With the map I'm making, I started out with only one spawn because I wanted to make the red spawn later.
But when I made the red spawn... the red players wouldn't spawn in it! I must have checked my triggers and info_player_teamspawn's 10x to make sure they were the right team.
Then, I created a new file in which to make spawns that worked. I tested it and everyone spawned in the right spots. I deleted the old spawns in my almost-complete-map, and copied/pasted the working ones from the test-file (or whatever you want to call it).
I compiled. Blue spawned in blue. Red spawned in blue. At that point I decided to post here because I'm about to punch my dog who's licking my toes.
ALSO, I did compile in the -fast mode, only because compiling normally kept stopping at "Building physics collision data."
Here's the compile log for -fast:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cjr605\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.vmf
Patching WVT material: maps/cp_drip_a4/nature/blendgroundtogravel005_wvt_patch
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (209744 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 1191 texinfos to 737
Reduced 43 texdatas to 35 (1321 bytes to 1034)
Writing C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp
7 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cjr605\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4"
Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp
reading c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.prt
915 portalclusters
3312 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 41055 visible clusters (0.00%)
Total clusters visible: 695708
Average clusters visible: 760
Building PAS...
Average clusters audible: 914
visdatasize:216338 compressed from 219600
writing c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cjr605\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4"
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\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp
Setting up ray-trace acceleration structure... Done (6.68 seconds)
3266 faces
2 degenerate faces
541210 square feet [77934288.00 square inches]
201 Displacements
134696 Square Feet [19396280.00 Square Inches]
3264 patches before subdivision
37470 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 (15)
transfers 2665557, max 746
transfer lists: 20.3 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<0.0295 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
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 (21)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 20/1024 960/49152 ( 2.0%)
brushes 545/8192 6540/98304 ( 6.7%)
brushsides 4027/65536 32216/524288 ( 6.1%)
planes 2180/65536 43600/1310720 ( 3.3%)
vertexes 5706/65536 68472/786432 ( 8.7%)
nodes 1804/65536 57728/2097152 ( 2.8%)
texinfos 737/12288 53064/884736 ( 6.0%)
texdata 35/2048 1120/65536 ( 1.7%)
dispinfos 201/0 35376/0 ( 0.0%)
disp_verts 58089/0 1161780/0 ( 0.0%)
disp_tris 102912/0 205824/0 ( 0.0%)
disp_lmsamples 403112/0 403112/0 ( 0.0%)
faces 3266/65536 182896/3670016 ( 5.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1853/65536 103768/3670016 ( 2.8%)
leaves 1825/65536 58400/2097152 ( 2.8%)
leaffaces 3450/65536 6900/131072 ( 5.3%)
leafbrushes 1515/65536 3030/131072 ( 2.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 23026/512000 92104/2048000 ( 4.5%)
edges 12813/256000 51252/1024000 ( 5.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 203/32768 2030/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3255/65536 6510/131072 ( 5.0%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3333352/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 216338/16777216 ( 1.3%)
entdata [variable] 21418/393216 ( 5.4%)
LDR ambient table 1825/65536 7300/262144 ( 2.8%)
HDR ambient table 1825/65536 7300/262144 ( 2.8%)
LDR leaf ambient 1029/65536 28812/1835008 ( 1.6%)
HDR leaf ambient 1825/65536 51100/1835008 ( 2.8%)
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] 1/2454 ( 0.0%)
pakfile [variable] 532109/0 ( 0.0%)
physics [variable] 209744/4194304 ( 5.0%)
physics terrain [variable] 52386/1048576 ( 5.0%)
Level flags = 0
Total triangle count: 9012
Writing c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp
51 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp" "c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf" +map "cp_drip_a4"
Thanks for any help you can offer!
But when I made the red spawn... the red players wouldn't spawn in it! I must have checked my triggers and info_player_teamspawn's 10x to make sure they were the right team.
Then, I created a new file in which to make spawns that worked. I tested it and everyone spawned in the right spots. I deleted the old spawns in my almost-complete-map, and copied/pasted the working ones from the test-file (or whatever you want to call it).
I compiled. Blue spawned in blue. Red spawned in blue. At that point I decided to post here because I'm about to punch my dog who's licking my toes.
ALSO, I did compile in the -fast mode, only because compiling normally kept stopping at "Building physics collision data."
Here's the compile log for -fast:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cjr605\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.vmf
Patching WVT material: maps/cp_drip_a4/nature/blendgroundtogravel005_wvt_patch
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (209744 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 1191 texinfos to 737
Reduced 43 texdatas to 35 (1321 bytes to 1034)
Writing C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp
7 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cjr605\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4"
Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp
reading c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.prt
915 portalclusters
3312 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 41055 visible clusters (0.00%)
Total clusters visible: 695708
Average clusters visible: 760
Building PAS...
Average clusters audible: 914
visdatasize:216338 compressed from 219600
writing c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cjr605\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4"
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\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp
Setting up ray-trace acceleration structure... Done (6.68 seconds)
3266 faces
2 degenerate faces
541210 square feet [77934288.00 square inches]
201 Displacements
134696 Square Feet [19396280.00 Square Inches]
3264 patches before subdivision
37470 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 (15)
transfers 2665557, max 746
transfer lists: 20.3 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<0.0295 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
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 (21)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 20/1024 960/49152 ( 2.0%)
brushes 545/8192 6540/98304 ( 6.7%)
brushsides 4027/65536 32216/524288 ( 6.1%)
planes 2180/65536 43600/1310720 ( 3.3%)
vertexes 5706/65536 68472/786432 ( 8.7%)
nodes 1804/65536 57728/2097152 ( 2.8%)
texinfos 737/12288 53064/884736 ( 6.0%)
texdata 35/2048 1120/65536 ( 1.7%)
dispinfos 201/0 35376/0 ( 0.0%)
disp_verts 58089/0 1161780/0 ( 0.0%)
disp_tris 102912/0 205824/0 ( 0.0%)
disp_lmsamples 403112/0 403112/0 ( 0.0%)
faces 3266/65536 182896/3670016 ( 5.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1853/65536 103768/3670016 ( 2.8%)
leaves 1825/65536 58400/2097152 ( 2.8%)
leaffaces 3450/65536 6900/131072 ( 5.3%)
leafbrushes 1515/65536 3030/131072 ( 2.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 23026/512000 92104/2048000 ( 4.5%)
edges 12813/256000 51252/1024000 ( 5.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 203/32768 2030/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3255/65536 6510/131072 ( 5.0%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3333352/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 216338/16777216 ( 1.3%)
entdata [variable] 21418/393216 ( 5.4%)
LDR ambient table 1825/65536 7300/262144 ( 2.8%)
HDR ambient table 1825/65536 7300/262144 ( 2.8%)
LDR leaf ambient 1029/65536 28812/1835008 ( 1.6%)
HDR leaf ambient 1825/65536 51100/1835008 ( 2.8%)
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] 1/2454 ( 0.0%)
pakfile [variable] 532109/0 ( 0.0%)
physics [variable] 209744/4194304 ( 5.0%)
physics terrain [variable] 52386/1048576 ( 5.0%)
Level flags = 0
Total triangle count: 9012
Writing c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp
51 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp" "c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf" +map "cp_drip_a4"
Thanks for any help you can offer!