Hammer/Compiling Issue

Apom

L6: Sharp Member
Sep 14, 2008
366
65
There are different props there, and it happens on every single map I've started so far. It doesn't matter what the prop is, there's some guarantee that SOMETHING with disappear SOMEWHERE.
I mean, what happens if you change these models (the ones that don't appear) with another model ? Do they still fail to appear?

Also, what happens if you put an entirely new entity (with the same properties) in their place ? Does that fresh entity fail to appear as well ? Sometimes the solution is as easy as removing the problematic entity and making a new, identical one.
 

ShadowMage

L1: Registered
Sep 6, 2008
49
1
I mean, what happens if you change these models (the ones that don't appear) with another model ? Do they still fail to appear?

Also, what happens if you put an entirely new entity (with the same properties) in their place ? Does that fresh entity fail to appear as well ? Sometimes the solution is as easy as removing the problematic entity and making a new, identical one.

I've tried both of those, and neither worked.

Does ur BSP compiles completely?

And I have no idea. It doesn't give me any errors when I compile so I assume it does.
 

Brandished

L5: Dapper Member
Jan 19, 2008
234
311
I don't the issue is related to the actual model, or atleast the one being used here. The model "models/props_spytech/computer_low.mdl" is usable as both a prop_static and prop_dynamic, according to the model info:



It might be Hammer simply bugging-out and not compiling the map at all and the models aren't showing up because the old bsp files aren't being overwritten during compile. I've had this problem myself several times before. I usually check this by changing a textures on a brush face and seeing if the new texture shows up in-game after compiling.

I haven't had the problem in a while, but I also haven't had much time lately to mess with Hammer either.

This thread might be helpful if the above case is the problem:
http://forums.tf2maps.net/showthread.php?t=706
 
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ShadowMage

L1: Registered
Sep 6, 2008
49
1
Well, I tried changing the name of the map and then compiling it, but that just caused an error.


** Executing...
** Command: Copy File
** Parameters: "E:\Program Files\Steam\steamapps\shadow_mage_alpha\sourcesdk_content\tf\mapsrc\ctf_ShippingYard_a1.bsp" "e:\program files\steam\steamapps\shadow_mage_alpha\team fortress 2\tf\maps\ctf_ShippingYard_a1.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."

I think it may be because I moved Steam to my E drive a while back, I wasn't having the particular error back on my C drive.
Any suggestions?
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
like, ctf_shipping_yard

EDIT: or ctf_shippingyard, sorry
 
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ShadowMage

L1: Registered
Sep 6, 2008
49
1
Ah, okay, I'll try that really quickly

Edit:
Nope! That didn't do ANYTHING at all.
 
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laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
Ah, okay, I'll try that really quickly

Edit:
Nope! That didn't do ANYTHING at all.
That wasnt related to the issue. It's just in general, better for linux users or something.
 

ShadowMage

L1: Registered
Sep 6, 2008
49
1
your map looks like its on fullbright, any leaks perhaps?
please post your compile log so we can investigate further.

Yeah, I haven't added any light sources yet, I was going to do that later in production.
I don't know how to post the compile log with it's own little text-scroll window area. Otherwise if I post it, it'll just spam the post, more-or-less.
 
Oct 6, 2008
1,961
446
just jumped to the end of this topic - didn't read the whole thing.

I had the same issue in a cs 1.6 map that I made and it was such a long time ago...

I think this was the answer I found - you have too many entities in your map - maybe too many lights and the engine doesn't know or can draw them because it's busy drawing something elese somewhere else. You can't see them but it's there and keeps you from moving.

I think I fixed it this way - check your entity count - do a test by making a copy of your map and then remove some of the entities and then see if your models start to reappear. If they do you have your answer. My old cs map was 1 box and everything else in it was an entity - func_wall - maybe you've gone func_detail happy?
 
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ShadowMage

L1: Registered
Sep 6, 2008
49
1
I think I fixed it this way - check your entity count - do a test by making a copy of your map and then remove some of the entities and then see if your models start to reappear. If they do you have your answer. My old cs map was 1 box and everything else in it was an entity - func_wall - maybe you've gone func_detail happy?

I'm pretty sure that isn't it, I've added more entities in and those still appear, and not only that, some of the entities that weren't there just randomly appeared.
 
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l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
post your compile log means: copy/paste everything in the "compile process" window from when you compiled it.


We really cant help with out it.


If had the map act like it wasn;t saving changes before... I had to rename, and relocate the .vmf before it would work right.
 

ShadowMage

L1: Registered
Sep 6, 2008
49
1
** Executing...
** Command: "e:\program files\steam\steamapps\shadow_mage_alpha\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "e:\program files\steam\steamapps\shadow_mage_alpha\team fortress 2\tf" "E:\Program Files\Steam\steamapps\shadow_mage_alpha\sourcesdk_content\tf\mapsrc\ctf_Shoebox-a4"

Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: e:\program files\steam\steamapps\shadow_mage_alpha\team fortress 2\tf\materials
Loading E:\Program Files\Steam\steamapps\shadow_mage_alpha\sourcesdk_content\tf\mapsrc\ctf_Shoebox-a4.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 11, brush 62)


** Executing...
** Command: "e:\program files\steam\steamapps\shadow_mage_alpha\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "e:\program files\steam\steamapps\shadow_mage_alpha\team fortress 2\tf" "E:\Program Files\Steam\steamapps\shadow_mage_alpha\sourcesdk_content\tf\mapsrc\ctf_Shoebox-a4"

Valve Software - vvis.exe (Mar 11 2008)
1 threads
reading e:\program files\steam\steamapps\shadow_mage_alpha\sourcesdk_content\tf\mapsrc\ctf_Shoebox-a4.bsp
reading e:\program files\steam\steamapps\shadow_mage_alpha\sourcesdk_content\tf\mapsrc\ctf_Shoebox-a4.prt
LoadPortals: couldn't read e:\program files\steam\steamapps\shadow_mage_alpha\sourcesdk_content\tf\mapsrc\ctf_Shoebox-a4.prt


** Executing...
** Command: "e:\program files\steam\steamapps\shadow_mage_alpha\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "e:\program files\steam\steamapps\shadow_mage_alpha\team fortress 2\tf" "E:\Program Files\Steam\steamapps\shadow_mage_alpha\sourcesdk_content\tf\mapsrc\ctf_Shoebox-a4"

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 e:\program files\steam\steamapps\shadow_mage_alpha\sourcesdk_content\tf\mapsrc\ctf_Shoebox-a4.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.13 seconds)
4892 faces
2 degenerate faces
520092 square feet [74893320.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0565 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13)
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 (38)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 25/1024 1200/49152 ( 2.4%)
brushes 1239/8192 14868/98304 (15.1%)
brushsides 7602/65536 60816/524288 (11.6%)
planes 1954/65536 39080/1310720 ( 3.0%)
vertexes 8393/65536 100716/786432 (12.8%)
nodes 3216/65536 102912/2097152 ( 4.9%)
texinfos 718/12288 51696/884736 ( 5.8%)
texdata 49/2048 1568/65536 ( 2.4%)
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 4892/65536 273952/3670016 ( 7.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3042/65536 170352/3670016 ( 4.6%)
leaves 3242/65536 103744/2097152 ( 4.9%)
leaffaces 6223/65536 12446/131072 ( 9.5%)
leafbrushes 2299/65536 4598/131072 ( 3.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 36384/512000 145536/2048000 ( 7.1%)
edges 21220/256000 84880/1024000 ( 8.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 634/32768 6340/327680 ( 1.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10272/65536 20544/131072 (15.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1906960/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 25248/393216 ( 6.4%)
LDR ambient table 3242/65536 12968/262144 ( 4.9%)
HDR ambient table 3242/65536 12968/262144 ( 4.9%)
LDR leaf ambient 1736/65536 48608/1835008 ( 2.6%)
HDR leaf ambient 3242/65536 90776/1835008 ( 4.9%)
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] 1/14208 ( 0.0%)
pakfile [variable] 105687/0 ( 0.0%)
physics [variable] 399325/4194304 ( 9.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 14372
Writing e:\program files\steam\steamapps\shadow_mage_alpha\sourcesdk_content\tf\mapsrc\ctf_Shoebox-a4.bsp
55 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Program Files\Steam\steamapps\shadow_mage_alpha\sourcesdk_content\tf\mapsrc\ctf_Shoebox-a4.bsp" "e:\program files\steam\steamapps\shadow_mage_alpha\team fortress 2\tf\maps\ctf_Shoebox-a4.bsp"