Compiling Issue

Rainbow Unicorn

L1: Registered
Apr 23, 2017
5
0
So i am working on my first map, and i have a little issue.
Map in Hammer looks different then in Game:

In Hammer:
rSfm1QU.png


In Game (Looks like my older save of this map):
bGR2rCQ.jpg
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Are any displacements tied to entities, use non-rendered materials or too big?
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
This means you have an error in your map that's causing the compile to fail. Since it can't create a new bsp, it loads the last successfully compiled bsp of the same name instead.

To find the error, scan through the first section of your compile log, starting with "Valve Software - vbsp.exe". This is the log for the part of the compile that actually builds your map, so things like leaks and major errors will be reported here. Look for the last line of this section before vvis.exe starts - this is where you'll find what went wrong.

If you're having trouble locating the error, or you don't know what to do with it, you can post the log here and I'll take a look.
 

Rainbow Unicorn

L1: Registered
Apr 23, 2017
5
0
** 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:\Users\MyName\Desktop\Mapa\cp_alpaca.vmf"

Valve Software - vbsp.exe (Feb 17 2017)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Miłosz\Desktop\Mapa\cp_alpaca.vmf
Patching WVT material: maps/cp_alpaca/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)
**** leaked ****
Entity filter_activator_tfteam (-2240.00 -96.00 64.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** 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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (487871 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9..Error! Too many detail props emitted on this map! (64K max!)n

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Miłosz\Desktop\Mapa\cp_alpaca.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_alpaca.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 "cp_alpaca" -steam
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
**** leaked ****
Entity filter_activator_tfteam (-2240.00 -96.00 64.00) leaked!
You have at least one leak here. This won't cause a compile to fail, but it should be fixed regardless (to improve optimization and lighting). If you open the pointfile (Map > Load Pointfile) it will draw a red line from the entity to the hole so you can find it and patch it up.

Placing detail props : 0...1...2...3...4...5...6...7...8...9..Error! Too many detail props emitted on this map! (64K max!)n
Your guess is probably right. To fix this, you could either cut down on the amount of displacements, or use materials that don't emit detail sprites.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
This is an important problem as well, having a lot of difficulties related to collisions with ragdolls and objects. Open the 'Face Edit Sheet' tool (or press Shift+A), go to the 'Displacement' tab and change the Power's value to "3" and click on 'Apply', and later close the tool if you want to. Note that this step may change how the displacements' ground is "painted" with the Paint Geometry thing. If it breaks or doesn't look as good, you should probably Destroy it and re-do the painting.