Hammer Loading old version of my map

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Woke Annie

L1: Registered
Nov 20, 2017
13
0
So whats happening is that when I started making the basics I made a quick save and decided to run the map. Then I made some more changes and did a second save as (I like to have different versions of my map) when I decided to run the second save as it loaded to previous one.

Let me know if I need to re word my statement if it was confusing
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
It's in the same location as your vmf.
 

VEssex

L2: Junior Member
May 19, 2016
63
83
I mean what are the instructions to open it and find the text
The compile log can be retrieved after you compile the map, it's stored as a text file (.log file, can be opened with notepad.) in the folder where your raw map file (.vmt) is or can be retrieved from the compile process window by pressing "Copy to clipboard" once it's done compiling.
 

Woke Annie

L1: Registered
Nov 20, 2017
13
0
Alright here is the compile process. Its a pretty basic map for now

** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\yelho\Desktop\PP Level\PP 2 2.vmf"

Valve Software - vbsp.exe (Oct 14 2017)
8 threads
materialPath: E:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\yelho\Desktop\PP Level\PP 2 2.vmf
Patching WVT material: maps/pp 2 2/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/pp 2 2/brick/blendcobbletocobblesnow001_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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\yelho\Desktop\PP Level\PP 2 2.prt...Building visibility clusters...
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) (2959 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 29 texinfos to 6
Reduced 6 texdatas to 4 (213 bytes to 154)
Writing C:\Users\yelho\Desktop\PP Level\PP 2 2.bsp
Wrote ZIP buffer, estimated size 107107, actual size 106625
0 seconds elapsed

** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\yelho\Desktop\PP Level\PP 2 2"

Valve Software - vvis.exe (Oct 14 2017)
8 threads
reading c:\users\yelho\desktop\pp level\PP 2 2.bsp
reading c:\users\yelho\desktop\pp level\PP 2 2.prt
18 portalclusters
27 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 324
Average clusters visible: 18
Building PAS...
Average clusters audible: 18
visdatasize:256 compressed from 288
writing c:\users\yelho\desktop\pp level\PP 2 2.bsp
0 seconds elapsed

** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\yelho\Desktop\PP Level\PP 2 2"

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

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\yelho\desktop\pp level\PP 2 2.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
178 faces
153429 square feet [22093824.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
178 patches before subdivision
17038 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 2999896, max 497
transfer lists: 22.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0033 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 1/1024 48/49152 ( 0.1%)
brushes 8/8192 96/98304 ( 0.1%)
brushsides 48/65536 384/524288 ( 0.1%)
planes 50/65536 1000/1310720 ( 0.1%)
vertexes 202/65536 2424/786432 ( 0.3%)
nodes 85/65536 2720/2097152 ( 0.1%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 4/2048 128/65536 ( 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 178/65536 9968/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8/65536 448/3670016 ( 0.0%)
leaves 87/65536 2784/2097152 ( 0.1%)
leaffaces 178/65536 356/131072 ( 0.3%)
leafbrushes 54/65536 108/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 760/512000 3040/2048000 ( 0.1%)
edges 394/256000 1576/1024000 ( 0.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 4/32768 40/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 48/65536 96/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 423656/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 256/16777216 ( 0.0%)
entdata [variable] 361/393216 ( 0.1%)
LDR ambient table 87/65536 348/262144 ( 0.1%)
HDR ambient table 87/65536 348/262144 ( 0.1%)
LDR leaf ambient 18/65536 504/1835008 ( 0.0%)
HDR leaf ambient 87/65536 2436/1835008 ( 0.1%)
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] 106625/0 ( 0.0%)
physics [variable] 2959/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 372
Writing c:\users\yelho\desktop\pp level\PP 2 2.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\yelho\Desktop\PP Level\PP 2 2.bsp" "E:\Steam\steamapps\common\Team Fortress 2\tf\maps\PP 2 2.bsp"


** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" +map "PP 2 2" -steam
 

henke37

aa
Sep 23, 2011
2,075
515
Strange, no signs of vbsp breaking, which is the number one cause for old versions being loaded.
 
Mar 23, 2013
1,013
347
How big is the map? The end data stats are suprisingly small. Could it be that you selected "only entities" for the vbsp compile process?

Also do not use space for file names, it'll cause other problems. Get used to the underscore.
 

henke37

aa
Sep 23, 2011
2,075
515
They may be small, but they do list brushes. It's not an entity only compile.
 

Woke Annie

L1: Registered
Nov 20, 2017
13
0
Alright It seemed to fix it self. What I did is that I went to the old save file that it was loading and changed from there and when I did and loaded the map it loaded the latest file.

Thanks for helping everyone!

P.S
I will put underscores in the name file (I forgot)
 

ghostboy1225

L1: Registered
Nov 19, 2014
21
5
ive found you can cause this by being in the map as you modify it ive caused hammer to crash once doing that