Compiling Issue

nikolahack0

L1: Registered
Jun 19, 2015
5
0
When I try to compile the map it does it all and then it just get's stuck on this part. The compiler window and the hammer are still responding(A.K.A. not Processing is not responding).
:confused:
(My map is on my desktop/.vmf)It just get's stuck and does nothing when it need's to copy the .bsp from my desktop to the /tf/maps folder. That is it basically, I tried restarting Hammer, and I deleted the whole map from /tf/maps folder, did not help at all.
Is the solution to just maually copy it from my desktop to the /tf/maps? That may cause a problem, IDK. Also I have no clue why is the actual compiler not working.

Here is the log(Text from the compiler):

** 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\Frosty Fine\Desktop\koth_processingstation.vmf"

Valve Software - vbsp.exe (Jun 16 2015)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Frosty Fine\Desktop\koth_processingstation.vmf
Brush 11569: FloatPlane: bad normal
Side 5
Texture: KOTH_VIADUCT_EVENT/VIADUCT_COBBLESTONE001


** 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\Frosty Fine\Desktop\koth_processingstation"

Valve Software - vvis.exe (May 29 2015)
2 threads
reading c:\users\frosty fine\desktop\koth_processingstation.bsp
reading c:\users\frosty fine\desktop\koth_processingstation.prt
LoadPortals: couldn't read c:\users\frosty fine\desktop\koth_processingstation.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Frosty Fine\Desktop\koth_processingstation"

Valve Software - vrad.exe SSE (May 29 2015)

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

Loading c:\users\frosty fine\desktop\koth_processingstation.bsp
Setting up ray-trace acceleration structure... Done (1.14 seconds)
1240 faces
5592754 square feet [805356672.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1240 patches before subdivision
35564 patches after subdivision
40 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (8)
transfers 1197052, max 280
transfer lists: 9.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(10378, 6882, 5508)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(560, 231, 151)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(31, 8, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0100 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 (13)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 85/8192 1020/98304 ( 1.0%)
brushsides 510/65536 4080/524288 ( 0.8%)
planes 448/65536 8960/1310720 ( 0.7%)
vertexes 1757/65536 21084/786432 ( 2.7%)
nodes 1019/65536 32608/2097152 ( 1.6%)
texinfos 143/12288 10296/884736 ( 1.2%)
texdata 7/2048 224/65536 ( 0.3%)
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 1240/65536 69440/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 345/65536 19320/3670016 ( 0.5%)
leaves 1024/65536 32768/2097152 ( 1.6%)
leaffaces 1400/65536 2800/131072 ( 2.1%)
leafbrushes 689/65536 1378/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7056/512000 28224/2048000 ( 1.4%)
edges 3851/256000 15404/1024000 ( 1.5%)
LDR worldlights 40/8192 3520/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 109/32768 1090/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1593/65536 3186/131072 ( 2.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 713844/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 39853/16777216 ( 0.2%)
entdata [variable] 22447/393216 ( 5.7%)
LDR ambient table 1024/65536 4096/262144 ( 1.6%)
HDR ambient table 1024/65536 4096/262144 ( 1.6%)
LDR leaf ambient 1479/65536 41412/1835008 ( 2.3%)
HDR leaf ambient 1024/65536 28672/1835008 ( 1.6%)
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] 1/6740 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 32586/4194304 ( 0.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3196
Writing c:\users\frosty fine\desktop\koth_processingstation.bsp
28 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Frosty Fine\Desktop\koth_processingstation.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_processingstation.bsp"
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
If i copy and paste your compile log here (a very useful tool btw) i see your error:

brush 11569: floatplane: bad normal side 5 texture: koth_viaduct_event/viaduct_cobblestone001

Description:
One of your brushes has a face with a bad normal (a 'normal' is a oriëntation of a texture on a face).

Solution:
First see if the problemchecker in Hammer (alt+p) can find and fix it. If it can't, find the brush and fix it manually (usually it's best to delete it and start all over) or select the brush and "align to face" it in the texture-tool. You can find the brush using view -> go to brush ( 11569 ). The specific brushside will have the koth_viaduct_event/viaduct_cobblestone001-texture, though that may be multiple sides
 

nikolahack0

L1: Registered
Jun 19, 2015
5
0
Ok, I removed the wall that had that texture but now I have a new error.

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\Frosty Fine\Desktop\koth_processingstation.vmf"
This is a quote of the error:
Valve Software - vbsp.exe (Jun 16 2015)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Frosty Fine\Desktop\koth_processingstation.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 123, brush 0)
And the rest of the log:
** 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\Frosty Fine\Desktop\koth_processingstation"

Valve Software - vvis.exe (May 29 2015)
2 threads
reading c:\users\frosty fine\desktop\koth_processingstation.bsp
reading c:\users\frosty fine\desktop\koth_processingstation.prt
LoadPortals: couldn't read c:\users\frosty fine\desktop\koth_processingstation.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Frosty Fine\Desktop\koth_processingstation"

Valve Software - vrad.exe SSE (May 29 2015)

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

Loading c:\users\frosty fine\desktop\koth_processingstation.bsp
Setting up ray-trace acceleration structure... Done (0.83 seconds)
1240 faces
5592754 square feet [805356672.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1240 patches before subdivision
35564 patches after subdivision
40 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 1197052, max 280
transfer lists: 9.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(10378, 6882, 5508)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(560, 231, 151)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(31, 8, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0140 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (7)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 85/8192 1020/98304 ( 1.0%)
brushsides 510/65536 4080/524288 ( 0.8%)
planes 448/65536 8960/1310720 ( 0.7%)
vertexes 1757/65536 21084/786432 ( 2.7%)
nodes 1019/65536 32608/2097152 ( 1.6%)
texinfos 143/12288 10296/884736 ( 1.2%)
texdata 7/2048 224/65536 ( 0.3%)
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 1240/65536 69440/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 345/65536 19320/3670016 ( 0.5%)
leaves 1024/65536 32768/2097152 ( 1.6%)
leaffaces 1400/65536 2800/131072 ( 2.1%)
leafbrushes 689/65536 1378/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7056/512000 28224/2048000 ( 1.4%)
edges 3851/256000 15404/1024000 ( 1.5%)
LDR worldlights 40/8192 3520/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 109/32768 1090/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1593/65536 3186/131072 ( 2.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 713844/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 39853/16777216 ( 0.2%)
entdata [variable] 22447/393216 ( 5.7%)
LDR ambient table 1024/65536 4096/262144 ( 1.6%)
HDR ambient table 1024/65536 4096/262144 ( 1.6%)
LDR leaf ambient 1479/65536 41412/1835008 ( 2.3%)
HDR leaf ambient 1024/65536 28672/1835008 ( 1.6%)
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] 1/6740 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 32586/4194304 ( 0.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3196
Writing c:\users\frosty fine\desktop\koth_processingstation.bsp
18 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Frosty Fine\Desktop\koth_processingstation.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_processingstation.bsp"
 

nikolahack0

L1: Registered
Jun 19, 2015
5
0
Erm I used the interlopers.net help thingy and turns out I need to:

Find your displacement and de-entify it. The easiest method to find it in a big map is to select all displacements at once (select the "displacements" visgroup (in the visgroup-window to the right in Hammer), then press "mark") in the ignore group mode (button "IG"). Now tie all of the displacements to an entity, and "to world" them again right after that while they are still selected.

But I have no clue what to press when it get s to the last sentence:
Now tie all of the displacements to an entity, and "to world" them again right after that while they are still selected.
 

nikolahack0

L1: Registered
Jun 19, 2015
5
0
And I am ready to cry now since it deleted half of my map and I can't undo it. I probably messed something up. GG.
Basically deleted everything that is not func_detail.
 

nikolahack0

L1: Registered
Jun 19, 2015
5
0
Yeah it is cool now, I talked to some very polite and helpful gentleman in the Steam Chat. They helped me solve all the errors.