient table 932/65536 3728/262144 ( 1.4%)
LDR leaf ambient 494/65536 13832/1835008 ( 0.8%)
HDR leaf ambient 932/65536 26096/1835008 ( 1.4%)
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] 1/4484 ( 0.0%)
pakfile [variable] 211959/0 ( 0.0%)
physics [variable] 138642/4194304 ( 3.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3676
Writing c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.bsp
13 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.bsp" "c:\program files (x86)\steam\steamapps\pawlakov1\team fortress 2\tf\maps\cp_industrial.bsp"
 

Egan

aa
Feb 14, 2010
1,375
1,721
I ran your compile log through the 'interlopers.com' error checker tool.

brush 5680: no visible sides on brush

Description:
One of your brushes has no visible sides. My best guess is that this is caused by an invalid brush. Rumors have it that this error is caused by mixing tool and non-tool textures.

Solution:
Try Hammer's problem checker (alt+p) to find and fix it (or view-> go to brush number ( 5680 ), otherwise you'll have to find the brush yourself and use vertex manipulation or a good ole delete.



So that's probably the issue, try doing the solution and report back.