I can't compile my map! Someone help me!

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arthurgps2

L1: Registered
Feb 11, 2018
32
0
So after like 3 updates of my map, ctf_crossover without compiling it (my PC is a 2010 one, it takes too long to compile my map), I decided to test my map to see how it goes. Fixed the leaks, got to TF2, wrote that command to load my map and.... for some reason the map was an older version of my map (leaky btw). Compiled it again, same thing. Then I checked TF2's directory and I saw that there was 2 versions of my map: One inside tf\maps and another inside sourcesdk_content\ another folder that i can't remember right now. I moved all the version to tf\maps and renamed one of it to ctf_crossover2. Then I runned both of the maps and the 2 were the same thing. Then I decided to delete both the versions of my map and try to compile it again, but this happened:

** 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\ctf_crossover.vmf"

Valve Software - vbsp.exe (Oct 14 2017)
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\ctf_crossover.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_crossover.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Overlay touching too many faces (touching 78, max 64)
Overlay overlays/patch001 at 372.0 440.0 32.0

** 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\ctf_crossover"

Valve Software - vvis.exe (Oct 14 2017)
2 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_crossover.bsp
Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_crossover.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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_crossover"

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

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\ctf_crossover.bsp
Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_crossover.bsp

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

The command failed. Windows reported the error:
"The system couldn't find the specified file."

I'm in a pure despair. Someone help me quick!
 

arthurgps2

L1: Registered
Feb 11, 2018
32
0
I have 41 overlays in my map. Most of them are part of a hazard line around the intel...
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Code:
Overlay touching too many faces (touching 78, max 64)
Overlay overlays/patch001 at 372.0 440.0 32.0
One of your overlays is being applied to more than 64 brush faces. Find the overlay with the specified texture at the coordinates given and reduce the number of brush faces that it applies itself to.
 
Mar 23, 2013
1,013
347
having overlays on a surface too big can cause issues, even if they worked in previous compiles. Either split the brush it is assigned to in two, or increase the lightmap size of that face.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
having overlays on a surface too big can cause issues, even if they worked in previous compiles. Either split the brush it is assigned to in two, or increase the lightmap size of that face.
That's not the problem. The problem is that one overlay is touching too many faces, not one big overlay touching one big face. In fact, in this case splitting one of the brush faces into two would only make the problem worse, as it would add one more brush face to the number of faces that the overlay needs to apply to.
 

arthurgps2

L1: Registered
Feb 11, 2018
32
0
Well...The basement's floor of my map is basically one huge brush. It may be "touching too many faces" because of the brushes on it, so i removed that overlay that was causing the error cause it's just a patch and I don't think it's gonna be usefull right now and the compile worked...

But I still want some explanation about this :V
 

arthurgps2

L1: Registered
Feb 11, 2018
32
0
Oh and yeah... That's the TFC map... I got very upset about the fact only 4 maps of TFC has got a remake in TF2. That's the main reason I decided to learn how to create maps.
 
Mar 23, 2013
1,013
347
That's not the problem. The problem is that one overlay is touching too many faces, not one big overlay touching one big face.

This error can appear even if the faulty overlay is just touching and being assigned to a single brush. This seems to be the issue here too, since OP stated that the overlay was assigned to a single huge brush.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
That's not the problem. The problem is that one overlay is touching too many faces, not one big overlay touching one big face. In fact, in this case splitting one of the brush faces into two would only make the problem worse, as it would add one more brush face to the number of faces that the overlay needs to apply to.
Actually, it is. I'll start from the beginning here for OP.

When your map is compiled, world brush faces that touch each other are culled to save on rendering costs. So if you put a block in the middle of a floor, the bottom of that block, as well as the floor area under that block, are removed. Simple, right? However, this process still has to follow the rules of brush creation. The resulting faces can't have holes in them, or be concave shapes. So the compiler splits up the remainder of the face until only convex shapes are left. This is similar to the way carving works.

You can see how this would apply to a very large, single-brush floor. It touches lots of walls and other brushes that sit on top of it, so the compiler does a LOT of splitting. You could end up with hundreds or thousands of faces. Now here's where the problem comes in: if you had an overlay on that floor, every single one of the new faces is still technically assigned to it. That can easily put you over the 64-face limit.

Manually dividing up the brush is the easiest solution to this problem, especially if it was unreasonably big to begin with. Say you have a brush floor that is just the right size for a single room. This brush will touch, at most, all of the surrounding walls and anything else on the floor of that room. The compiler doesn't need to split this floor up as much, and any overlays on it are happy. Does that make sense?