Point File Profile

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
I am having problem with point file on my maps. I am clicking on the load point file and it keeps saying that the file is not found.
Capture_hung.PNG
 

Svode

Take a Chance on Me
aa
Jul 31, 2016
166
471
Do you have a pointfile generated? I don't think you do, try compiling and then checking
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Do you have a pointfile generated? I don't think you do, try compiling and then checking
How do i generate one? On the valve dev. wiki it doesn't say how to generate one.
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
647
1,197

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
One is automatically generated during compile if it detects a leak. If no leak is detected then no pointfile is created.
I just normal compile and it still doesn't find the file.
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
647
1,197

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
That's more than likely because there is no leak, so it doesn't make a pointfile. Are you sure you have a leak?
Yeah, My map is not updating when i normal compile.
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
647
1,197
Hm, it's probably not a leak then, and you have a more serious problem that's causing the compile to fail in its entirety. Mind posting your compile log?
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Hm, it's probably not a leak then, and you have a more serious problem that's causing the compile to fail in its entirety. Mind posting your 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_fireblase_a1.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
4 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\koth_fireblase_a1.vmf
Brush 539: no visible sides on brush
Brush 539: no visible sides on brush
Brush 539: no visible sides on brush
Brush 4563804: no visible sides on brush
Brush 4563804: no visible sides on brush
Brush 4563804: no visible sides on brush
Brush 4569179: bounds out of range
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_fireblase_a1/coalmines/blendgroundtowall_coalmines_wvt_patch
Patching WVT material: maps/koth_fireblase_a1/nature/blendrockgroundwallforest001_wvt_patch
Patching WVT material: maps/koth_fireblase_a1/swamp/concrete/blendswampconcrete001_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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 36 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
HashVec: point outside valid range

** 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\koth_fireblase_a1"

Valve Software - vvis.exe (Jun 14 2017)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_fireblase_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_fireblase_a1.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_fireblase_a1.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\koth_fireblase_a1"

Valve Software - vrad.exe SSE (Jun 14 2017)

Valve Radiosity Simulator
4 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\koth_fireblase_a1.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.71 seconds)
2974 faces
3641561 square feet [524384800.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
34 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (22)
Build Patch/Sample Hash Table(s).....Done<0.0753 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (7)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 150/8192 1800/98304 ( 1.8%)
brushsides 993/65536 7944/524288 ( 1.5%)
planes 720/65536 14400/1310720 ( 1.1%)
vertexes 4277/65536 51324/786432 ( 6.5%)
nodes 1184/65536 37888/2097152 ( 1.8%)
texinfos 57/12288 4104/884736 ( 0.5%)
texdata 17/2048 544/65536 ( 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 2974/65536 166544/3670016 ( 4.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 609/65536 34104/3670016 ( 0.9%)
leaves 1189/65536 38048/2097152 ( 1.8%)
leaffaces 3441/65536 6882/131072 ( 5.3%)
leafbrushes 855/65536 1710/131072 ( 1.3%)
areas 3/256 24/2048 ( 1.2%)
surfedges 16413/512000 65652/2048000 ( 3.2%)
edges 8632/256000 34528/1024000 ( 3.4%)
LDR worldlights 34/8192 2992/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 332/32768 3320/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4446/65536 8892/131072 ( 6.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 5/512 1760/180224 ( 1.0%)
LDR lightdata [variable] 12686124/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 20802/393216 ( 5.3%)
LDR ambient table 1189/65536 4756/262144 ( 1.8%)
HDR ambient table 1189/65536 4756/262144 ( 1.8%)
LDR leaf ambient 7820/65536 218960/1835008 (11.9%)
HDR leaf ambient 1189/65536 33292/1835008 ( 1.8%)
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] 1/10280 ( 0.0%)
pakfile [variable] 960/0 ( 0.0%)
physics [variable] 54446/4194304 ( 1.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 8036
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_fireblase_a1.bsp
32 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_fireblase_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_fireblase_a1.bsp"
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
647
1,197
WriteBSP...
HashVec: point outside valid range
Yea, here's your problem. You have something near/on/past the boundaries of hammer and that's causing your compile to fail. Hit alt + p to open the problem finder and find what it is.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Yea, here's your problem. You have something near/on/past the boundaries of hammer and that's causing your compile to fail. Hit alt + p to open the problem finder and find what it is.
Could you point to where you find this in the compile so i know where to find it if this happens again?
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Yea, here's your problem. You have something near/on/past the boundaries of hammer and that's causing your compile to fail. Hit alt + p to open the problem finder and find what it is.
What does this mean?

There is no player start in the map. To add one, select the Entity (axe) tool, drag the crosshairs to the position you want the player to start at, and press ENTER.

I have info_player_teamspawn in the map. for both teams.
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
Other Source engine games use info_player_start as spawn locations, but TF2 does not. However, the Help menu does not take that into consideration. No info_player_start is needed.

Make sure you deleted whatever was causing the previous error. If it still doesn't work, post your compile log into this webpage: http://www.interlopers.net/errors/

It might detect something that the Help menu doesn't.
 
Mar 23, 2013
1,013
347
I can't believe that nobody noticed the obvious error in the compile log. "brush x: no visible side on brush" Or do you always have that message in your logs?
Anyway, the error includes the brush number, just go to the brush with that number and see how messed up it is and redo it.
 

~curlysnail

L69: Deviant Member
Nov 17, 2014
69
54
My hammer does this even if there are no leaks/ errors. I find closing hammer and steam and reopening them fixes it.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
Brush 539: no visible sides on brush
Brush 539: no visible sides on brush
Brush 539: no visible sides on brush
Brush 4563804: no visible sides on brush
Brush 4563804: no visible sides on brush
Brush 4563804: no visible sides on brush
Brush 4569179: bounds out of range

Check all those brushes and remake them
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Just a heads up, failed compiles don't always produce point files because leaks aren't the only way compiles can fail.