New version of map not working when compiling

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
So I have been working on my map for over 2 days and for some reason when I try to compile the map it returns to it's older version. I tried everything I could. In hammer it shows the new version, but in game it shows the older version.

I hope that there is a way to fix it, or otherwise all the work that I had done during these 2 days from morning to evening is ruined...

Also I get a odd file into my desktop called "Hammer_20150303_143225_1_accessviolation.mdmp"
I have no idea why this pops up and what it is.

The map worked this morning with no problems, after the morning I have done huge amount of work on the map.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Post your compile log on this website to check for errors. Also post your log here, so we can see what's going on.

That file you have on your desktop meant something went wrong at some point during a compile/Hammer operation which resulted in a crash at some stage.
 

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
Post your compile log on this website to check for errors. Also post your log here, so we can see what's going on.

That file you have on your desktop meant something went wrong at some point during a compile/Hammer operation which resulted in a crash at some stage.

The website said that I have to go trough every displacement. Here is the 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:\Users\Jarmo\Desktop\OMAT MAPIT\OMAT\koth_transport\koth_transport_a1.vmf"

Valve Software - vbsp.exe (Feb 1 2015)
8 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Jarmo\Desktop\OMAT MAPIT\OMAT\koth_transport\koth_transport_a1.vmf
Trying to create a non-quad displacement! (entity 0, brush 237)


** 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:\Users\Jarmo\Desktop\OMAT MAPIT\OMAT\koth_transport\koth_transport_a1"

Valve Software - vvis.exe (Feb 1 2015)
8 threads
reading c:\users\jarmo\desktop\omat mapit\omat\koth_transport\koth_transport_a1.bsp
reading c:\users\jarmo\desktop\omat mapit\omat\koth_transport\koth_transport_a1.prt
LoadPortals: couldn't read c:\users\jarmo\desktop\omat mapit\omat\koth_transport\koth_transport_a1.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:\Users\Jarmo\Desktop\OMAT MAPIT\OMAT\koth_transport\koth_transport_a1"

Valve Software - vrad.exe SSE (Feb 1 2015)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[37 texlights parsed from 'lights.rad']

Loading c:\users\jarmo\desktop\omat mapit\omat\koth_transport\koth_transport_a1.bsp
Setting up ray-trace acceleration structure... Done (1.71 seconds)
1830 faces
1 degenerate faces
538542 square feet [77550064.00 square inches]
138 Displacements
94634 Square Feet [13627388.00 Square Inches]
1829 patches before subdivision
18703 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 964809, max 537
transfer lists: 7.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(21187, 9201, 3527)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3365, 854, 216)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(804, 109, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(218, 16, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(62, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(19, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0048 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 260/8192 3120/98304 ( 3.2%)
brushsides 1967/65536 15736/524288 ( 3.0%)
planes 1620/65536 32400/1310720 ( 2.5%)
vertexes 2885/65536 34620/786432 ( 4.4%)
nodes 1335/65536 42720/2097152 ( 2.0%)
texinfos 271/12288 19512/884736 ( 2.2%)
texdata 35/2048 1120/65536 ( 1.7%)
dispinfos 138/0 24288/0 ( 0.0%)
disp_verts 39882/0 797640/0 ( 0.0%)
disp_tris 70656/0 141312/0 ( 0.0%)
disp_lmsamples 291438/0 291438/0 ( 0.0%)
faces 1830/65536 102480/3670016 ( 2.8%)
hdr faces 1830/65536 102480/3670016 ( 2.8%)
origfaces 936/65536 52416/3670016 ( 1.4%)
leaves 1349/65536 43168/2097152 ( 2.1%)
leaffaces 1904/65536 3808/131072 ( 2.9%)
leafbrushes 863/65536 1726/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 12269/512000 49076/2048000 ( 2.4%)
edges 7063/256000 28252/1024000 ( 2.8%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 2/8192 176/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 112/32768 1120/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1716/65536 3432/131072 ( 2.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 16/512 5632/180224 ( 3.1%)
LDR lightdata [variable] 748760/0 ( 0.0%)
HDR lightdata [variable] 748760/0 ( 0.0%)
visdata [variable] 140733/16777216 ( 0.8%)
entdata [variable] 15580/393216 ( 4.0%)
LDR ambient table 1349/65536 5396/262144 ( 2.1%)
HDR ambient table 1349/65536 5396/262144 ( 2.1%)
LDR leaf ambient 6640/65536 185920/1835008 (10.1%)
HDR leaf ambient 6640/65536 185920/1835008 (10.1%)
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] 1/14662 ( 0.0%)
pakfile [variable] 693/0 ( 0.0%)
physics [variable] 7818182/4194304 (186.4%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4755
Writing c:\users\jarmo\desktop\omat mapit\omat\koth_transport\koth_transport_a1.bsp
7 seconds elapsed
Valve Software - vrad.exe SSE (Feb 1 2015)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[37 texlights parsed from 'lights.rad']

Loading c:\users\jarmo\desktop\omat mapit\omat\koth_transport\koth_transport_a1.bsp
Setting up ray-trace acceleration structure... Done (1.71 seconds)
1830 faces
1 degenerate faces
538542 square feet [77550064.00 square inches]
138 Displacements
94634 Square Feet [13627388.00 Square Inches]
1829 patches before subdivision
18703 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 964809, max 537
transfer lists: 7.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(21187, 9201, 3527)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3365, 854, 216)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(804, 109, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(218, 16, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(62, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(19, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0046 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 260/8192 3120/98304 ( 3.2%)
brushsides 1967/65536 15736/524288 ( 3.0%)
planes 1620/65536 32400/1310720 ( 2.5%)
vertexes 2885/65536 34620/786432 ( 4.4%)
nodes 1335/65536 42720/2097152 ( 2.0%)
texinfos 271/12288 19512/884736 ( 2.2%)
texdata 35/2048 1120/65536 ( 1.7%)
dispinfos 138/0 24288/0 ( 0.0%)
disp_verts 39882/0 797640/0 ( 0.0%)
disp_tris 70656/0 141312/0 ( 0.0%)
disp_lmsamples 291438/0 291438/0 ( 0.0%)
faces 1830/65536 102480/3670016 ( 2.8%)
hdr faces 1830/65536 102480/3670016 ( 2.8%)
origfaces 936/65536 52416/3670016 ( 1.4%)
leaves 1349/65536 43168/2097152 ( 2.1%)
leaffaces 1904/65536 3808/131072 ( 2.9%)
leafbrushes 863/65536 1726/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 12269/512000 49076/2048000 ( 2.4%)
edges 7063/256000 28252/1024000 ( 2.8%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 2/8192 176/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 112/32768 1120/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1716/65536 3432/131072 ( 2.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 16/512 5632/180224 ( 3.1%)
LDR lightdata [variable] 748760/0 ( 0.0%)
HDR lightdata [variable] 748760/0 ( 0.0%)
visdata [variable] 140733/16777216 ( 0.8%)
entdata [variable] 15580/393216 ( 4.0%)
LDR ambient table 1349/65536 5396/262144 ( 2.1%)
HDR ambient table 1349/65536 5396/262144 ( 2.1%)
LDR leaf ambient 6640/65536 185920/1835008 (10.1%)
HDR leaf ambient 6640/65536 185920/1835008 (10.1%)
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] 1/14662 ( 0.0%)
pakfile [variable] 693/0 ( 0.0%)
physics [variable] 7818182/4194304 (186.4%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4755
Writing c:\users\jarmo\desktop\omat mapit\omat\koth_transport\koth_transport_a1.bsp
7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Jarmo\Desktop\OMAT MAPIT\OMAT\koth_transport\koth_transport_a1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\koth_transport_a1.bsp"
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
You seem to have some displacement in the map that does not have 4 corners. Fix that first, then run it again. Also, for an alpha build, disable HDR lighting as it's not as important as gameplay yet it takes your compiler at least 2 times as long on the VRAD part.

Trying to create a non-quad displacement! (entity 0, brush 237)

That number behind the brush is your displacement that's giving VBSP nightmares.
 

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
You seem to have some displacement in the map that does not have 4 corners. Fix that first, then run it again. Also, for an alpha build, disable HDR lighting as it's not as important as gameplay yet it takes your compiler at least 2 times as long on the VRAD part.

Trying to create a non-quad displacement! (entity 0, brush 237)

That number behind the brush is your displacement that's giving VBSP nightmares.

Thank you ! since this is my first map and I don't have much expirience with hammer how do I find the brush 237 ? since I have no idea where it would be in the map
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Thank you, is there a way to locate the displacement that is causing this problem. So that I don't have to delete every displacement ?

Yes, although I don't know exactly how, but under one of the drop-down menu's in Hammer's menu bar is an option to go to a specific brush. It says it very clearly, like go to brush or something like that. You can either punch in coordinates or a brush number, and in this case you put in the latter.
 

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
Yes, although I don't know exactly how, but under one of the drop-down menu's in Hammer's menu bar is an option to go to a specific brush. It says it very clearly, like go to brush or something like that. You can either punch in coordinates or a brush number, and in this case you put in the latter.

that is odd, I found the "find brush" option and when I tried to find the brush it said "brush ID does not exist". And still the problem is happening.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Well here's another thing: since the map is still in alpha (version 1 as I can see) just delete all the displacements and replace them either with solid flat ground or with a slope (whatever the displacement was functioning as). Displacements should be left alone until the map's developed a bit further. Any displacement in the non-playable space shouldn't be there in an alpha since it's basically useless. If you can, avoid displacements until a4-a5 releases when little bits of detailing start to happen.

How many displacements do you have anyway?

What you also can do is to hide everything but displacements in your map with the visgroups that are automatically generated. It should make it easier to find the displacement that's causing the issues.
 
Last edited:

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
Well here's another thing: since the map is still in alpha (version 1 as I can see) just delete all the displacements and replace them either with solid flat ground or with a slope (whatever the displacement was functioning as). Displacements should be left alone until the map's developed a bit further. Any displacement in the non-playable space shouldn't be there in an alpha since it's basically useless. If you can, avoid displacements until a4-a5 releases when little bits of detailing start to happen.

How many displacements do you have anyway?

well I made these textured and displaced walls,roof and floor for a tunnel that I had. to be honest I had been slipping form the Alpha stage and I just made it detailed as I build. I placed props and bunch of other things, but I decided to leave the texture for last. (not a good thing)
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
ˆˆˆthisˆˆˆ

And yeah, avoid detailing for an alpha 1 build (actually avoid texturing as wel except where it's vital to gameplay (like a crate jump).
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Thanks, I got it working by deleting bunch of things, but now it is very laggy, normally I can run TF2 on 60fps, but now it is something like 15.

Optimization is very important. Make sure that the Source engine knows what to render at what point for the player and prevent it from rendering the entire map at ANY given time.

Also, do you have a leak now by any chance? That causes VVIS to stop working completely.
 

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
Optimization is very important. Make sure that the Source engine knows what to render at what point for the player and prevent it from rendering the entire map at ANY given time.

Also, do you have a leak now by any chance? That causes VVIS to stop working completely.

I tested and I did not have a leak, it is odd since I did not add too much that would create huge lag and still it got so laggy
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I tested and I did not have a leak, it is odd since I did not add too much that would create huge lag and still it got so laggy


Mind giving me the .bsp in a .zip via a dropbox link or something so I can see what's going on?

PM me with a link if you have one.
 
Last edited:

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
sure, i'll just add as many nodraw textures to places that player can't see even I had most covered already

Ok.

Quick Tip: make the nodraw texture your default texture and then retexture surfaces you want people to see. That way you always have nodraws in places where they're supposed to be.
 

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
Ok.

Quick Tip: make the nodraw texture your default texture and then retexture surfaces you want people to see. That way you always have nodraws in places where they're supposed to be.

it somehow boosted up, not sure if it was the nodraw or did it get a boost when I compiled it. the compile and launching the level still takes a long time.