- Aug 31, 2015
- 12
- 0
So I decided to learn how to make a pass time map, and I started with something very simple.
VMF download: https://www.dropbox.com/s/vgso4m9c9b2n9fy/pass_time_test_harry.vmf?dl=0
But it crashes TF2. The map is sealed. You can't see the walls, ceiling, and floor in this picture.
Another angle so the middle is legible:
Properties:
I've tried alt+p, I've tried using Interlopers, but neither of those worked.
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:\Users\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry.vmf"
Valve Software - vbsp.exe (Mar 2 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry.vmf
Patching WVT material: maps/pass_time_test_harry/coalmines/blendgroundtograss_coalmines_wvt_patch
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (4250 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 22 texinfos to 14
Reduced 5 texdatas to 4 (172 bytes to 133)
Writing C:\Users\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry.bsp
Wrote ZIP buffer, estimated size 106557, actual size 106209
0 seconds elapsed
** 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\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry"
Valve Software - vvis.exe (Mar 2 2016)
4 threads
reading c:\users\lee\documents\harrison\tf2\tf2 maps\pass time test\pass_time_test_harry.bsp
reading c:\users\lee\documents\harrison\tf2\tf2 maps\pass time test\pass_time_test_harry.prt
16 portalclusters
30 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 256
Average clusters visible: 16
Building PAS...
Average clusters audible: 16
visdatasize:196 compressed from 256
writing c:\users\lee\documents\harrison\tf2\tf2 maps\pass time test\pass_time_test_harry.bsp
0 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:\Users\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry"
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 c:\users\lee\documents\harrison\tf2\tf2 maps\pass time test\pass_time_test_harry.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
124 faces
91079 square feet [13115456.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
124 patches before subdivision
7604 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 975586, max 336
transfer lists: 7.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0026 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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 11/8192 132/98304 ( 0.1%)
brushsides 66/65536 528/524288 ( 0.1%)
planes 72/65536 1440/1310720 ( 0.1%)
vertexes 177/65536 2124/786432 ( 0.3%)
nodes 53/65536 1696/2097152 ( 0.1%)
texinfos 14/12288 1008/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
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 124/65536 6944/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 28/65536 1568/3670016 ( 0.0%)
leaves 57/65536 1824/2097152 ( 0.1%)
leaffaces 244/65536 488/131072 ( 0.4%)
leafbrushes 22/65536 44/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 660/512000 2640/2048000 ( 0.1%)
edges 347/256000 1388/1024000 ( 0.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 8/32768 80/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 96/65536 192/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 908992/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 196/16777216 ( 0.0%)
entdata [variable] 1296/393216 ( 0.3%)
LDR ambient table 57/65536 228/262144 ( 0.1%)
HDR ambient table 57/65536 228/262144 ( 0.1%)
LDR leaf ambient 28/65536 784/1835008 ( 0.0%)
HDR leaf ambient 57/65536 1596/1835008 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 106209/0 ( 0.0%)
physics [variable] 4250/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 300
Writing c:\users\lee\documents\harrison\tf2\tf2 maps\pass time test\pass_time_test_harry.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pass_time_test_harry.bsp"
VMF download: https://www.dropbox.com/s/vgso4m9c9b2n9fy/pass_time_test_harry.vmf?dl=0
But it crashes TF2. The map is sealed. You can't see the walls, ceiling, and floor in this picture.
Another angle so the middle is legible:
Properties:
I've tried alt+p, I've tried using Interlopers, but neither of those worked.
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:\Users\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry.vmf"
Valve Software - vbsp.exe (Mar 2 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry.vmf
Patching WVT material: maps/pass_time_test_harry/coalmines/blendgroundtograss_coalmines_wvt_patch
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (4250 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 22 texinfos to 14
Reduced 5 texdatas to 4 (172 bytes to 133)
Writing C:\Users\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry.bsp
Wrote ZIP buffer, estimated size 106557, actual size 106209
0 seconds elapsed
** 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\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry"
Valve Software - vvis.exe (Mar 2 2016)
4 threads
reading c:\users\lee\documents\harrison\tf2\tf2 maps\pass time test\pass_time_test_harry.bsp
reading c:\users\lee\documents\harrison\tf2\tf2 maps\pass time test\pass_time_test_harry.prt
16 portalclusters
30 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 256
Average clusters visible: 16
Building PAS...
Average clusters audible: 16
visdatasize:196 compressed from 256
writing c:\users\lee\documents\harrison\tf2\tf2 maps\pass time test\pass_time_test_harry.bsp
0 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:\Users\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry"
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 c:\users\lee\documents\harrison\tf2\tf2 maps\pass time test\pass_time_test_harry.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
124 faces
91079 square feet [13115456.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
124 patches before subdivision
7604 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 975586, max 336
transfer lists: 7.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0026 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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 11/8192 132/98304 ( 0.1%)
brushsides 66/65536 528/524288 ( 0.1%)
planes 72/65536 1440/1310720 ( 0.1%)
vertexes 177/65536 2124/786432 ( 0.3%)
nodes 53/65536 1696/2097152 ( 0.1%)
texinfos 14/12288 1008/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
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 124/65536 6944/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 28/65536 1568/3670016 ( 0.0%)
leaves 57/65536 1824/2097152 ( 0.1%)
leaffaces 244/65536 488/131072 ( 0.4%)
leafbrushes 22/65536 44/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 660/512000 2640/2048000 ( 0.1%)
edges 347/256000 1388/1024000 ( 0.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 8/32768 80/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 96/65536 192/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 908992/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 196/16777216 ( 0.0%)
entdata [variable] 1296/393216 ( 0.3%)
LDR ambient table 57/65536 228/262144 ( 0.1%)
HDR ambient table 57/65536 228/262144 ( 0.1%)
LDR leaf ambient 28/65536 784/1835008 ( 0.0%)
HDR leaf ambient 57/65536 1596/1835008 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 106209/0 ( 0.0%)
physics [variable] 4250/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 300
Writing c:\users\lee\documents\harrison\tf2\tf2 maps\pass time test\pass_time_test_harry.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pass_time_test_harry.bsp"
Attachments
Last edited: