Map Doesn't Update In Game After Compile

BanaFen

L1: Registered
Jan 3, 2017
11
15
(Thread title.)

I noticed this issue when I recompiled after adding some basic brushes. I have tried the following with no results:
  • Removing the added brushes.
  • Creating a new skybox from scratch.
  • Copying the map into a new map file.
  • Searching the coordinates specified in the error (it is empty and far away from the actual map; same coordinates in the new file's compile).
  • Google (everyone seems to have unrelated causes/solutions).
  • alt + P = "There is no player start." I have proper spawn entities that still function.
** 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\pl_damwater\test.vmf"

Valve Software - vbsp.exe (Dec 15 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\sourcesdk_content\tf\mapsrc\pl_damwater\test.vmf
Brush 368: bounds out of range
Patching WVT material: maps/test/nature/blendgroundtograss007_wvt_patch
Patching WVT material: maps/test/nature/blendgroundtocobble005_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 3080.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 1024.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2056.000000, 1024.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 3072.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2056.000000, 3072.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 3072.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 3072.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 3072.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 3072.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2056.000000, 1024.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 2048.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 1024.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 1024.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 3072.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: DEV/GRAYGRID, near (2048.000000, 2048.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 3072.000000, 65535.996094))

** 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" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_damwater\test"

Valve Software - vvis.exe (Dec 15 2016)
fastvis = true
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_damwater\test.bsp
Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_damwater\test.bsp

** 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" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_damwater\test"

Valve Software - vrad.exe SSE (Dec 15 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\sourcesdk_content\tf\mapsrc\pl_damwater\test.bsp
Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_damwater\test.bsp

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

The command failed. Windows reported the error:
"The system cannot find the file specified."

** 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" -hijack +map "test" -steam
warning: bsp node with unbounded volume (material: , near (-2056.000000, 3080.000000, 65552.000000))

Description:
vbsp is having a hard time figuring out your level, it seems to have found a part of your level that is infinite in size. This is, offcourse, invalid

Solution:
Look near the coordinates given. It is likely that you either need to func_detail a lot of brushes in that area, or that you have an invalid brush somewhere (Alt-p in hammer to check for them). It may be pretty difficult to hunt down the exact problem though.

Thanks in advance (again) for any helpful information!
 

sooshey

:3c
aa
Jan 7, 2015
514
410
You can use the cordon tool :cordonedit::cordonenable: to compile small sections of your map individually until you find the offending brushes.
 

200

L2: Junior Member
Aug 11, 2013
54
79
It won't update, obviously, your map does not compile. The log checker gives you a reason, try to look for a werid brushes. It may be really hard to hunt down this problem. I would recommend saving your map to a new file and start removing all the brushes you may have used Vertex (in rare cases Clipping) tool on. Also, the brushes that were carved previously. You can do a quick compile after each brush removed and check if the problem is gone. Also a very handy tool to locate stuff like that is a cordon tool, you may use it before starting to remove brushes, just compile several segments of your map and check if they have this problem.
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
Usually this is caused by an invalid solid or some other brush based abomination, and there are a couple of ways to locate it.
Like others have said, using :cordonenable: can help, but it's slow.
You can also check the 2D grid for any oddities, such as floating vertices with no lines drawn connecting them.
You could also open map properties to select the entire map and see if anything strange is highlighted that you might have missed.