Compiling won't make map

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bumblebox

L1: Registered
Jul 4, 2018
8
0
After compiling it just reverts to a previous bsp of the map, where it says "entity 224" ive tried finding it using the entity finder but nothing comes up, please point out any other errors aswell as the reason as to why its not compiling, thanks.

** 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" "E:\tf2 map\Basic 1.vmf"

Valve Software - vbsp.exe (Jun 21 2018)
12 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading E:\tf2 map\Basic 1.vmf
material "pb_textures/cellwall" not found.
Material not found!: PB_TEXTURES/CELLWALL
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Error: displacement found on a(n) func_detail entity - not supported (entity 224, brush 6)


** 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" "E:\tf2 map\Basic 1"

Valve Software - vvis.exe (Jun 21 2018)
12 threads
reading e:\tf2 map\Basic 1.bsp
reading e:\tf2 map\Basic 1.prt
LoadPortals: couldn't read e:\tf2 map\Basic 1.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" "E:\tf2 map\Basic 1"

Valve Software - vrad.exe SSE (Jun 21 2018)

Valve Radiosity Simulator
12 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading e:\tf2 map\Basic 1.bsp
Setting up ray-trace acceleration structure... Done (0.36 seconds)
2208 faces
4 degenerate faces
297213 square feet [42798736.00 square inches]
84 Displacements
74 Square Feet [10698.49 Square Inches]
2204 patches before subdivision
zero area child patch
18774 patches after subdivision
33 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 1791887, max 690
transfer lists: 13.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(152212, 111128, 86663)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(47550, 29816, 18468)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(17787, 7291, 3604)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(7029, 2491, 970)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2839, 656, 206)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1159, 246, 62)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(476, 67, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(197, 27, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(82, 8, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(34, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(14, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0040 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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 39/1024 1872/49152 ( 3.8%)
brushes 402/8192 4824/98304 ( 4.9%)
brushsides 2706/65536 21648/524288 ( 4.1%)
planes 1734/65536 34680/1310720 ( 2.6%)
vertexes 3628/65536 43536/786432 ( 5.5%)
nodes 1571/65536 50272/2097152 ( 2.4%)
texinfos 420/12288 30240/884736 ( 3.4%)
texdata 61/2048 1952/65536 ( 3.0%)
dispinfos 84/0 14784/0 ( 0.0%)
disp_verts 13188/0 263760/0 ( 0.0%)
disp_tris 22848/0 45696/0 ( 0.0%)
disp_lmsamples 2380/0 2380/0 ( 0.0%)
faces 2208/65536 123648/3670016 ( 3.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1273/65536 71288/3670016 ( 1.9%)
leaves 1611/65536 51552/2097152 ( 2.5%)
leaffaces 2609/65536 5218/131072 ( 4.0%)
leafbrushes 1016/65536 2032/131072 ( 1.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 15609/512000 62436/2048000 ( 3.0%)
edges 9103/256000 36412/1024000 ( 3.6%)
LDR worldlights 33/8192 2904/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 165/32768 1650/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3555/65536 7110/131072 ( 5.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 1329596/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 118875/16777216 ( 0.7%)
entdata [variable] 57433/393216 (14.6%)
LDR ambient table 1611/65536 6444/262144 ( 2.5%)
HDR ambient table 1611/65536 6444/262144 ( 2.5%)
LDR leaf ambient 5736/65536 160608/1835008 ( 8.8%)
HDR leaf ambient 1611/65536 45108/1835008 ( 2.5%)
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] 1/4126 ( 0.0%)
pakfile [variable] 214207/0 ( 0.0%)
physics [variable] 2179822/4194304 (52.0%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 6154
Writing e:\tf2 map\Basic 1.bsp
4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\tf2 map\Basic 1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\Basic 1.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 "Basic 1" -steam
 

Lain

heath ledger with some dreads
aa
Jan 8, 2015
742
701
You've tied a displacement to an entity, which will break your map.
You also have many invalid brushes, meaning that once again the game will not compile.

In the future for these types of things, use the Interlopers Errors page to check your logs, you can use it to find any major issues while compiling.
Hmu if you need any further help.
 

bumblebox

L1: Registered
Jul 4, 2018
8
0
You've tied a displacement to an entity, which will break your map.
You also have many invalid brushes, meaning that once again the game will not compile.

In the future for these types of things, use the Interlopers Errors page to check your logs, you can use it to find any major issues while compiling.
Hmu if you need any further help.
You also got a missing texture. You should probably remove that.
thank you for both your help. I googled it earlier and also thought there was a leak, but im certain that there cant be, ive tried making the skybox huge and theres no drawpoint file i dont think.

as for the displacement entity thing, the interloper error page says to highlight displacements in the visgroup, but there isn't one or im looking in the wrong place. Im talking about the window on the right with titles: Auto, world geometry, nodraw, sky, tool brushes etc... i cant see displacement option there? i also dont seen an ignore group mode. i would look on the valve page but its down at the moment :(, thank you for your help
 

Lain

heath ledger with some dreads
aa
Jan 8, 2015
742
701
So you do not have an option like shown here in your Visgroups panel?
pEU9XEi.png

If not, you should show me your VMF, i'll identify it for you. It's most likely because it's tied to an entity that it's become part of the entity visgroup, which doesn't help matters.
 
Last edited:

bumblebox

L1: Registered
Jul 4, 2018
8
0
So you do not have an option like shown here in your Visgroups panel?
4deb448ad0.png

If not, you should show me your VMF, i'll identify it for you. It's most likely because it's tied to an entity that it's become part of the entity visgroup, which doesn't help matters.
cant see image
 

bumblebox

L1: Registered
Jul 4, 2018
8
0
So you do not have an option like shown here in your Visgroups panel?
4deb448ad0.png

If not, you should show me your VMF, i'll identify it for you. It's most likely because it's tied to an entity that it's become part of the entity visgroup, which doesn't help matters.
also ive just changed it so i can only see brush entities, i tried removing my most recent one but the issue still persists, ive noticed that the 224 changed to 223 and now to 225. all the other brush entities have been there for ages so its definately not them causing the problem. and no theres no displacement option, just nodraw and sky
ill send you vmf, if you see any blatant issue with the map feel free to change it and let me know. If there isnt a tool to find it, the objects i was working on was an archway, and a wall surrounding everything including a breakable vent on the bottom right cell. im quite new to mapping.
 

Lain

heath ledger with some dreads
aa
Jan 8, 2015
742
701
The beds are using Displacements for pillows, select "Ignore Group" up in the top toolbar, select the Displacements and then select "toWorld" in the right hand toolbar. Displacements have no need to be Func_detail as they already have no interaction with vis.

Edit: Nevermind, i'm rusty that doesn't work. Just delete them and redo them without making them part of the func_detail. You can still group them together using the normal grouping tool, just never couple displacements with entity brushes as you'll get this compiling error.
 

bumblebox

L1: Registered
Jul 4, 2018
8
0
The beds are using Displacements for pillows, select "Ignore Group" up in the top toolbar, select the Displacements and then select "toWorld" in the right hand toolbar. Displacements have no need to be Func_detail as they already have no interaction with vis.

Edit: Nevermind, i'm rusty that doesn't work. Just delete them and redo them without making them part of the func_detail. You can still group them together using the normal grouping tool, just never couple displacements with entity brushes as you'll get this compiling error.
great thanks that seems to have fixed it. thank you. another small question i have, is it normal for the compiling log to freeze for a few seconds? and is it normal for my cpu fans to go crazy for a couple seconds too during portal flow, it seems to lag a little on that. considering that should i just make all non entities func detail? apart from displacements?
 

Lain

heath ledger with some dreads
aa
Jan 8, 2015
742
701
The compiler will basically ruin your computer for several seconds for any kind of compile. As you get into larger, more detailed maps you'll probably start to see upwards of 5-10 minutes of compiling.

My current project
takes about 2 hours if I do a full compile, but about 10 minutes on -fast. My computer is pretty crappy though, so with a better PC i'm sure it'd be better.
 

bumblebox

L1: Registered
Jul 4, 2018
8
0
The compiler will basically ruin your computer for several seconds for any kind of compile. As you get into larger, more detailed maps you'll probably start to see upwards of 5-10 minutes of compiling.

My current project
takes about 2 hours if I do a full compile, but about 10 minutes on -fast. My computer is pretty crappy though, so with a better PC i'm sure it'd be better.
there now seems to be a leak dispite me only adding a few blocks. this is what ive tried:
-loading .lin file, theres just a giant line outside my skybox.
-selecting the entire map, and nothing goes outside the skybox, no entity no nothing
ill send you the vmf again, ive no idea what caused the leak