Hammer not updating map changes?

dipp doop

L1: Registered
Nov 7, 2016
30
0
Hello, so I came across this issue today. I changed some things around in my map, but when I run it, it does not apply the changes, it just runs an earlier version of the map.

Here's 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test1.vmf"

Valve Software - vbsp.exe (Dec 15 2016)
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\sourcesdk_content\tf\mapsrc\test1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Trying to create a non-quad displacement! (entity 0, brush 212)


** 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\sourcesdk_content\tf\mapsrc\test1"

Valve Software - vvis.exe (Dec 15 2016)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1.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\sourcesdk_content\tf\mapsrc\test1"

Valve Software - vrad.exe SSE (Dec 15 2016)

      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\sourcesdk_content\tf\mapsrc\test1.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (2.45 seconds)
3831 faces
5184759 square feet [746605312.00 square inches]
211 Displacements
3890173 Square Feet [560185024.00 Square Inches]
3831 patches before subdivision
229827 patches after subdivision
sun extent from map=0.087156
10 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (33)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (53)
transfers 23422431, max 890
transfer lists: 178.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(279635, 111680, 112245)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(47960, 10577, 8905)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(11617, 1538, 1042)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(3563, 275, 143)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(1253, 65, 26)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(452, 14, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(175, 4, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(67, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(27, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(10, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(4, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1501 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (16)
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 (9)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  24/1024         1152/49152    ( 2.3%)
brushes                221/8192         2652/98304    ( 2.7%)
brushsides            1447/65536       11576/524288   ( 2.2%)
planes                 822/65536       16440/1310720  ( 1.3%)
vertexes              4765/65536       57180/786432   ( 7.3%)
nodes                 1546/65536       49472/2097152  ( 2.4%)
texinfos               109/12288        7848/884736   ( 0.9%)
texdata                 13/2048          416/65536    ( 0.6%)
dispinfos              211/0           37136/0        ( 0.0%)
disp_verts           34139/0          682780/0        ( 0.0%)
disp_tris            58592/0          117184/0        ( 0.0%)
disp_lmsamples     1836594/0         1836594/0        ( 0.0%)
faces                 3831/65536      214536/3670016  ( 5.8%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              990/65536       55440/3670016  ( 1.5%)
leaves                1571/65536       50272/2097152  ( 2.4%)
leaffaces             4121/65536        8242/131072   ( 6.3%)
leafbrushes           1000/65536        2000/131072   ( 1.5%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            21205/512000      84820/2048000  ( 4.1%)
edges                11704/256000      46816/1024000  ( 4.6%)
LDR worldlights         10/8192          880/720896   ( 0.1%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            383/32768        3830/327680   ( 1.2%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          4878/65536        9756/131072   ( 7.4%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     9758548/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      161780/16777216 ( 1.0%)
entdata               [variable]       10501/393216   ( 2.7%)
LDR ambient table     1571/65536        6284/262144   ( 2.4%)
HDR ambient table     1571/65536        6284/262144   ( 2.4%)
LDR leaf ambient     11442/65536      320376/1835008  (17.5%)
HDR leaf ambient      1571/65536       43988/1835008  ( 2.4%)
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]           1/1102     ( 0.1%)
pakfile               [variable]        1106/0        ( 0.0%)
physics               [variable]     6690468/4194304  (159.5%) VERY FULL!
physics terrain       [variable]           0/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 9541
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1.bsp
1 minute, 55 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\test1.bsp"

There appears to be a strange error, but when I use Go to Brush ID with the ID 212, it says "That Brush ID does not exist." Help please?
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
trying to create a non-quad displacement!
Description:
Displacements can only have four sides, no more, no less.
Solution:
Find your displacement (you'll have to check each one in your level) and recreate it so it has four sides again. You may need to be creative with some vertex manipulation for some shapes you want to create with displacements.

See also:
Finding the unfindable


This error will cause your map to fail compiling completely
http://www.interlopers.net/errors/ , very useful site for checking errors and usually gives you instructions too