First time making a map, stuck at spawn

Eureka

L1: Registered
Aug 3, 2013
17
0
Overall you're doing a great job for your first map.

However a few things to note:

I'd change some your MDL's and make sure you're using default only. If you're using custom ones and did not compile it properly, which I'm assuming you did being your first map.

Secondly, double and triple check your work.

I spent a good two hours looking for a fix for my spawning thing too, and I had one set to any. The best way (for me) to fix this in the future is to make one, select and hold shift and drag it to a new location, thus duplicating it. That way you no forsure it's all the same.

Good luck!
 

colacan

L5: Dapper Member
Apr 14, 2012
235
85
I had the error with some fancy geometry that I forgot to func_detail once. Remaking it and func_detailing fixed it eventually.
 

DonutVikingChap

L5: Dapper Member
Mar 15, 2013
233
139
Today i tried compiling my map after some major changes, but when i tried to load the map, it crashed. Here is the compile log.


Code:
** 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\Arnold Lam\Desktop\achievement_hoursplayed_b1.vmf"

Valve Software - vbsp.exe (Jul 24 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Arnold Lam\Desktop\achievement_hoursplayed_b1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (876.00 1761.00 -432.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 4096.0 -248.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 3584.0 -248.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 3584.0 -464.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 3584.0 -168.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 4096.0 -248.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 2560.0 -248.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 1536.0 -248.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 2560.0 -504.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 

*** Suppressing further FindPortalSide errors.... ***
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)
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 (1) (135306 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 115 texinfos to 84
Reduced 25 texdatas to 22 (646 bytes to 499)
Writing C:\Users\Arnold Lam\Desktop\achievement_hoursplayed_b1.bsp
1 second elapsed

** 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:\Users\Arnold Lam\Desktop\achievement_hoursplayed_b1"

Valve Software - vvis.exe (Jul 24 2013)
8 threads
reading c:\users\arnold lam\desktop\achievement_hoursplayed_b1.bsp
reading c:\users\arnold lam\desktop\achievement_hoursplayed_b1.prt
LoadPortals: couldn't read c:\users\arnold lam\desktop\achievement_hoursplayed_b1.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:\Users\Arnold Lam\Desktop\achievement_hoursplayed_b1"

Valve Software - vrad.exe SSE (Jul 24 2013)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\users\arnold lam\desktop\achievement_hoursplayed_b1.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.32 seconds)
2577 faces
361049 square feet [51991076.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
48 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<0.0059 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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                  17/1024          816/49152    ( 1.7%) 
brushes                377/8192         4524/98304    ( 4.6%) 
brushsides            2483/65536       19864/524288   ( 3.8%) 
planes                 844/65536       16880/1310720  ( 1.3%) 
vertexes              3417/65536       41004/786432   ( 5.2%) 
nodes                 1292/65536       41344/2097152  ( 2.0%) 
texinfos                84/12288        6048/884736   ( 0.7%) 
texdata                 22/2048          704/65536    ( 1.1%) 
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                 2577/65536      144312/3670016  ( 3.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1177/65536       65912/3670016  ( 1.8%) 
leaves                1310/65536       41920/2097152  ( 2.0%) 
leaffaces             2739/65536        5478/131072   ( 4.2%) 
leafbrushes            676/65536        1352/131072   ( 1.0%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            16375/512000      65500/2048000  ( 3.2%) 
edges                 9597/256000      38388/1024000  ( 3.7%) 
LDR worldlights         48/8192         4224/720896   ( 0.6%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            194/32768        1940/327680   ( 0.6%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          3732/65536        7464/131072   ( 5.7%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1483924/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       24198/393216   ( 6.2%) 
LDR ambient table     1310/65536        5240/262144   ( 2.0%) 
HDR ambient table     1310/65536        5240/262144   ( 2.0%) 
LDR leaf ambient      6425/65536      179900/1835008  ( 9.8%) 
HDR leaf ambient      1310/65536       36680/1835008  ( 2.0%) 
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]           1/5092     ( 0.0%) 
pakfile               [variable]      212089/0        ( 0.0%) 
physics               [variable]      135306/4194304  ( 3.2%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 6666
Writing c:\users\arnold lam\desktop\achievement_hoursplayed_b1.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Arnold Lam\Desktop\achievement_hoursplayed_b1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\achievement_hoursplayed_b1.bsp"


There is definitely a leak, but there is no point file.
leak.png

Make sure there are no entities with their origin outside the map, also check around some of the coordinates specified by the compile log to see if you find anything weird there. (View > Go to coordinates)
 

BOT Arnold

L1: Registered
Aug 1, 2013
11
0
Problem solved, i figured out that blue spawns are too crowded so t hats why blue spawns arent working.

For the leak, i double checked everything. It is caused by a Func_detail displacement, thanks for the help