Map Troubles

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
did you end the vbsp process? :s

it never finished building physics collision data...


and didn't throw out an error.
 

re1wind

aa
Aug 12, 2009
644
588
try running vbsp a few times and if it keeps on dying at the physics section then there still is some problem with your map. Although i've never seen vbsp hang on the physics section.

press alt + p in hammer to bring up the "problems" window, and see if that comes up with anything serious. you can safely ignore everything with "missing angles", and just push the button "fix of all type".
 

re1wind

aa
Aug 12, 2009
644
588
the shape of your map is irrelevant. it can he a hollow sphere, or a hollow torus, as long as it didn't leak it wouldn't be a problem, although a hollow sphere & torus would have unforeseen consequences on the visleaves of such a map. you don't want to make a hollow sphere map. i haven't tried and i don't really want to.

If loading the point file opens up a browsing window, then there is no leak.

What you can try to do, is to hide everything except world geometry. if vbsp still doesn't want to finish properly then there is some problem with your world geometry that doesn't show on the compile log or the problems window. Try doing that first and see what happens.

Then keep unhiding one group at a time to see what group is causing the problem. A simple yet lengthy process of elimination.
 

re1wind

aa
Aug 12, 2009
644
588
Not really, as the cost of rendering a displacement is less than the cost of rendering the same face in brush form with the same texture applied. although that's in-game. The map i'm currently working on is roughly as big as hydro and has more displacements. They're not causing any problems, and i haven't had to disable collisions for them to make vbsp work.

Never had this problem or seen it, so i'm not sure how to fix it.

However, if your displacements are causing the problem, then you can disable physics collisions with them, but only use this for displacements that the player will never be able to reach without noclip.

texture tool brush -> displacements, select your displacements that you want to disable collisions for -> click "disable collisions" -> apply. Grouping these displacements together, preferably in a custom visibility group would help you to organise your map.

:)
 
Last edited:

Memento Mori

L2: Junior Member
Mar 25, 2008
61
11
The log had 7 degenerate faces, I think they may be when you move 2 points on the same face of a displacement together. That seems to stop my compiles until I fix.
 

darkness

L1: Registered
Aug 9, 2009
10
0
By the way, atm just adding the cubemaps won't get rid of the checkers in hammer. The steps I take to get rid of them are:

1. load the map
2. open console and type: buildcubemaps
3. load another map: map ctf_2fort
4. load your map again: map your_map_name

It's a pain to do... Of course once the cubemaps are built you are technically good to go if you want to run the map outside of hammer, but if you want to get screenshots and whatnot that's how I do it.
 

Baraleth

L4: Comfortable Member
Aug 8, 2008
172
54
I'm trying to get one of my friends to look over a map of mine, but everytime he runs it in TF2, its an instant crash for him. Even when he tries to select all of the map and then copy it, it crashes in hammer. But when I run it, its perfectly fine and everything works. So what could the problem be?
 

Captain Hatman

L1: Registered
Aug 5, 2010
24
6
1. load the map
2. open console and type: buildcubemaps
3. load another map: map ctf_2fort
4. load your map again: map your_map_name

You forgot a step there: I find that it's best to enter "mat_specular 0" before you build cubemaps. It's also generally faster to just reload your map, turn on sv_cheats and use the command "mat_reloadallmaterials" than it is to load another map then load yours again.

I'm trying to get one of my friends to look over a map of mine, but everytime he runs it in TF2, its an instant crash for him. Even when he tries to select all of the map and then copy it, it crashes in hammer. But when I run it, its perfectly fine and everything works. So what could the problem be?

I think the first step might be to check that everything's okay with his TF2 and hammer files. Try opening the properties for TF2, going to the "local files" tab and click on "Verify Integrity of Game Cache". do the same for the SDK.

There's also the possibility that the .bsp got corrupted when you sent it to him - try compiling a fresh one and giving it to him.
 
Last edited:

Baraleth

L4: Comfortable Member
Aug 8, 2008
172
54
Okay I'm having major map problems. Here is the compile log.


** Executing...
** Command: "z:\program files\steam\steamapps\halfwife2\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "z:\program files\steam\steamapps\halfwife2\team fortress 2\tf" "Z:\Program Files\Steam\SteamApps\halfwife2\sourcesdk_content\tf\mapsrc\test_maps\artpass_littledude_v15.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: z:\program files\steam\steamapps\halfwife2\team fortress 2\tf\materials
Loading Z:\Program Files\Steam\SteamApps\halfwife2\sourcesdk_content\tf\mapsrc\test_maps\artpass_littledude_v15.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/artpass_littledude_v15/nature/blendgroundtograss007_wvt_patch
Patching WVT material: maps/artpass_littledude_v15/swamp/nature/blendswampdirttograss001_wvt_patch
Patching WVT material: maps/artpass_littledude_v15/swamp/nature/blendswampmudtodirt001_wvt_patch
Patching WVT material: maps/artpass_littledude_v15/swamp/nature/blendswampmudtograss001_wvt_patch
Patching WVT material: maps/artpass_littledude_v15/swamp/concrete/blendswampconcretetomud002_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity prop_static (4950.00 -615.00 -724.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5632.0 8192.0 -616.5)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0 7680.0 -616.5)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0 6656.0 -616.5)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 8192.0 -616.5)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 7680.0 -1244.6)
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 (3072.0 7680.0 -880.0)
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 (3072.0 7530.5 -812.9)
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 (3072.0 8042.5 -812.9)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...WARNING: areaportal entity 1904 (brush 7176) touches > 2 areas
WARNING: areaportal entity 1905 (brush 7178) touches > 2 areas
WARNING: areaportal entity 1905 (brush 7178) touches > 2 areas
WARNING: areaportal entity 1904 (brush 7176) touches > 2 areas
WARNING: areaportal entity 1904 (brush 7176) touches > 2 areas

Brush 7142: areaportal brush doesn't touch two areas

Brush 7166: areaportal brush doesn't touch two areas

Brush 7164: areaportal brush doesn't touch two areas

Brush 7142: areaportal brush doesn't touch two areas

Brush 7170: areaportal brush doesn't touch two areas

Brush 7170: areaportal brush doesn't touch two areas

Brush 7170: areaportal brush doesn't touch two areas

Brush 7174: areaportal brush doesn't touch two areas

Brush 7172: areaportal brush doesn't touch two areas

Brush 7156: areaportal brush doesn't touch two areas

Brush 7168: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 730 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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
Building Physics collision data...
done (3) (501012 bytes)
Static prop models/props_spytech/terminal_chair.mdl outside the map (4952.10, -633.12, -763.99)
Static prop models/props_spytech/terminal_chair.mdl outside the map (4905.99, -585.08, -763.99)
Static prop models/props_spytech/terminal_chair.mdl outside the map (5008.10, -593.12, -763.99)
Static prop models/props_spytech/terminal_chair.mdl outside the map (4905.99, -521.08, -763.99)
Static prop models/props_spytech/terminal_chair.mdl outside the map (5008.10, -529.12, -763.99)
Static prop models/props_spytech/terminal_chair.mdl outside the map (5008.10, -465.12, -763.99)
Static prop models/props_spytech/terminal_chair.mdl outside the map (4905.99, -457.08, -763.99)
Static prop models/props_spytech/binder001.mdl outside the map (4919.00, -519.00, -724.00)
Static prop models/props_spytech/binder001.mdl outside the map (4919.00, -456.00, -724.00)
Static prop models/props_spytech/binder001.mdl outside the map (4978.00, -519.00, -724.00)
Static prop models/props_spytech/binder001.mdl outside the map (4969.00, -456.00, -724.00)
Static prop models/props_spytech/binder001.mdl outside the map (4920.00, -581.00, -724.00)
Static prop models/props_spytech/binder001.mdl outside the map (4979.00, -581.00, -724.00)
Static prop models/props_spytech/binder001.mdl outside the map (4950.00, -615.00, -724.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2709 texinfos to 1177
Reduced 212 texdatas to 160 (8061 bytes to 5422)
Writing Z:\Program Files\Steam\SteamApps\halfwife2\sourcesdk_content\tf\mapsrc\test_maps\artpass_littledude_v15.bsp
22 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "z:\program files\steam\steamapps\halfwife2\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "z:\program files\steam\steamapps\halfwife2\team fortress 2\tf" -fast "Z:\Program Files\Steam\SteamApps\halfwife2\sourcesdk_content\tf\mapsrc\test_maps\artpass_littledude_v15"

Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
4 threads
reading z:\program files\steam\steamapps\halfwife2\sourcesdk_content\tf\mapsrc\test_maps\artpass_littledude_v15.bsp
reading z:\program files\steam\steamapps\halfwife2\sourcesdk_content\tf\mapsrc\test_maps\artpass_littledude_v15.prt
LoadPortals: couldn't read z:\program files\steam\steamapps\halfwife2\sourcesdk_content\tf\mapsrc\test_maps\artpass_littledude_v15.prt


** Executing...
** Command: Copy File
** Parameters: "Z:\Program Files\Steam\SteamApps\halfwife2\sourcesdk_content\tf\mapsrc\test_maps\artpass_littledude_v15.bsp" "z:\program files\steam\steamapps\halfwife2\team fortress 2\tf\maps\artpass_littledude_v15.bsp"

Now I know it says that those props are out of the map but they aren't. Plus those areaportals are touching two areas. So I don't know what to do.