f9 wont open tf2?

Discussion in 'Mapping Questions & Discussion' started by DragonFlame, Jul 3, 2008.

  1. DragonFlame

    DragonFlame L1: Registered

    Messages:
    38
    Positive Ratings:
    2
    I press f9, click ok, and it does the log stuff...but tf2 never opens. here is the lof

    Code:
    ** Executing...
    ** Command: "d:\steam\steamapps\draconianflame\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "d:\steam\steamapps\draconianflame\team fortress 2\tf" "D:\Steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs"
    
    Valve Software - vbsp.exe (Mar 11 2008)
    1 threads
    materialPath: d:\steam\steamapps\draconianflame\team fortress 2\tf\materials
    Loading D:\Steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\Steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day01_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_day01_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (8473 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 40 texinfos to 30
    Reduced 3 texdatas to 3 (88 bytes to 88)
    Writing D:\Steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "d:\steam\steamapps\draconianflame\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "d:\steam\steamapps\draconianflame\team fortress 2\tf" "D:\Steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs"
    
    Valve Software - vvis.exe (Mar 11 2008)
    1 threads
    reading d:\steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.bsp
    reading d:\steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.prt
      26 portalclusters
      51 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 494
    Average clusters visible: 19
    Building PAS...
    Average clusters audible: 26
    visdatasize:423  compressed from 416
    writing d:\steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "d:\steam\steamapps\draconianflame\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "d:\steam\steamapps\draconianflame\team fortress 2\tf" "D:\Steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs"
    
    Valve Software - vrad.exe SSE (Mar 11 2008)
    
          Valve Radiosity Simulator     
    1 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading d:\steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.bsp
    Setting up ray-trace acceleration structure... Done (0.02 seconds)
    87 faces
    95464 square feet [13746884.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    87 patches before subdivision
    87 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 (0)
    transfers 1028, max 41
    transfer lists:   0.0 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<0.0000 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                   1/1024           48/49152    ( 0.1%) 
    brushes                 24/8192          288/98304    ( 0.3%) 
    brushsides             147/65536        1176/524288   ( 0.2%) 
    planes                  80/65536        1600/1310720  ( 0.1%) 
    vertexes               131/65536        1572/786432   ( 0.2%) 
    nodes                   67/65536        2144/2097152  ( 0.1%) 
    texinfos                30/12288        2160/884736   ( 0.2%) 
    texdata                  3/2048           96/65536    ( 0.1%) 
    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                   87/65536        4872/3670016  ( 0.1%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces               64/65536        3584/3670016  ( 0.1%) 
    leaves                  69/65536        2208/2097152  ( 0.1%) 
    leaffaces              111/65536         222/131072   ( 0.2%) 
    leafbrushes             42/65536          84/131072   ( 0.1%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges              650/512000       2600/2048000  ( 0.1%) 
    edges                  388/256000       1552/1024000  ( 0.2%) 
    LDR worldlights          0/8192            0/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips              6/32768          60/327680   ( 0.0%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices           102/65536         204/131072   ( 0.2%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]           0/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]         423/16777216 ( 0.0%) 
    entdata               [variable]         335/393216   ( 0.1%) 
    LDR ambient table       69/65536         276/262144   ( 0.1%) 
    HDR ambient table       69/65536         276/262144   ( 0.1%) 
    LDR leaf ambient        26/65536         728/1835008  ( 0.0%) 
    HDR leaf ambient        69/65536        1932/1835008  ( 0.1%) 
    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]           1/12       ( 8.3%) 
    pakfile               [variable]      105691/0        ( 0.0%) 
    physics               [variable]        8473/4194304  ( 0.2%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 222
    Writing d:\steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.bsp
    2 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.bsp" "d:\steam\steamapps\draconianflame\team fortress 2\tf\maps\BuildingPrefabs.bsp"
    
    
    ** Executing...
    ** Command: "d:\steam\steamapps\draconianflame\team fortress 2\hl2.exe"
    ** Parameters: -game "d:\steam\steamapps\draconianflame\team fortress 2\tf" -dev -console +sv_lan 1 +map "BuildingPrefabs"
    
    
    settings are -dev -console +sv_lan 1

    Help please :thumbup:
     
  2. MrAlBobo

    MrAlBobo L13: Stunning Member

    Messages:
    1,059
    Positive Ratings:
    219
    2 things I could think of...
    You may not have set the game to run after the compile
    Or, tf2 might have been updated, in which case the update needs to run before tf2 can be opened by hammer
     
  3. DragonFlame

    DragonFlame L1: Registered

    Messages:
    38
    Positive Ratings:
    2
    Nope to both of those, unless there have been more than one updates today.
     
  4. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

    Messages:
    435
    Positive Ratings:
    72
    just open tf2 and in the console put "map <name of map>" if the map isn't there, then there is a problem, but if it is there, you can load it.
     
  5. DragonFlame

    DragonFlame L1: Registered

    Messages:
    38
    Positive Ratings:
    2
    that worked, thanks
     
  6. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Next time try it without +sv_lan 1 +map.

    I've had some trouble running my own maps in lan games.