- Jun 11, 2015
- 29
- 3
Hello everyone, im having problems with overlays... particularly the ones that go right underneath the health and ammo packs. For some bizarre reason everytime I try to place an overlay underneath health and ammo pickups on my map, it causes the map not to run! I just can't seem to find what is going as the overlays on the walls and structures of my map do not cause this problem.
Here is the log for when I tried to compile:
What happens is hammer shows no errors and begins to start TF2 as if the compile was successful but in the end TF2 closes a few moments after it was opened and I am returned back to hammer. I am completely stumped and fear I will just have to continue using block brushes underneath my health and ammo...
EDIT: Huge thanks to Tumbolisu and killohurtz
Turns out I had accidentally made a displacement on where one of my overlays, also I cut the massive brush faces into smaller ones, and now everything is back in working order
Here is the log for when I tried to compile:
HTML:
** 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\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.vmf"
Valve Software - vbsp.exe (Jul 2 2015)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.vmf
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\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Overlay touching too many faces (touching 208, max 64)
Overlay overlays/patch001 at 2992.0 3664.0 -768.0
** 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\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1"
Valve Software - vvis.exe (Jul 2 2015)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.prt
386 portalclusters
1147 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 (5)
Optimized: 278 visible clusters (0.28%)
Total clusters visible: 100454
Average clusters visible: 260
Building PAS...
Average clusters audible: 385
visdatasize:40594 compressed from 43232
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.bsp
5 seconds elapsed
** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1"
Valve Software - vrad.exe SSE (Jul 2 2015)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.bsp
Setting up ray-trace acceleration structure... Done (1.03 seconds)
2172 faces
1488133 square feet [214291200.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2172 patches before subdivision
105352 patches after subdivision
sun extent from map=0.087156
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_dieselyard_v1.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" -windowed -noborder -w 1920 -h 1080 -novid +map "koth_dieselyard_v1" -steam
What happens is hammer shows no errors and begins to start TF2 as if the compile was successful but in the end TF2 closes a few moments after it was opened and I am returned back to hammer. I am completely stumped and fear I will just have to continue using block brushes underneath my health and ammo...
EDIT: Huge thanks to Tumbolisu and killohurtz
Turns out I had accidentally made a displacement on where one of my overlays, also I cut the massive brush faces into smaller ones, and now everything is back in working order
Last edited: