- Jun 10, 2018
- 22
- 0
Hello, so I am not good with maps, and the one I am working on right now has several issues with it I hope any of you can help me with.
1. One of the areas of my map has water on it, but the water is not visible. If you shoot it or go in it, but then it is visible, but you can't tell it's water until you do that. Sometimes, the bottom and sides are also invisible, so the rest of the map can be seen through it. I know this means a leak, but I've sealed as many leaks as I can until they got so small I couldn't even detect them anymore. This brings me to my next problem.
2. Pointfiles won't work. When I try to do it now, all it pops up is File Explorer with *insertmapnamehere*.lin and when I enter or open, it says it doesn't exist. I can't find leaks anymore.
3. The map is pitch black when I run it. I tried checking the lighting and skybox, I checked if the spawns weren't touching the ground. No dice. I can't see anything, I can't hear myself moving, or shooting around, probably meaning I can't.
pls help
Here is the log thingy. I don't really know what to do anymore, maybe it'll help?
** 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\dr_devtext.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
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\dr_devtext.vmf
Patching WVT material: maps/dr_devtext/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/dr_devtext/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
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)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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) (11194 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 187 texinfos to 52
Reduced 20 texdatas to 12 (506 bytes to 297)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_devtext.bsp
Wrote ZIP buffer, estimated size 106823, actual size 106341
0 seconds elapsed
** 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\dr_devtext"
Valve Software - vvis.exe (Aug 2 2018)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_devtext.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_devtext.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_devtext.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\dr_devtext"
Valve Software - vrad.exe SSE (Jul 18 2018)
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\dr_devtext.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.00 seconds)
778 faces
800093 square feet [115213408.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0240 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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 18/1024 864/49152 ( 1.8%)
brushes 60/8192 720/98304 ( 0.7%)
brushsides 382/65536 3056/524288 ( 0.6%)
planes 482/65536 9640/1310720 ( 0.7%)
vertexes 859/65536 10308/786432 ( 1.3%)
nodes 197/65536 6304/2097152 ( 0.3%)
texinfos 52/12288 3744/884736 ( 0.4%)
texdata 12/2048 384/65536 ( 0.6%)
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 778/65536 43568/3670016 ( 1.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 96/65536 5376/3670016 ( 0.1%)
leaves 216/65536 6912/2097152 ( 0.3%)
leaffaces 778/65536 1556/131072 ( 1.2%)
leafbrushes 35/65536 70/131072 ( 0.1%)
areas 1/256 8/2048 ( 0.4%)
surfedges 3592/512000 14368/2048000 ( 0.7%)
edges 1797/256000 7188/1024000 ( 0.7%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1959968/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 19071/393216 ( 4.9%)
LDR ambient table 216/65536 864/262144 ( 0.3%)
HDR ambient table 216/65536 864/262144 ( 0.3%)
LDR leaf ambient 1030/65536 28840/1835008 ( 1.6%)
HDR leaf ambient 216/65536 6048/1835008 ( 0.3%)
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] 106341/0 ( 0.0%)
physics [variable] 11194/4194304 ( 0.3%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 1652
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_devtext.bsp
2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_devtext.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\dr_devtext.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noborder -w 1920 -h1080 -novid +map "dr_devtext" -steam
1. One of the areas of my map has water on it, but the water is not visible. If you shoot it or go in it, but then it is visible, but you can't tell it's water until you do that. Sometimes, the bottom and sides are also invisible, so the rest of the map can be seen through it. I know this means a leak, but I've sealed as many leaks as I can until they got so small I couldn't even detect them anymore. This brings me to my next problem.
2. Pointfiles won't work. When I try to do it now, all it pops up is File Explorer with *insertmapnamehere*.lin and when I enter or open, it says it doesn't exist. I can't find leaks anymore.
3. The map is pitch black when I run it. I tried checking the lighting and skybox, I checked if the spawns weren't touching the ground. No dice. I can't see anything, I can't hear myself moving, or shooting around, probably meaning I can't.
pls help
Here is the log thingy. I don't really know what to do anymore, maybe it'll help?
** 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\dr_devtext.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
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\dr_devtext.vmf
Patching WVT material: maps/dr_devtext/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/dr_devtext/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
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)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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) (11194 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 187 texinfos to 52
Reduced 20 texdatas to 12 (506 bytes to 297)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_devtext.bsp
Wrote ZIP buffer, estimated size 106823, actual size 106341
0 seconds elapsed
** 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\dr_devtext"
Valve Software - vvis.exe (Aug 2 2018)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_devtext.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_devtext.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_devtext.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\dr_devtext"
Valve Software - vrad.exe SSE (Jul 18 2018)
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\dr_devtext.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.00 seconds)
778 faces
800093 square feet [115213408.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0240 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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 18/1024 864/49152 ( 1.8%)
brushes 60/8192 720/98304 ( 0.7%)
brushsides 382/65536 3056/524288 ( 0.6%)
planes 482/65536 9640/1310720 ( 0.7%)
vertexes 859/65536 10308/786432 ( 1.3%)
nodes 197/65536 6304/2097152 ( 0.3%)
texinfos 52/12288 3744/884736 ( 0.4%)
texdata 12/2048 384/65536 ( 0.6%)
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 778/65536 43568/3670016 ( 1.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 96/65536 5376/3670016 ( 0.1%)
leaves 216/65536 6912/2097152 ( 0.3%)
leaffaces 778/65536 1556/131072 ( 1.2%)
leafbrushes 35/65536 70/131072 ( 0.1%)
areas 1/256 8/2048 ( 0.4%)
surfedges 3592/512000 14368/2048000 ( 0.7%)
edges 1797/256000 7188/1024000 ( 0.7%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1959968/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 19071/393216 ( 4.9%)
LDR ambient table 216/65536 864/262144 ( 0.3%)
HDR ambient table 216/65536 864/262144 ( 0.3%)
LDR leaf ambient 1030/65536 28840/1835008 ( 1.6%)
HDR leaf ambient 216/65536 6048/1835008 ( 0.3%)
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] 106341/0 ( 0.0%)
physics [variable] 11194/4194304 ( 0.3%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 1652
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_devtext.bsp
2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_devtext.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\dr_devtext.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noborder -w 1920 -h1080 -novid +map "dr_devtext" -steam