Brushes wont load in

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Can you post your compile log please?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994

HRE Ancapistani

L1: Registered
Jun 28, 2019
14
1
** 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_firstmap.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_firstmap.vmf
Brush 7097: bounds out of range
Brush 16143: bounds out of range
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_firstmap/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/koth_firstmap/cp_mountainlab/nature/groundtograss001_nodetail_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 6152.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 1024.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (6152.000000, 1024.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 4096.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (6152.000000, 4096.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (5120.000000, 6144.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (6152.000000, 6144.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (6144.000000, 6144.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (6144.000000, 6144.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (6152.000000, 5120.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (6152.000000, 5120.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: CP_MANOR/WOOD_FLOOR01, near (6144.000000, 5120.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (6144.000000, 5120.000000, 65535.996094))

** 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_firstmap"

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_firstmap.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_firstmap.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_firstmap.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\koth_firstmap"

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_firstmap.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.22 seconds)
3461 faces
7507552 square feet [1081087488.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.008727
sun extent from map=0.008727
sun extent from map=0.000000
8 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
Build Patch/Sample Hash Table(s).....Done<0.0594 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (13)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 20/1024 960/49152 ( 2.0%)
brushes 93/8192 1116/98304 ( 1.1%)
brushsides 599/65536 4792/524288 ( 0.9%)
planes 910/65536 18200/1310720 ( 1.4%)
vertexes 4275/65536 51300/786432 ( 6.5%)
nodes 2161/65536 69152/2097152 ( 3.3%)
texinfos 192/12288 13824/884736 ( 1.6%)
texdata 19/2048 608/65536 ( 0.9%)
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 3461/65536 193816/3670016 ( 5.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 408/65536 22848/3670016 ( 0.6%)
leaves 2182/65536 69824/2097152 ( 3.3%)
leaffaces 3741/65536 7482/131072 ( 5.7%)
leafbrushes 869/65536 1738/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 16571/512000 66284/2048000 ( 3.2%)
edges 8438/256000 33752/1024000 ( 3.3%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 128/32768 1280/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1731/65536 3462/131072 ( 2.6%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3886680/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 30891/393216 ( 7.9%)
LDR ambient table 2182/65536 8728/262144 ( 3.3%)
HDR ambient table 2182/65536 8728/262144 ( 3.3%)
LDR leaf ambient 14210/65536 397880/1835008 (21.7%)
HDR leaf ambient 2182/65536 61096/1835008 ( 3.3%)
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] 1/4832 ( 0.0%)
pakfile [variable] 1210/0 ( 0.0%)
physics [variable] 39188/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 8017
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_firstmap.bsp
22 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_firstmap.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_firstmap.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" +map "koth_firstmap" -steam
 

freedom

L3: Member
Jan 14, 2017
141
68
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 6152.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 1024.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (6152.000000, 1024.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 4096.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (6152.000000, 4096.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (5120.000000, 6144.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (6152.000000, 6144.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (6144.000000, 6144.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (6144.000000, 6144.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (6152.000000, 5120.000000, 65552.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (6152.000000, 5120.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: CP_MANOR/WOOD_FLOOR01, near (6144.000000, 5120.000000, 65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (6144.000000, 5120.000000, 65535.996094))
these brushes are most likely yours issues
 

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
The problem is most likely that those brushes are invalid, meaning that one or more of the faces aren't flat planes. I'd check each of those brushes, and use the clipping tool to make sure each face is flat. You can also check for invalid solids using the problem checker, found under the Map tag or by pressing Alt+P
 

HRE Ancapistani

L1: Registered
Jun 28, 2019
14
1
I apologise but i am unaware of hoe to make the brushes into a flat plain, could you link me to a videro or article of some sorts on how to use the clipping tool to make the brushes flat?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
The compile is failing due to a bunch of these errors:
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 6152.000000, 65552.000000))
The most likely cause as far as I can tell is there's a brush bordering the edge of the Hammer grid. Do you have any brushes at the edge of the grid?

As others have said, it could also be because you have invalid brushes.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I'd advise just using Alt-P to find them, deleting them and recreating them, and taking extra care to prevent them from becoming invalid again.
 

tyler

aa
Sep 11, 2013
5,102
4,621
This error can occur for a few reasons. I used to encounter it a lot when I compiled a map with instances which had cordons enabled in the instanced vmf.

In this case, judging by the brushwork and grid size of 1, I am going to guess there are microbrushes due to carving, and vbsp is treating the floating points as infinite invalid solids. Don't use grid size 1 and don't use the carve tool.
 

tyler

aa
Sep 11, 2013
5,102
4,621
You can try selecting empty space and seeing if it grabs any microbrushes, but there's not really a way to know you got them all. Every time you close and reopen Hammer, the coordinates of the brushes will save and load differently due to the way Hammer handles floating points, so an area you think is clean might have microbrushes in the future.

Based on what I can see in your screenshot, it's probably better to start over.