A number of problems I could use help with...

Discussion in 'Mapping Questions & Discussion' started by Mr., Sep 12, 2009.

  1. Mr.

    Mr. L1: Registered

    Messages:
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    Positive Ratings:
    0
    Hi, over the past month and a half or so I've been working on my first map. I planned to be done with it last night, however I've run into a number of problems towards the end of the mapping process. I'll put my log at the end but I'll present my problems first. I'd also like to add I've spent several hours trying to fix these issues and I've used various guides and "error" detectors as well. So if anyone can help me I'd appreciate it.

    1. The map is a gravel pit 3 CP style map. As of now I cannot for the life of me get the final point to work. It doesn't even seem to interact with the players (as in if I'm red I don't get a message saying "this point is already owned" and I can't cap it on blue even once I capture the previous 2 points). I have the correct setup, I've followed multiple guides and they should be setup right but it still won't work. They have the same group index, different individual indexes, the final point has the first 2 points as prerequisites, and points A and B both have themselves as prerequisites. This is probably the most important problem to solve as its essential to game play that I have the points working.

    2. In the past I was able to build my cubemaps with the mat_specular 0 etc. However my last couple compiles have left me with a "queued material systems: disabled" error which forces tf2 to shut down. There are no leaks in my map, I've checked several times, put my compile data into a few error detectors and physically searched my map for leaks. It has the standard purple checked appearance. I have tried to do this on multiple resolutions and it's always the same thing. There is quite a bit of water on my map so its fairly important that I'm able to fix this error.

    3. Overlays do not show up. I'm not sure if this has to do with not being able to build cubemaps but even when I could build cubemaps I was not able to see them. Not sure really what else to say about that, other than I have signs and such that are overlays and so it's probably a good idea that I find out what's causing the overlays to not appear.

    And now my compile log:

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\mister_twintail\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\mister_twintail\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\mister_twintail\team fortress 2\tf\maps\cp_swamp_rat"

    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: c:\program files (x86)\steam\steamapps\mister_twintail\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\mister_twintail\team fortress 2\tf\maps\cp_swamp_rat.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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...
    Merged 288 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\mister_twintail\team fortress 2\tf\maps\cp_swamp_rat.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_night_03 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_03 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_night_03 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_03 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) (230190 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 318 texinfos to 168
    Reduced 52 texdatas to 39 (1798 bytes to 1120)
    Writing C:\Program Files (x86)\Steam\steamapps\mister_twintail\team fortress 2\tf\maps\cp_swamp_rat.bsp
    5 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\mister_twintail\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\mister_twintail\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\mister_twintail\team fortress 2\tf\maps\cp_swamp_rat"

    Valve Software - vvis.exe (May 19 2009)
    2 threads
    reading c:\program files (x86)\steam\steamapps\mister_twintail\team fortress 2\tf\maps\cp_swamp_rat.bsp
    reading c:\program files (x86)\steam\steamapps\mister_twintail\team fortress 2\tf\maps\cp_swamp_rat.prt
    361 portalclusters
    1337 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 (320)
    Optimized: 18 visible clusters (0.00%)
    Total clusters visible: 120097
    Average clusters visible: 332
    Building PAS...
    Average clusters audible: 359
    visdatasize:36000 compressed from 34656
    writing c:\program files (x86)\steam\steamapps\mister_twintail\team fortress 2\tf\maps\cp_swamp_rat.bsp
    5 minutes, 20 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\mister_twintail\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\mister_twintail\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\mister_twintail\team fortress 2\tf\maps\cp_swamp_rat"

    Valve Software - vrad.exe SSE (May 19 2009)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\mister_twintail\team fortress 2\tf\maps\cp_swamp_rat.bsp
    Setting up ray-trace acceleration structure... Done (4.40 seconds)
    2415 faces
    8 degenerate faces
    827437 square feet [119151040.00 square inches]
    33 Displacements
    76971 Square Feet [11083917.00 Square Inches]
    2407 patches before subdivision
    36537 patches after subdivision
    sun extent from map=0.000000
    88 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (48)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25)
    transfers 1991703, max 327
    transfer lists: 15.2 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(91025, 50342, 22540)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(31048, 10797, 3553)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(10815, 2757, 691)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(3800, 759, 144)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(1348, 219, 31)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(482, 65, 7)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(175, 20, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(64, 7, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(24, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(9, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(4, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0449 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
    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 (18)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 39/1024 1872/49152 ( 3.8%)
    brushes 592/8192 7104/98304 ( 7.2%)
    brushsides 3925/65536 31400/524288 ( 6.0%)
    planes 2564/65536 51280/1310720 ( 3.9%)
    vertexes 4587/65536 55044/786432 ( 7.0%)
    nodes 859/65536 27488/2097152 ( 1.3%)
    texinfos 168/12288 12096/884736 ( 1.4%)
    texdata 39/2048 1248/65536 ( 1.9%)
    dispinfos 33/0 5808/0 ( 0.0%)
    disp_verts 2369/0 47380/0 ( 0.0%)
    disp_tris 3840/0 7680/0 ( 0.0%)
    disp_lmsamples 196600/0 196600/0 ( 0.0%)
    faces 2415/65536 135240/3670016 ( 3.7%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1917/65536 107352/3670016 ( 2.9%)
    leaves 899/65536 28768/2097152 ( 1.4%)
    leaffaces 3349/65536 6698/131072 ( 5.1%)
    leafbrushes 1407/65536 2814/131072 ( 2.1%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 20238/512000 80952/2048000 ( 4.0%)
    edges 13060/256000 52240/1024000 ( 5.1%)
    LDR worldlights 88/8192 7744/720896 ( 1.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 5/32768 60/393216 ( 0.0%)
    waterstrips 374/32768 3740/327680 ( 1.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 7710/65536 15420/131072 (11.8%)
    cubemapsamples 5/1024 80/16384 ( 0.5%)
    overlays 10/512 3520/180224 ( 2.0%)
    LDR lightdata [variable] 1416752/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 36000/16777216 ( 0.2%)
    entdata [variable] 50941/393216 (13.0%)
    LDR ambient table 899/65536 3596/262144 ( 1.4%)
    HDR ambient table 899/65536 3596/262144 ( 1.4%)
    LDR leaf ambient 5362/65536 150136/1835008 ( 8.2%)
    HDR leaf ambient 899/65536 25172/1835008 ( 1.4%)
    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] 1/25822 ( 0.0%)
    pakfile [variable] 6659/0 ( 0.0%)
    physics [variable] 230190/4194304 ( 5.5%)
    physics terrain [variable] 5206/1048576 ( 0.5%)

    Level flags = 0

    Total triangle count: 7667
    Writing c:\program files (x86)\steam\steamapps\mister_twintail\team fortress 2\tf\maps\cp_swamp_rat.bsp
    1 minute, 51 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\mister_twintail\team fortress 2\tf\maps\cp_swamp_rat.bsp" "c:\program files (x86)\steam\steamapps\mister_twintail\team fortress 2\tf\maps\cp_swamp_rat.bsp"


    ** Executing...
    ** Command: c:\program files (x86)\steam\steam.exe
    ** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\mister_twintail\team fortress 2\tf" -dev -console +sv_lan 1 +map "cp_swamp_rat"

    Thanks to anyone that can answer my questions. I've looked through as many threads as I can and searched multiple sites for answers. I've fixed most of the errors I've encountered on my own but the fix to these few is eluding me. So if any can help that'd be fantastic.
     
  2. Cameron:D

    Cameron:D L6: Sharp Member

    Messages:
    363
    Positive Ratings:
    145
    1. ABS has a library of all the gametype entity setups, available here:
    [ame="http://tf2maps.net/forums/showthread.php?t=4674"]Ultimate Mapping Resource Pack - TF2Maps.net[/ame]

    2. My sig has a link about cubemaps, after building cubemaps you will always get an error about the default skybox.

    3. If you apply the decal to a brush face and then change that brush (i.e. clip it) you will need to reset the brush faces for the decal through the properties for that info_decal (Press choose brush faces)

    If you seem to be having problems with compiling, there is a compile log checker:
    http://www.interlopers.net/index.php?page=errors
    Just copy-paste the log into there and it will parse it for errors.
     
  3. Mr.

    Mr. L1: Registered

    Messages:
    4
    Positive Ratings:
    0
    1. I downloaded ABS' library awhile ago, but I could never get it to actually work. Because of that I tried following various guides but I guess that didn't work out so well. I also don't have the .vmf valve maps and I never have. I know where they're supposed to be but they don't appear. I can try to redownload ABS' library again.

    2. I've had the cubemaps work before. I have read as much as I can and as of now nothing has related to what's happening to me now. I cannot even build the cubemaps. The message "queued materials system: disabled" appears and then the game shuts down. I have followed the steps in the past to build cubemaps in Tf2 however recently that no longer works.

    3. My problem is with overlays (as far as I know). I applied all of my overlays last so it is not the case of them not applying to the brush face. Of course my problem may also apply to decals, but the only place I used a decal was in my spawn rooms at the door on the "block other team's players from entering" brush entity.

    4. I already tried putting my compiling log into the error checker. The only "errors" that seemed to come up regarded issues I had already changed and were no longer in my log (nodraw on faces was one) and a leak error regarding an entity that did not exist at the location the log checker had indicated. I have no pointfiles and I don't believe the log indicates a leak, nor did the log checker.

    The resources you listed I have already read or download/used. I've tried to fix these things as much as I could on my own and I only posted when I was fairly sure I could not figure out the fixes without help from someone that might directly address my questions.
     
  4. Pianodan

    Pianodan L3: Member

    Messages:
    108
    Positive Ratings:
    16
    What do you mean you "couldn't get ABS' library to work?" If you opened it, and didn't see anything, you need to go to the "visgroups" panel on the side, and check the categories of objects you wish to appear. They're all off by default.