mat_mot0

L2: Junior Member
Feb 11, 2018
88
4
I had a error with my map that would not compile the rest of my progress into the game. I checked it on Interloper.net and I don't know what "brush 5955: floatplane: bad normal side 1 texture: tools/toolsnodraw" means. I'm very knew to the mapping community and mapping in general and any help would be greatly appreciated. Thank you.
Compile log:
** 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\somewhere.vmf"

Valve Software - vbsp.exe (Oct 14 2017)
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\somewhere.vmf
Brush 5955: FloatPlane: bad normal
Side 1
Texture: TOOLS/TOOLSNODRAW


** 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\somewhere"

Valve Software - vvis.exe (Oct 14 2017)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\somewhere.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\somewhere.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\somewhere.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\somewhere"

Valve Software - vrad.exe SSE (Oct 14 2017)

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\somewhere.bsp
Setting up ray-trace acceleration structure... Done (0.08 seconds)
1153 faces
298634 square feet [43003416.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1153 patches before subdivision
33419 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 3134794, max 388
transfer lists: 23.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0063 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 5/1024 240/49152 ( 0.5%)
brushes 243/8192 2916/98304 ( 3.0%)
brushsides 1797/65536 14376/524288 ( 2.7%)
planes 1214/65536 24280/1310720 ( 1.9%)
vertexes 1746/65536 20952/786432 ( 2.7%)
nodes 600/65536 19200/2097152 ( 0.9%)
texinfos 63/12288 4536/884736 ( 0.5%)
texdata 26/2048 832/65536 ( 1.3%)
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 1153/65536 64568/3670016 ( 1.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 605/65536 33880/3670016 ( 0.9%)
leaves 606/65536 19392/2097152 ( 0.9%)
leaffaces 1348/65536 2696/131072 ( 2.1%)
leafbrushes 419/65536 838/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8043/512000 32172/2048000 ( 1.6%)
edges 4583/256000 18332/1024000 ( 1.8%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 99/32768 990/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1614/65536 3228/131072 ( 2.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 938160/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 13806/16777216 ( 0.1%)
entdata [variable] 3936/393216 ( 1.0%)
LDR ambient table 606/65536 2424/262144 ( 0.9%)
HDR ambient table 606/65536 2424/262144 ( 0.9%)
LDR leaf ambient 297/65536 8316/1835008 ( 0.5%)
HDR leaf ambient 606/65536 16968/1835008 ( 0.9%)
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] 1/1716 ( 0.1%)
pakfile [variable] 842/0 ( 0.0%)
physics [variable] 91947/4194304 ( 2.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3311
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\somewhere.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\somewhere.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\somewhere.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" -windowed -noborder -w 1920 -h 1080 -novid +map "somewhere" -steam
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
You have a brush that is invalid. Read on the issue here: https://developer.valvesoftware.com/wiki/Invalid_Brushes The texture it gives you is the texture that's applied to the face of that invalid brush. Alternatively, use Alt+P in Hammer to get the error checker, it'll tell you that you have a bad brush. You can then fix it via that menu or go the the conflicting brush yourself and fix it there.
 

henke37

aa
Sep 23, 2011
2,075
515
Use the View->Go to Brush Number command to find the offending brush.