Player Spawns don't work properly.

Mushroom Overlord

L1: Registered
Oct 31, 2016
14
0
I've watched several tutorials for making maps, and even took an irl class. I started to make my first map about a week ago, and hour at a time, and i've finally gotten to player spawns. However, after making spawns for both teams, I have yet to get them to work! Help?!
 
Aug 30, 2015
359
451
Some common problems for Teamspawns not positioning them a few inches off the ground, accidentally leaving them disabled or accidentally placing them inside another brush. It's also possible the problem is fixed but the map is running an older version because the new version has a severe error.
Nevertheless, as MaccyF noted we would appreciate it if you were more specific about what's wrong
 

Mushroom Overlord

L1: Registered
Oct 31, 2016
14
0
I'm new to this website, and cant even figure out how to take a screenshot of Hammer currently, but all my team spawns are set to "info_player_teamspawn". Both teams. However, upon loading the map, I spawn in the void and experience that glitch that resembles a bad acid trip. Sorry for the unprofessional like reply!
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
914
1,544
I'm new to this website, and cant even figure out how to take a screenshot of Hammer currently, but all my team spawns are set to "info_player_teamspawn". Both teams. However, upon loading the map, I spawn in the void and experience that glitch that resembles a bad acid trip. Sorry for the unprofessional like reply!


Sounds like the feet of the spawn points are clipping into the ground

Try raising them all up by 16 units
 

Mushroom Overlord

L1: Registered
Oct 31, 2016
14
0
Currently, every teamspawn entity is floating above the ground, both teams. Not a single one is touching each other, nor clipping. Noclip is around the entire map currently, although the map will not have a roof.
 

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Change the texture of the noclip to tools/toolssky. Your map is probably leaking.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
how to take a screenshot of Hammer
Assuming you're on Windows, alt-printscreen key or just printscreen and then go to http://imgur.com and paste the screenshot there using ctrl-v or shift-ins. Might also use some other file uploader, but that takes less than a minute, ans your shot is ready to share the link. There is software to easen even that, like sharex (super hi tech stuff for sharing screenshots and even videos) or dropbox (a file uploading service that also lets you upload screenshots).
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
914
1,544
Currently, every teamspawn entity is floating above the ground, both teams. Not a single one is touching each other, nor clipping. Noclip is around the entire map currently, although the map will not have a roof.

hmm, sounds like you have a more serious problem preventing the compile, and thus the game is loading an earlier version of the map. Copy your compile log into here and see what it says.
 

Mushroom Overlord

L1: Registered
Oct 31, 2016
14
0
Code:
** 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\tf\maps\dm_LukeM_FirstMap_01.vmf"

Valve Software - vbsp.exe (Oct 19 2016)
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\tf\maps\dm_LukeM_FirstMap_01.vmf
Patching WVT material: maps/dm_lukem_firstmap_01/koth_viaduct_event/blendgrasstodirt_viaduct001_nosprites_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (1695 bytes)
Static prop models/props_urban/urban_crate002.mdl outside the map (-613.44, -1088.00, 64.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 37 texinfos to 7
Reduced 6 texdatas to 5 (239 bytes to 182)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\dm_LukeM_FirstMap_01.bsp
Wrote ZIP buffer, estimated size 106604, actual size 106256
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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\dm_LukeM_FirstMap_01"

Valve Software - vvis.exe (Oct 12 2016)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\dm_LukeM_FirstMap_01.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\dm_LukeM_FirstMap_01.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\dm_LukeM_FirstMap_01.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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\dm_LukeM_FirstMap_01"

Valve Software - vrad.exe SSE (Oct 12 2016)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\dm_LukeM_FirstMap_01.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.00 seconds)
90 faces
407163 square feet [58631568.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0000 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                 23/8192          276/98304    ( 0.3%) 
brushsides             140/65536        1120/524288   ( 0.2%) 
planes                 144/65536        2880/1310720  ( 0.2%) 
vertexes                97/65536        1164/786432   ( 0.1%) 
nodes                  143/65536        4576/2097152  ( 0.2%) 
texinfos                 7/12288         504/884736   ( 0.1%) 
texdata                  5/2048          160/65536    ( 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                   90/65536        5040/3670016  ( 0.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               18/65536        1008/3670016  ( 0.0%) 
leaves                 147/65536        4704/2097152  ( 0.2%) 
leaffaces               90/65536         180/131072   ( 0.1%) 
leafbrushes             30/65536          60/131072   ( 0.0%) 
areas                    1/256             8/2048     ( 0.4%) 
surfedges              432/512000       1728/2048000  ( 0.1%) 
edges                  217/256000        868/1024000  ( 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              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]           0/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        9317/393216   ( 2.4%) 
LDR ambient table      147/65536         588/262144   ( 0.2%) 
HDR ambient table      147/65536         588/262144   ( 0.2%) 
LDR leaf ambient       116/65536        3248/1835008  ( 0.2%) 
HDR leaf ambient       147/65536        4116/1835008  ( 0.2%) 
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]      106256/0        ( 0.0%) 
physics               [variable]        1695/4194304  ( 0.0%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 180
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\dm_LukeM_FirstMap_01.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\dm_LukeM_FirstMap_01.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\dm_LukeM_FirstMap_01.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" -toconsole -dev -console +sv_lan 1 +map "dm_LukeM_FirstMap_01" -steam
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
647
1,197
You have a leaked prop_static at -613.44, -1088.00, 64.00 (You can go to View > Go to coordinates to find it), might want to patch that.
I also highly recommend the Interlopers error page: http://www.interlopers.net/errors/

EDIT: Oh, and you can load your pointfile from the Map tab, doing so will reveal a red line that will lead you to where the entity is leaking.
 
Last edited:

Mushroom Overlord

L1: Registered
Oct 31, 2016
14
0
Thanks for pointing that out, but still, I am spawned into the void and cant figure out how to fix it! Edit:I never learnt anything about pointfiles. I'm sorry this is so difficult for you all.
5A2408CD874A94475EA9FFD5079876F5D3509C05
 

Mushroom Overlord

L1: Registered
Oct 31, 2016
14
0
Assuming you're on Windows, alt-printscreen key or just printscreen and then go to http://imgur.com and paste the screenshot there using ctrl-v or shift-ins. Might also use some other file uploader, but that takes less than a minute, ans your shot is ready to share the link. There is software to easen even that, like sharex (super hi tech stuff for sharing screenshots and even videos) or dropbox (a file uploading service that also lets you upload screenshots).
Print screen is not working, I feel like a moron. Any other ways?
 

Mushroom Overlord

L1: Registered
Oct 31, 2016
14
0
the leaked prop will cause your compile to fail, meaning that the game loads an older version of the .bsp (presumably a version before you added the spawn points)

fix the leak and it should hopefully work as intended.

Fixed leak pointed out by previous responder. ( Prop is above ground now ) Still spawned in void, are there any other props? Also, how do i make or load a pointfile? I've never heard of them before.
 

Mushroom Overlord

L1: Registered
Oct 31, 2016
14
0
Update:No leaks to report, but still leaking.

Code:
 ** 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\tf\maps\dm_LukeM_FirstMap_01.vmf"

Valve Software - vbsp.exe (Oct 19 2016)
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\tf\maps\dm_LukeM_FirstMap_01.vmf
Patching WVT material: maps/dm_lukem_firstmap_01/koth_viaduct_event/blendgrasstodirt_viaduct001_nosprites_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (1695 bytes)
Static prop models/props_urban/urban_crate002.mdl outside the map (-732.00, -1088.00, 70.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 37 texinfos to 7
Reduced 6 texdatas to 5 (239 bytes to 182)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\dm_LukeM_FirstMap_01.bsp
Wrote ZIP buffer, estimated size 106604, actual size 106256
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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\dm_LukeM_FirstMap_01"

Valve Software - vvis.exe (Oct 12 2016)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\dm_LukeM_FirstMap_01.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\dm_LukeM_FirstMap_01.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\dm_LukeM_FirstMap_01.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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\dm_LukeM_FirstMap_01"

Valve Software - vrad.exe SSE (Oct 12 2016)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\dm_LukeM_FirstMap_01.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.00 seconds)
90 faces
407163 square feet [58631568.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0000 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                 23/8192          276/98304    ( 0.3%) 
brushsides             140/65536        1120/524288   ( 0.2%) 
planes                 144/65536        2880/1310720  ( 0.2%) 
vertexes                97/65536        1164/786432   ( 0.1%) 
nodes                  143/65536        4576/2097152  ( 0.2%) 
texinfos                 7/12288         504/884736   ( 0.1%) 
texdata                  5/2048          160/65536    ( 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                   90/65536        5040/3670016  ( 0.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               18/65536        1008/3670016  ( 0.0%) 
leaves                 147/65536        4704/2097152  ( 0.2%) 
leaffaces               90/65536         180/131072   ( 0.1%) 
leafbrushes             30/65536          60/131072   ( 0.0%) 
areas                    1/256             8/2048     ( 0.4%) 
surfedges              432/512000       1728/2048000  ( 0.1%) 
edges                  217/256000        868/1024000  ( 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              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]           0/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        9317/393216   ( 2.4%) 
LDR ambient table      147/65536         588/262144   ( 0.2%) 
HDR ambient table      147/65536         588/262144   ( 0.2%) 
LDR leaf ambient       116/65536        3248/1835008  ( 0.2%) 
HDR leaf ambient       147/65536        4116/1835008  ( 0.2%) 
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]      106256/0        ( 0.0%) 
physics               [variable]        1695/4194304  ( 0.0%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 180
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\dm_LukeM_FirstMap_01.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\dm_LukeM_FirstMap_01.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\dm_LukeM_FirstMap_01.bsp"
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Print screen is not working, I feel like a moron. Any other ways?
As in, the button is broken and doesntt work? Weeeell, shared let's you make shots without involving prtscr, and some other sofrware.

Edit: such a leak may happen when your map has mp entities at all. Is it the case?
 

Mushroom Overlord

L1: Registered
Oct 31, 2016
14
0
As in, the button is broken and doesntt work? Weeeell, shared let's you make shots without involving prtscr, and some other sofrware.

Edit: such a leak may happen when your map has mp entities at all. Is it the case?
What are mp entities. IT would be best to treat me as someone who as never made a map before.