Hammer loads an older version of the map when compiling

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Gian

L1: Registered
Aug 4, 2017
15
1
** 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\Gamer\Documents\AD_Trainyard.vmf"

Valve Software - vbsp.exe (Mar 6 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Gamer\Documents\AD_Trainyard.vmf
Patching WVT material: maps/ad_trainyard/nature/blendgroundtograss006_wvt_patch
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)
Chop Details...done (0)
Find Visible Detail Sides...Bad detail brush side


** 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" -fast "C:\Users\Gamer\Documents\AD_Trainyard"

Valve Software - vvis.exe (Mar 6 2018)
fastvis = true
4 threads
reading c:\users\gamer\documents\AD_Trainyard.bsp
reading c:\users\gamer\documents\AD_Trainyard.prt
LoadPortals: couldn't read c:\users\gamer\documents\AD_Trainyard.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" -noextra "C:\Users\Gamer\Documents\AD_Trainyard"

Valve Software - vrad.exe SSE (Mar 6 2018)

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\gamer\documents\AD_Trainyard.bsp
Setting up ray-trace acceleration structure... Done (0.60 seconds)
2118 faces
2609062 square feet [375704992.00 square inches]
112 Displacements
186879 Square Feet [26910590.00 Square Inches]
2118 patches before subdivision
37660 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 2496553, max 571
transfer lists: 19.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(12272, 6533, 4725)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1313, 313, 132)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(288, 31, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(96, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(40, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0148 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 431/8192 5172/98304 ( 5.3%)
brushsides 2908/65536 23264/524288 ( 4.4%)
planes 1320/65536 26400/1310720 ( 2.0%)
vertexes 3854/65536 46248/786432 ( 5.9%)
nodes 1947/65536 62304/2097152 ( 3.0%)
texinfos 126/12288 9072/884736 ( 1.0%)
texdata 37/2048 1184/65536 ( 1.8%)
dispinfos 112/0 19712/0 ( 0.0%)
disp_verts 9072/0 181440/0 ( 0.0%)
disp_tris 14336/0 28672/0 ( 0.0%)
disp_lmsamples 516592/0 516592/0 ( 0.0%)
faces 2118/65536 118608/3670016 ( 3.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 913/65536 51128/3670016 ( 1.4%)
leaves 1949/65536 62368/2097152 ( 3.0%)
leaffaces 2309/65536 4618/131072 ( 3.5%)
leafbrushes 1323/65536 2646/131072 ( 2.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 13273/512000 53092/2048000 ( 2.6%)
edges 7865/256000 31460/1024000 ( 3.1%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 173/32768 1730/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2904/65536 5808/131072 ( 4.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 2732672/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 268481/16777216 ( 1.6%)
entdata [variable] 3081/393216 ( 0.8%)
LDR ambient table 1949/65536 7796/262144 ( 3.0%)
HDR ambient table 1949/65536 7796/262144 ( 3.0%)
LDR leaf ambient 8728/65536 244384/1835008 (13.3%)
HDR leaf ambient 1949/65536 54572/1835008 ( 3.0%)
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] 1/96 ( 1.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/5148 ( 0.0%)
pakfile [variable] 549/0 ( 0.0%)
physics [variable] 150037/4194304 ( 3.6%)
physics terrain [variable] 39188/1048576 ( 3.7%)

Level flags = 0

Total triangle count: 5351
Writing c:\users\gamer\documents\AD_Trainyard.bsp
20 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Gamer\Documents\AD_Trainyard.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\AD_Trainyard.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 "AD_Trainyard" -steam





Any suggestions as to why this is happening?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Find Visible Detail Sides...Bad detail brush side
VBSP is failing due to this error. Here's a description from http://www.interlopers.net/errors:
find visible detail sides...bad detail brush side

Description:

The cause for this error is using multiple (incompatible) tool-textures on the same brush, or so it seems.
Apart from HINT and SKIP there aren't much combination of tool-textures allowed on the same brush, so any other combination is a possible cause. Tool-textures are the 'tools/' textures you can find using the texture browser in Hammer, and that have a special meaning.

Solution:
You will need to find the brush(es) with these tool-textures and replace those textures. The easiest way to find the source of the error is to hide all visgroups except for the visgroups which are for tools textures and then just look around the map in 3d textured mode.

See also:
WIKI: Tool textures


This error will cause your map to fail compiling completely

Last contribution: Anonymous