I need help

Smitty #1

L1: Registered
Jul 1, 2019
17
0
Hi,
I'm pretty new to the Hammer Editor and I have been working on my first map that isn't just a box. It's a koth map and I have been working on it for some time, saving and doing frequent map runs, but a few days ago I did a map run only to see an older version of my map that looks like its being eaten alive by the void. for some reason, it didn't run my newest save.

The Compile process window:

** 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_construct.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\koth_construct.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 C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_construct.prt...Building visibility clusters...

done (1)

*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!

Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!

*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!

Can't load skybox file skybox/sky_tf2_04 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 73, max 64)

Overlay overlays/patch007 at 1840.0 -1448.0 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\koth_construct"


Valve Software - vvis.exe (Aug 2 2018)

4 threads

reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_construct.bsp

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


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\koth_construct.bsp

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


** Executing...

** Command: Copy File

** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_construct.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_construct.bsp"
Screenshot (39).png
Screenshot (40).png


And yes I know I accidentally ice textures in the old version!
 
Last edited:

Asd417

Sample Text
aa
Mar 20, 2016
1,452
1,031
The compile log says that an overlay at 1840 -1448 32 is touching too many faces. This must have failed the compile.
Please use interloper compile log error check page to check for errors instead of making threads as it’s a very easy error to fix.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Overlays must be applied to brush faces for it to appear on those faces. You can pop open the overlay's properties to see this and change which faces it is applied to. Once doing this, you may quickly realize an inconsistency: the overlay is not, in fact, applied to 64 brush faces. The issue comes from the way VBSP handles faces. While building the map, VBSP splits large brush faces into many smaller brush faces. Overlays applied to the original face are applied to all the newly divided faces, which can easily number over 64. Split your brush into smaller brushes in Hammer to reduce the size of the face the overlay is applied to. (The clipping tool is great for this!)
 

Smitty #1

L1: Registered
Jul 1, 2019
17
0
The only Overlays that I had on my map where the patches beneath health and ammo packs, so I removed them and did a quick compile just to see if they were actually the things causing trouble and my map compiled properly this time! This time I'm going to try and add these patches without destroying my map.

Thanks, guys!