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Pawlakov

Deliberately incoherent
aa
Jun 1, 2013
188
41
Here is compile log:


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_amelinium.vmf"

Valve Software - vbsp.exe (Dec 18 2013)
2 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_amelinium.vmf
Brush 54058, Side 5: duplicate plane
Trying to create a non-quad displacement! (entity 0, brush 767)


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_amelinium"

Valve Software - vvis.exe (Dec 18 2013)
2 threads
reading c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_amelinium.bsp
reading c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_amelinium.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_amelinium.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_amelinium"

Valve Software - vrad.exe SSE (Dec 18 2013)

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_amelinium.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.34 seconds)
4731 faces
1656028 square feet [238468128.00 square inches]
31 Displacements
36332 Square Feet [5231844.50 Square Inches]
sun extent from map=0.087156
26 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (55)
Build Patch/Sample Hash Table(s).....Done<0.0510 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (24)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 63/1024 3024/49152 ( 6.2%)
brushes 846/8192 10152/98304 (10.3%)
brushsides 5501/65536 44008/524288 ( 8.4%)
planes 1744/65536 34880/1310720 ( 2.7%)
vertexes 7208/65536 86496/786432 (11.0%)
nodes 3253/65536 104096/2097152 ( 5.0%)
texinfos 380/12288 27360/884736 ( 3.1%)
texdata 58/2048 1856/65536 ( 2.8%)
dispinfos 31/0 5456/0 ( 0.0%)
disp_verts 8543/0 170860/0 ( 0.0%)
disp_tris 15104/0 30208/0 ( 0.0%)
disp_lmsamples 104434/0 104434/0 ( 0.0%)
faces 4731/65536 264936/3670016 ( 7.2%)
hdr faces 4731/65536 264936/3670016 ( 7.2%)
origfaces 2678/65536 149968/3670016 ( 4.1%)
leaves 3317/65536 106144/2097152 ( 5.1%)
leaffaces 5050/65536 10100/131072 ( 7.7%)
leafbrushes 1702/65536 3404/131072 ( 2.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 32999/512000 131996/2048000 ( 6.4%)
edges 18673/256000 74692/1024000 ( 7.3%)
LDR worldlights 26/8192 2288/720896 ( 0.3%)
HDR worldlights 26/8192 2288/720896 ( 0.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 455/32768 4550/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6633/65536 13266/131072 (10.1%)
cubemapsamples 6/1024 96/16384 ( 0.6%)
overlays 34/512 11968/180224 ( 6.6%)
LDR lightdata [variable] 3698908/0 ( 0.0%)
HDR lightdata [variable] 3698908/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 69968/393216 (17.8%)
LDR ambient table 3317/65536 13268/262144 ( 5.1%)
HDR ambient table 3317/65536 13268/262144 ( 5.1%)
LDR leaf ambient 18621/65536 521388/1835008 (28.4%)
HDR leaf ambient 18729/65536 524412/1835008 (28.6%)
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] 1/12 ( 8.3%)
static props [variable] 1/5716 ( 0.0%)
pakfile [variable] 2543/0 ( 0.0%)
physics [variable] 2039860/4194304 (48.6%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 12746
Writing c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_amelinium.bsp
1 minute, 27 seconds elapsed
Valve Software - vrad.exe SSE (Dec 18 2013)

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_amelinium.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.27 seconds)
4731 faces
1656028 square feet [238468128.00 square inches]
31 Displacements
36332 Square Feet [5231844.50 Square Inches]
sun extent from map=0.087156
26 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (56)
Build Patch/Sample Hash Table(s).....Done<0.0525 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (25)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 63/1024 3024/49152 ( 6.2%)
brushes 846/8192 10152/98304 (10.3%)
brushsides 5501/65536 44008/524288 ( 8.4%)
planes 1744/65536 34880/1310720 ( 2.7%)
vertexes 7208/65536 86496/786432 (11.0%)
nodes 3253/65536 104096/2097152 ( 5.0%)
texinfos 380/12288 27360/884736 ( 3.1%)
texdata 58/2048 1856/65536 ( 2.8%)
dispinfos 31/0 5456/0 ( 0.0%)
disp_verts 8543/0 170860/0 ( 0.0%)
disp_tris 15104/0 30208/0 ( 0.0%)
disp_lmsamples 104434/0 104434/0 ( 0.0%)
faces 4731/65536 264936/3670016 ( 7.2%)
hdr faces 4731/65536 264936/3670016 ( 7.2%)
origfaces 2678/65536 149968/3670016 ( 4.1%)
leaves 3317/65536 106144/2097152 ( 5.1%)
leaffaces 5050/65536 10100/131072 ( 7.7%)
leafbrushes 1702/65536 3404/131072 ( 2.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 32999/512000 131996/2048000 ( 6.4%)
edges 18673/256000 74692/1024000 ( 7.3%)
LDR worldlights 26/8192 2288/720896 ( 0.3%)
HDR worldlights 26/8192 2288/720896 ( 0.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 455/32768 4550/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6633/65536 13266/131072 (10.1%)
cubemapsamples 6/1024 96/16384 ( 0.6%)
overlays 34/512 11968/180224 ( 6.6%)
LDR lightdata [variable] 3698908/0 ( 0.0%)
HDR lightdata [variable] 3698908/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 69968/393216 (17.8%)
LDR ambient table 3317/65536 13268/262144 ( 5.1%)
HDR ambient table 3317/65536 13268/262144 ( 5.1%)
LDR leaf ambient 18621/65536 521388/1835008 (28.4%)
HDR leaf ambient 18729/65536 524412/1835008 (28.6%)
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] 1/12 ( 8.3%)
static props [variable] 1/5716 ( 0.0%)
pakfile [variable] 2543/0 ( 0.0%)
physics [variable] 2039860/4194304 (48.6%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 12746
Writing c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_amelinium.bsp
1 minute, 28 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_amelinium.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_amelinium.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" +map "cp_amelinium" -steam

I don't know what is wrong but i can't find newest version of my my map there!
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Rule 1 of unknown errors: Read your compile log, it often will tell you what's up (even if in a slightly cryptic way)

In this case, you've made a displacement into a triangle, somehow. use visgroups to turn off everything but displacements then go look for the triangular one. Delete it or destroy the displacement face.

Also, whenever you compile and TF2 seems to be running a previous version of your map, the fault is almost always that vbsp crashed or failed, so you can concentrate your search there. vvis and vrad will simply run whatever bsp is there and if vbsp failed to create a new one, they'll run on the old one.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Brush 54058, Side 5: duplicate plane

View > Go to Brush Number

Punch in that number and hit Ok. That brush is most likely causing some issues as well, and could even be your displacement.