Map does not update in TF2 after compile

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Hertzole

L1: Registered
Jan 6, 2015
4
0
Hi

I just went ahead to compile my map to look around a bit and then I noticed it doesn't update anymore. The compile goes as normal and exports it to /...steampath.../tf/maps/ and nothing happens. The map is still in an older version. I even deleted the map and compiled but it still used an older version.

If needed, here's the compile message.

** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "E:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_docket.vmf"

Valve Software - vbsp.exe (Mar 2 2016)
4 threads
materialPath: E:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading E:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_docket.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-1592.00 -2648.24 856.02) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 1040.0 1408.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 1552.0 1408.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (72.0 1024.0 1408.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (304.0 1024.0 1408.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (736.0 1024.0 1408.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (152.0 1024.0 1408.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 2048.0 1408.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1536.0 1408.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
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)
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 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
Building Physics collision data...
Displacement 20 has bad geometry near -413.75 432.00 1472.00
Can't compile displacement physics, exiting. Texture is NATURE/UNDERWORLD_ROCKWALL001


** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "E:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_docket"

Valve Software - vvis.exe (Mar 2 2016)
4 threads
reading e:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_docket.bsp
reading e:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_docket.prt
LoadPortals: couldn't read e:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_docket.prt


** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "E:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_docket"

Valve Software - vrad.exe SSE (Mar 2 2016)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading e:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_docket.bsp
Setting up ray-trace acceleration structure... Done (0.11 seconds)
1169 faces
2289788 square feet [329729472.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1169 patches before subdivision
21723 patches after subdivision
sun extent from map=0.087156
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 1270072, max 323
transfer lists: 9.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(92940, 20298, 15609)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(16701, 1199, 471)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4161, 101, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1419, 11, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(584, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(268, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(128, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(63, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(31, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(15, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0044 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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 23/1024 1104/49152 ( 2.2%)
brushes 157/8192 1884/98304 ( 1.9%)
brushsides 955/65536 7640/524288 ( 1.5%)
planes 554/65536 11080/1310720 ( 0.8%)
vertexes 1620/65536 19440/786432 ( 2.5%)
nodes 796/65536 25472/2097152 ( 1.2%)
texinfos 55/12288 3960/884736 ( 0.4%)
texdata 11/2048 352/65536 ( 0.5%)
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 1169/65536 65464/3670016 ( 1.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 583/65536 32648/3670016 ( 0.9%)
leaves 820/65536 26240/2097152 ( 1.3%)
leaffaces 1245/65536 2490/131072 ( 1.9%)
leafbrushes 448/65536 896/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7812/512000 31248/2048000 ( 1.5%)
edges 4323/256000 17292/1024000 ( 1.7%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 83/32768 830/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1260/65536 2520/131072 ( 1.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 394976/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 31941/16777216 ( 0.2%)
entdata [variable] 27931/393216 ( 7.1%)
LDR ambient table 820/65536 3280/262144 ( 1.3%)
HDR ambient table 820/65536 3280/262144 ( 1.3%)
LDR leaf ambient 4811/65536 134708/1835008 ( 7.3%)
HDR leaf ambient 820/65536 22960/1835008 ( 1.3%)
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] 1/3178 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 60509/4194304 ( 1.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3142
Writing e:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_docket.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_docket.bsp" "E:\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_docket.bsp"

I am sorry if I've missed something completely obvious but I am not very familiar with mapping and I am not sure what to look for. :S
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Yet another reason to have that compile log checker integrated into this website.

Rather sooner than later.