Hammer Keeps not responding when I run the map

Dakotah Hutchinson

L1: Registered
Oct 27, 2018
21
0
You got portal and point files mixed up. In fact, @Dakotah Hutchinson 's problem is probably that there is a leak, or at the very least that VVIS didn't run for whatever reason. I'd suggest that you check your computer log for anything that looks like
Code:
*** LEAKED ***
in your compile log. If you find that (or even if you don't), then I'd suggest attempting to load a point file (not a portal file) and following the red line that appears and sealing the map so the line doesn't go into the void (you can also use the cordon tool, which is faster and easier for in-development maps, but you shouldn't come to rely on it)

oh I'm getting confused, my issue is the blue lines, that shows optimization, also whenever I load my map is reverts to a old save
 
Last edited:

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
oh I'm getting confused, my issue is the blue lines, that shows optimization, also whenever I load my map is reverts to a old save
Ignore everything I said in my last post, Narpas is right. I got confused. You probably actually do have a leak, otherwise you would have a portal file.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
So even a small part of the map opening can cause the Portalfile to stop?
Yes, even the tiniest opening will break it, because VBSP will attempt to try and fill the void with visleaves, which is impossible.
 

Dakotah Hutchinson

L1: Registered
Oct 27, 2018
21
0
Can you post your compile log?


** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\workshop\Normandy_Landings_Latest_Before_func_1.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\workshop\Normandy_Landings_Latest_Before_func_1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Brush 176652: MAX_MAP_PLANES
Side 5
Texture: CONCRETE/STRIPE_BLUE


** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\workshop\Normandy_Landings_Latest_Before_func_1"

Valve Software - vvis.exe (Aug 2 2018)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\workshop\Normandy_Landings_Latest_Before_func_1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\workshop\Normandy_Landings_Latest_Before_func_1.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\workshop\Normandy_Landings_Latest_Before_func_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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\workshop\Normandy_Landings_Latest_Before_func_1"

Valve Software - vrad.exe SSE (Jul 18 2018)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\workshop\Normandy_Landings_Latest_Before_func_1.bsp
Setting up ray-trace acceleration structure... Done (0.34 seconds)
2251 faces
934698 square feet [134596640.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2251 patches before subdivision
52945 patches after subdivision
2 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 (9)
transfers 19959842, max 1233
transfer lists: 152.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(22500, 15508, 5783)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(9556, 4318, 1232)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4910, 1449, 205)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2353, 421, 46)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1230, 142, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(616, 41, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(322, 14, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(165, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(86, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(44, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(23, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(12, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0162 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 2 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 247/8192 2964/98304 ( 3.0%)
brushsides 5851/65536 46808/524288 ( 8.9%)
planes 10422/65536 208440/1310720 (15.9%)
vertexes 2973/65536 35676/786432 ( 4.5%)
nodes 483/65536 15456/2097152 ( 0.7%)
texinfos 314/12288 22608/884736 ( 2.6%)
texdata 40/2048 1280/65536 ( 2.0%)
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 2251/65536 126056/3670016 ( 3.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1292/65536 72352/3670016 ( 2.0%)
leaves 485/65536 15520/2097152 ( 0.7%)
leaffaces 3257/65536 6514/131072 ( 5.0%)
leafbrushes 785/65536 1570/131072 ( 1.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 16027/512000 64108/2048000 ( 3.1%)
edges 8606/256000 34424/1024000 ( 3.4%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 179/32768 1790/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2808/65536 5616/131072 ( 4.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1823096/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 17170/16777216 ( 0.1%)
entdata [variable] 1353/393216 ( 0.3%)
LDR ambient table 485/65536 1940/262144 ( 0.7%)
HDR ambient table 485/65536 1940/262144 ( 0.7%)
LDR leaf ambient 1613/65536 45164/1835008 ( 2.5%)
HDR leaf ambient 485/65536 13580/1835008 ( 0.7%)
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] 214574/0 ( 0.0%)
physics [variable] 106886/4194304 ( 2.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 6106
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\workshop\Normandy_Landings_Latest_Before_func_1.bsp
12 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\workshop\Normandy_Landings_Latest_Before_func_1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\Normandy_Landings_Latest_Before_func_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 "Normandy_Landings_Latest_Before_func_1" -steam
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Yes, the brushes are the boxes you create and modify to make your map. func_detailing brushes won't help; you need to delete some of your brushes.
 

Dakotah Hutchinson

L1: Registered
Oct 27, 2018
21
0
You got portal and point files mixed up. In fact, @Dakotah Hutchinson 's problem is probably that there is a leak, or at the very least that VVIS didn't run for whatever reason. I'd suggest that you check your computer log for anything that looks like
Code:
*** LEAKED ***
in your compile log. If you find that (or even if you don't), then I'd suggest attempting to load a point file (not a portal file) and following the red line that appears and sealing the map so the line doesn't go into the void (you can also use the cordon tool, which is faster and easier for in-development maps, but you shouldn't come to rely on it)

Whoops I missed your post, but I did see it and I tried that, I went back to a earlier save and it loaded the point file and the red line goes right through a wal

Compile log?


And now I can't get the compile because when I fixed the hole in the other map (Secondary map had a big open part were I was designing) and now it won't load, I honestly got no Idea what to do anymore.

Why does it take me to the folder, for point or portal, its so frustrating.
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
How do I change it to func_detail and how do I use the frontlines one I tried to get it but I couldn't fogure that out
Well anyways if you want the full library of frontline props you need to (a) install the frontline pack, and (b) go to the prop library located in either /mapsrc or another location in your tf2maps directory. Unfortunately I don't have tf2 installed, so I can't really help there.
 

Dakotah Hutchinson

L1: Registered
Oct 27, 2018
21
0
Well anyways if you want the full library of frontline props you need to (a) install the frontline pack, and (b) go to the prop library located in either /mapsrc or another location in your tf2maps directory. Unfortunately I don't have tf2 installed, so I can't really help there.

Thanks