Hammer compiled the older version of my map...

Oct 28, 2016
3
0
The work is saved, but won't compile.
I even deleted the .bsb file in \Team Fortress 2\tf\maps\, but nope.
I would appreciate any help.


Here's my log: (Checked with http://www.interlopers.net/errors/ there were no problems)


** 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\fun_knedlov.vmf"

Valve Software - vbsp.exe (Dec 15 2016)
2 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\fun_knedlov.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...
Merged 10 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
Too many unique verts, max = 65536 (map has too much brush geometry)


** 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\fun_knedlov"

Valve Software - vvis.exe (Dec 15 2016)
2 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\fun_knedlov.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\fun_knedlov.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\fun_knedlov.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\sourcesdk_content\tf\mapsrc\fun_knedlov"

Valve Software - vrad.exe SSE (Dec 15 2016)

Valve Radiosity Simulator
2 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\sourcesdk_content\tf\mapsrc\fun_knedlov.bsp
Setting up ray-trace acceleration structure... Done (0.18 seconds)
3419 faces
3268349 square feet [470642368.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3419 patches before subdivision
178521 patches after subdivision
sun extent from map=0.087156
28 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (62)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (44)
transfers 78140589, max 1601
transfer lists: 596.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #1 added RGB(726147, 412844, 245600)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #2 added RGB(126932, 48722, 19209)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #3 added RGB(26187, 6783, 1725)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #4 added RGB(5627, 966, 159)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #5 added RGB(1285, 147, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #6 added RGB(299, 23, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #7 added RGB(72, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #8 added RGB(18, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #9 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #10 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1245 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 42/1024 2016/49152 ( 4.1%)
brushes 257/8192 3084/98304 ( 3.1%)
brushsides 1709/65536 13672/524288 ( 2.6%)
planes 1362/65536 27240/1310720 ( 2.1%)
vertexes 4165/65536 49980/786432 ( 6.4%)
nodes 839/65536 26848/2097152 ( 1.3%)
texinfos 420/12288 30240/884736 ( 3.4%)
texdata 16/2048 512/65536 ( 0.8%)
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 3419/65536 191464/3670016 ( 5.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1220/65536 68320/3670016 ( 1.9%)
leaves 882/65536 28224/2097152 ( 1.3%)
leaffaces 4072/65536 8144/131072 ( 6.2%)
leafbrushes 629/65536 1258/131072 ( 1.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 20367/512000 81468/2048000 ( 4.0%)
edges 11039/256000 44156/1024000 ( 4.3%)
LDR worldlights 28/8192 2464/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 259/32768 2590/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3954/65536 7908/131072 ( 6.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 15861920/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 17282/16777216 ( 0.1%)
entdata [variable] 32532/393216 ( 8.3%)
LDR ambient table 882/65536 3528/262144 ( 1.3%)
HDR ambient table 882/65536 3528/262144 ( 1.3%)
LDR leaf ambient 4071/65536 113988/1835008 ( 6.2%)
HDR leaf ambient 882/65536 24696/1835008 ( 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] 1/996 ( 0.1%)
pakfile [variable] 372/0 ( 0.0%)
physics [variable] 103067/4194304 ( 2.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 8562
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\fun_knedlov.bsp
2 minutes, 21 seconds elapsed

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

Crash

func_nerd
aa
Mar 1, 2010
3,320
5,500
FixTjuncs...
Too many unique verts, max = 65536 (map has too much brush geometry)

This error is causing the compile to fail, which is then reverting back to the previously compiled version.

Do you by chance have a bunch of very large brushes on the map? Looking at your amount of brushes, you don't appear to have too many, but you may have too many brushes meeting each other which is causing Tjuncts.

You can try cordoning off parts of you map ( :cordonenable::cordonedit: ) and seeing if you can figure out where the problem spots are.