Map doesnt load on SFM or TF2

  • If you're asking a question make sure to set the thread type to be a question!

Herobrine24

L1: Registered
Feb 12, 2017
12
0
I have decided to remake a map that has custom textures and I cant open the map anymore.
SFM crashes due to too many custom files and TF2 says the map is invalid.
The custom textures are in usermod and hammer uses them without a problem but durring compiling it doesnt find them.
Can anyone guide me through fixing the issue?
 

Attachments

  • jb_minecraft_night_final_d-log.txt
    34.3 KB · Views: 198
Last edited:

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
The log file you linked is confusing. It seems to suggest Hammer is looking in your SFM directory for game files, which might explain why it couldn't find your custom materials. I haven't used SFM so I don't know what's going on there. Are you compiling the map in TF2 Hammer?

There is an error message I have seen before, but I don't know what causes it.

Code:
can't solve quadratic for light 200.000000 200.000000

If you upload the VMF and the materials/custom assets in a ZIP I will take a look.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
SFM has its own Hammer, but you shouldn't use it. Use the TF2 Hammer found in tf/bin, compile with that and make sure the custom assets are in TF2's folder system.
 

Herobrine24

L1: Registered
Feb 12, 2017
12
0
while i was trying to do it with the SDK's Hammer i messed something up and it wouldnt let me load the map because of 4 broken solids. The TF2 Hammer solved that. But where do i put the custom textures in?

EDIT: Nvm i found it
 
Last edited:

Herobrine24

L1: Registered
Feb 12, 2017
12
0
Hammer still tells me that it cant find the textures and TF2 says its invalid. Should they be in the official material library or the downloaded ones?
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Hi again.

Custom assets need to be in here...

SteamApps/common/Team Fortress 2/ ...

tf/materials/*.vmt *.vtf
tf/models/*.mdl etc
tf/materials/models/*.vtf *.vmt
tf/sounds/*.wav *.mp3

You can put stuff in subfolders if you like, as long as you make sure you put it in the file location for any entities you use, and in the case of material VMTs, include it in the path.

if you don't want to put custom stuff in the main TF2 root dirs you can put it in tf/custom/mystuff/materials and so on.

So if I made a custom material, I would put it in tf/custom/wormatty/materials/wormatty/mymaterial.vmt. In Hammer it would show up as wormatty/mymaterial as anything in tf/custom/whatever is mounted to the game root when it's run.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Also a head's up, even if you put things in the tf/custom folder in your TF2 game directory, they won't show up in SFM because it makes a duplicate of the TF2 files rather than referencing the actual TF2 game files.

So if you'd want them to show up in SFM after seeing it work in TF2, either copy the files over into SFM's tf directory, or pack them into your map using PakRat or CompilePal (don't repack the map as SFM cannot load them)
 

Herobrine24

L1: Registered
Feb 12, 2017
12
0
how do i fix this? i dont have anything there
Code:
(0)
**** leaked ****
Entity  (-1418.00 1930.00 -206.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 5632.0 -6352.5)
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 (7680.0 6144.0 -6352.5)
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 (6656.0 6144.0 -6352.5)
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 (8192.0 4608.0 -6352.5)
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 (8192.0 3584.0 -6352.5)
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 (8192.0 2560.0 -6352.5)
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 (7216.0 1024.0 3383.0)
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 (7184.0 1024.0 3383.0)
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: 

*** 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 (1)
Too many brush models in map, max = 1024
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
You have a leak. In Hammer, go to map->load pointfile, click yes, then search for a red line. It'll point you to an entity that's touching the void (the blackness outside the map). Seal the leak, compile again. If you get a ****leaked**** error again, repeat the previous.

The VDC page on leaks: https://developer.valvesoftware.com/wiki/Leak
 

Herobrine24

L1: Registered
Feb 12, 2017
12
0
i opened the vmf with notepad and found a trigger at the coordinates the log put out
should i delete it or is there another way arround cuz i fear that it will delete an actuall trigger
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
There is no leak. the line ends and starts in the void.
The place is empty
This means the trigger's origin is out there in the void. If you select your entire map and turn on helpers :helpers:, you should see a small circle at one end of the red line. Then you can click Tools > Center Origins or drag the origin back inside the map to fix the leak. Leaks don't prevent a map from running, but they should be fixed regardless.

The actual problem is described here:
Too many brush models in map, max = 1024
I believe this is referring to brush entities, like func_doors and func_breakables. Not entirely sure though. If it is, then you'll need to trim down on the number of brush entities you're using.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Use the selection tool, drag a box across the entire map in one of the 2D views, and then hit enter.