map not loading

Retro_Game_kid

L1: Registered
Apr 9, 2018
15
4
okay I compile and launch but it loads the first test map I made instead of the map I am currently working on
Here is the compile log
Code:
** Executing...
** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).vmf"

Valve Software - vbsp.exe (Mar  6 2018)
8 threads
materialPath: F:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).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)
**** leaked ****
Entity prop_static (-3456.00 -64.00 312.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (104.0 1024.0 24.0)
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 (616.0 1024.0 24.0)
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 (96.0 1024.0 128.0)
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 (200.0 1024.0 128.0)
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 (616.0 1024.0 128.0)
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 (104.0 1024.0 520.0)
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 (616.0 1024.0 520.0)
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 (512.0 2048.0 416.0)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
material "skybox/sky_gravel_1rt" not found.
Can't load skybox file skybox/sky_gravel_1 to build the default cubemap!
Can't load skybox file skybox/sky_gravel_1 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
Building Physics collision data...
done (1) (72366 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 279 texinfos to 217
Reduced 34 texdatas to 34 (850 bytes to 850)
Writing F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
1 second elapsed
CMaterialDict::Shutdown m_MissingList count: 1

** Executing...
** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1)"

Valve Software - vvis.exe (Mar  6 2018)
8 threads
reading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
reading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).prt
LoadPortals: couldn't read f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).prt


** Executing...
** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1)"

Valve Software - vrad.exe SSE (Mar  6 2018)

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

[56 texlights parsed from 'lights.rad']

Loading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.31 seconds)
1932 faces
524118 square feet [75473072.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
sun extent from map=0.034899
125 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (23)
Build Patch/Sample Hash Table(s).....Done<0.0298 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 (5)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  23/1024         1104/49152    ( 2.2%)
brushes                193/8192         2316/98304    ( 2.4%)
brushsides            1228/65536        9824/524288   ( 1.9%)
planes                 610/65536       12200/1310720  ( 0.9%)
vertexes              2789/65536       33468/786432   ( 4.3%)
nodes                 1167/65536       37344/2097152  ( 1.8%)
texinfos               217/12288       15624/884736   ( 1.8%)
texdata                 34/2048         1088/65536    ( 1.7%)
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                 1932/65536      108192/3670016  ( 2.9%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              738/65536       41328/3670016  ( 1.1%)
leaves                1191/65536       38112/2097152  ( 1.8%)
leaffaces             2405/65536        4810/131072   ( 3.7%)
leafbrushes            573/65536        1146/131072   ( 0.9%)
areas                    3/256            24/2048     ( 1.2%)
surfedges            12014/512000      48056/2048000  ( 2.3%)
edges                 6490/256000      25960/1024000  ( 2.5%)
LDR worldlights        124/8192        10912/720896   ( 1.5%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            208/32768        2080/327680   ( 0.6%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          2865/65536        5730/131072   ( 4.4%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     1502568/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]           0/16777216 ( 0.0%)
entdata               [variable]       58631/393216   (14.9%)
LDR ambient table     1191/65536        4764/262144   ( 1.8%)
HDR ambient table     1191/65536        4764/262144   ( 1.8%)
LDR leaf ambient      7766/65536      217448/1835008  (11.8%)
HDR leaf ambient      1191/65536       33348/1835008  ( 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]           1/4866     ( 0.0%)
pakfile               [variable]          54/0        ( 0.0%)
physics               [variable]       72366/4194304  ( 1.7%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 5198
Writing f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
30 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp" "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\room(1).bsp"


** Executing...
** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" -novid "staticprop" +map "room(1)" -steam
 

Retro_Game_kid

L1: Registered
Apr 9, 2018
15
4
okay so I fixed the leaks and it's still not working anything I can do?
Code:
** Executing...
** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).vmf"

Valve Software - vbsp.exe (Mar  6 2018)
8 threads
materialPath: F:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).prt...Building visibility clusters...
done (0)
material "skybox/sky_gravel_1rt" not found.
Can't load skybox file skybox/sky_gravel_1 to build the default cubemap!
Can't load skybox file skybox/sky_gravel_1 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
Building Physics collision data...
done (0) (72822 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 280 texinfos to 168
Reduced 34 texdatas to 33 (850 bytes to 830)
Writing F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
2 seconds elapsed
CMaterialDict::Shutdown m_MissingList count: 1

** Executing...
** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1)"

Valve Software - vvis.exe (Mar  6 2018)
8 threads
reading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
reading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).prt
255 portalclusters
712 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 (2)
Optimized: 32 visible clusters (0.10%)
Total clusters visible: 31881
Average clusters visible: 125
Building PAS...
Average clusters audible: 166
visdatasize:15521  compressed from 16320
writing f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
2 seconds elapsed

** Executing...
** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1)"

Valve Software - vrad.exe SSE (Mar  6 2018)

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

[56 texlights parsed from 'lights.rad']

Loading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
Setting up ray-trace acceleration structure... Done (0.31 seconds)
1136 faces
297997 square feet [42911584.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1136 patches before subdivision
34662 patches after subdivision
sun extent from map=0.087156
sun extent from map=0.034899
125 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 4481824, max 509
transfer lists:  34.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(204214, 168889, 162283)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(32801, 21953, 21218)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(5878, 3147, 3050)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(1124, 473, 459)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(228, 75, 73)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(49, 12, 12)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(11, 2, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0200 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  23/1024         1104/49152    ( 2.2%)
brushes                194/8192         2328/98304    ( 2.4%)
brushsides            1234/65536        9872/524288   ( 1.9%)
planes                 614/65536       12280/1310720  ( 0.9%)
vertexes              1927/65536       23124/786432   ( 2.9%)
nodes                  723/65536       23136/2097152  ( 1.1%)
texinfos               168/12288       12096/884736   ( 1.4%)
texdata                 33/2048         1056/65536    ( 1.6%)
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                 1136/65536       63616/3670016  ( 1.7%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              519/65536       29064/3670016  ( 0.8%)
leaves                 747/65536       23904/2097152  ( 1.1%)
leaffaces             1431/65536        2862/131072   ( 2.2%)
leafbrushes            522/65536        1044/131072   ( 0.8%)
areas                    3/256            24/2048     ( 1.2%)
surfedges             7454/512000      29816/2048000  ( 1.5%)
edges                 4137/256000      16548/1024000  ( 1.6%)
LDR worldlights        124/8192        10912/720896   ( 1.5%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            127/32768        1270/327680   ( 0.4%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          1809/65536        3618/131072   ( 2.8%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      819544/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]       15521/16777216 ( 0.1%)
entdata               [variable]       58632/393216   (14.9%)
LDR ambient table      747/65536        2988/262144   ( 1.1%)
HDR ambient table      747/65536        2988/262144   ( 1.1%)
LDR leaf ambient      3580/65536      100240/1835008  ( 5.5%)
HDR leaf ambient       747/65536       20916/1835008  ( 1.1%)
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]           1/5136     ( 0.0%)
pakfile               [variable]          54/0        ( 0.0%)
physics               [variable]       72822/4194304  ( 1.7%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 3106
Writing f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
16 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp" "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\room(1).bsp"
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
541
Rename your vmf to something else than room(1).bsp. Use only letters or numbers, nothing else, no dashes, no ( or ).