hammer not showing changes

Discussion in 'Mapping Questions & Discussion' started by wonkasnout2, Jun 26, 2017.

  1. wonkasnout2

    wonkasnout2 L1: Registered

    Messages:
    21
    Positive Ratings:
    3
    I have a few spots in my map, that I change in hammer, that dont show up in game. Does anyone know why this is happening/ what do I do? Here are pics:
    Floor texture in Hammer:

    Floor Texture in game:



    Ramp in Hammer: (I wanted it to be a different texture, but changing it did nothing. I deleted it in hammer and it still shows up in game)

    Ramp in game: (Wrong texture and its still there)

    I also added some details to an upstairs area in spawn:

    But ingame it looks like I never added it:


    I made a random block to see if it would show up and it didnt. It seems Hammer is'nt reconizing my changes. What do I do?
     
  2. AlexCookie

    aa AlexCookie Suspect of eating cookies alive

    Messages:
    268
    Positive Ratings:
    530
    Post your compile log, your map probably isn't actually compiling
     
  3. wonkasnout2

    wonkasnout2 L1: Registered

    Messages:
    21
    Positive Ratings:
    3
    ** Executing...
    ** Command: "C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_buffonage(fix).vmf"

    Valve Software - vbsp.exe (Jun 14 2017)
    4 threads
    materialPath: C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_buffonage(fix).vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_buffonage(fix)/nature/blendgroundtogravel007_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (1)
    Find Visible Detail Sides...
    Merged 194 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_buffonage(fix).prt...Building visibility clusters...
    done (1)
    *** Error: Skybox vtf files for skybox/sky_well_01_hdr weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_well_01_hdr to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_well_01_hdr weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_well_01_hdr to build the default cubemap!
    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 (2) (161853 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 675 texinfos to 493
    Reduced 58 texdatas to 57 (1397 bytes to 1344)
    Writing C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_buffonage(fix).bsp
    Wrote ZIP buffer, estimated size 1029, actual size 815
    12 seconds elapsed

    ** Executing...
    ** Command: "C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_buffonage(fix)"

    Valve Software - vvis.exe (Jun 14 2017)
    4 threads
    reading c:\users\jack\desktop\steam stuff\steam, and all its shit\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\KOTH_buffonage(fix).bsp
    reading c:\users\jack\desktop\steam stuff\steam, and all its shit\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\KOTH_buffonage(fix).prt
    774 portalclusters
    2473 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (259)
    Optimized: 4836 visible clusters (1.82%)
    Total clusters visible: 266088
    Average clusters visible: 343
    Building PAS...
    Average clusters audible: 735
    visdatasize:146176 compressed from 160992
    writing c:\users\jack\desktop\steam stuff\steam, and all its shit\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\KOTH_buffonage(fix).bsp
    4 minutes, 20 seconds elapsed

    ** Executing...
    ** Command: "C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_buffonage(fix)"

    Valve Software - vrad.exe SSE (Jun 14 2017)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\jack\desktop\steam stuff\steam, and all its shit\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\KOTH_buffonage(fix).bsp
    Setting up ray-trace acceleration structure... Done (3.78 seconds)
    2753 faces
    2 degenerate faces
    237910 square feet [34259152.00 square inches]
    18 Displacements
    46087 Square Feet [6636568.00 Square Inches]
    2751 patches before subdivision
    30157 patches after subdivision
    sun extent from map=0.026177
    30 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
    transfers 2102435, max 588
    transfer lists: 16.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(128988, 74804, 24732)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(35588, 16029, 2873)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(12171, 4581, 477)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(4594, 1444, 93)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(1852, 480, 20)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(770, 163, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(327, 56, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(141, 19, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(61, 7, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(27, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(12, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(5, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0184 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
    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 (8)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 12/1024 576/49152 ( 1.2%)
    brushes 375/8192 4500/98304 ( 4.6%)
    brushsides 2563/65536 20504/524288 ( 3.9%)
    planes 2468/65536 49360/1310720 ( 3.8%)
    vertexes 4916/65536 58992/786432 ( 7.5%)
    nodes 1671/65536 53472/2097152 ( 2.5%)
    texinfos 493/12288 35496/884736 ( 4.0%)
    texdata 57/2048 1824/65536 ( 2.8%)
    dispinfos 18/0 3168/0 ( 0.0%)
    disp_verts 1458/0 29160/0 ( 0.0%)
    disp_tris 2304/0 4608/0 ( 0.0%)
    disp_lmsamples 113552/0 113552/0 ( 0.0%)
    faces 2753/65536 154168/3670016 ( 4.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1440/65536 80640/3670016 ( 2.2%)
    leaves 1684/65536 53888/2097152 ( 2.6%)
    leaffaces 3514/65536 7028/131072 ( 5.4%)
    leafbrushes 1734/65536 3468/131072 ( 2.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 19237/512000 76948/2048000 ( 3.8%)
    edges 11104/256000 44416/1024000 ( 4.3%)
    LDR worldlights 30/8192 2640/720896 ( 0.4%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 332/32768 3320/327680 ( 1.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 5397/65536 10794/131072 ( 8.2%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 10/512 3520/180224 ( 2.0%)
    LDR lightdata [variable] 1351616/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 146176/16777216 ( 0.9%)
    entdata [variable] 16670/393216 ( 4.2%)
    LDR ambient table 1684/65536 6736/262144 ( 2.6%)
    HDR ambient table 1684/65536 6736/262144 ( 2.6%)
    LDR leaf ambient 8200/65536 229600/1835008 (12.5%)
    HDR leaf ambient 1684/65536 47152/1835008 ( 2.6%)
    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] 1/23342 ( 0.0%)
    pakfile [variable] 815/0 ( 0.0%)
    physics [variable] 161853/4194304 ( 3.9%)
    physics terrain [variable] 998/1048576 ( 0.1%)

    Level flags = 0

    Total triangle count: 7956
    Writing c:\users\jack\desktop\steam stuff\steam, and all its shit\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\KOTH_buffonage(fix).bsp
    50 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_buffonage(fix).bsp" "C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\tf\maps\KOTH_buffonage(fix).bsp"


    ** Executing...
    ** Command: "C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Users\Jack\Desktop\STeam stuff\Steam, and all its shit\Steam\steamapps\common\Team Fortress 2\tf" +map "KOTH_buffonage(fix)" -steam
     
  4. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,878
    Positive Ratings:
    4,955
    I don't think brackets in your map filename plays nicely with source. Try a different name like _fix

    Also oh dear, mayhap you should invest in better organisation in the future
     
    • Funny Funny x 2
    • Agree Agree x 1