Hammer seems to compile an old version of map

Nijin

L1: Registered
Jul 25, 2010
7
0
Hello everyone!

Glad i finally joined your community after only reading some topics.
Im currently trying to create a PL-Map for TF2.

Everythink worked fine for a while. But if I try to compile the Map now (using the "run" button) the process takes a way longer time than before and the map in the game is not the map i created in Hammer.
It seems the in-game-map is an older version of my Hammer-map with some problems. (Walls are invisible if the player is no very close to them.)

This is what i created in Hammer:
1302 (2).PNG


This is the result:
1291.png


And this is the compiler log:
Code:
** Executing...
** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
2 threads
materialPath: d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf\materials
Loading D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_cargo_halls/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/pl_cargo_halls/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/pl_cargo_halls/egypt/sand_floor_blend_04_with_grass_wvt_patch
Patching WVT material: maps/pl_cargo_halls/dev/dev_blendmeasure_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...
Merged 70 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_hydro_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_hydro_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Overlay touching too many faces (touching 72, max 64)
Overlay overlays/concrete_track_overlay001 at 0.0 -3200.0 64.0

** Executing...
** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls"

Valve Software - vvis.exe (Jul  7 2010)
2 threads
reading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
reading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.prt
 466 portalclusters
1389 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (80)
Optimized: 249 visible clusters (0.00%)
Total clusters visible: 122921
Average clusters visible: 263
Building PAS...
Average clusters audible: 457
visdatasize:57586  compressed from 59648
writing d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
1 minute, 20 seconds elapsed

** Executing...
** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls"

Valve Software - vrad.exe SSE (Jul  7 2010)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
Setting up ray-trace acceleration structure... Done (1.35 seconds)
1282 faces
1265100 square feet [182174416.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1282 patches before subdivision
59664 patches after subdivision
sun extent from map=0.087156
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (30)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 4194729, max 698
transfer lists:  32.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(373014, 261239, 221023)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(26371, 16362, 12275)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(2865, 1449, 822)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(303, 138, 70)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(45, 18, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(7, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0614 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
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 (5)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   5/1024          240/49152    ( 0.5%) 
brushes                158/8192         1896/98304    ( 1.9%) 
brushsides             955/65536        7640/524288   ( 1.5%) 
planes                 484/65536        9680/1310720  ( 0.7%) 
vertexes              1822/65536       21864/786432   ( 2.8%) 
nodes                  575/65536       18400/2097152  ( 0.9%) 
texinfos                60/12288        4320/884736   ( 0.5%) 
texdata                 12/2048          384/65536    ( 0.6%) 
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                 1282/65536       71792/3670016  ( 2.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              466/65536       26096/3670016  ( 0.7%) 
leaves                 581/65536       18592/2097152  ( 0.9%) 
leaffaces             1359/65536        2718/131072   ( 2.1%) 
leafbrushes            457/65536         914/131072   ( 0.7%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             7848/512000      31392/2048000  ( 1.5%) 
edges                 4525/256000      18100/1024000  ( 1.8%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             73/32768         730/327680   ( 0.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1314/65536        2628/131072   ( 2.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     2046068/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       57586/16777216 ( 0.3%) 
entdata               [variable]       30770/393216   ( 7.8%) 
LDR ambient table      581/65536        2324/262144   ( 0.9%) 
HDR ambient table      581/65536        2324/262144   ( 0.9%) 
LDR leaf ambient      2800/65536       78400/1835008  ( 4.3%) 
HDR leaf ambient       581/65536       16268/1835008  ( 0.9%) 
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]           1/5606     ( 0.0%) 
pakfile               [variable]      213104/0        ( 0.0%) 
physics               [variable]       57549/4194304  ( 1.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 3420
Writing d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
54 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp" "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf\maps\pl_cargo_halls.bsp"


** Executing...
** Command: d:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" -toconsole -dev -console +sv_lan 1 +map "pl_cargo_halls"


I hope you can tell me, how to fix this problem.

Thank you. :)
 
Apr 19, 2009
4,460
1,722
Just dropped the log into http://www.interlopers.net/errors/ and this got spat out:

overlay touching too many faces (touching 72, max 64) overlay overlays/concrete_track_overlay001 at 0.0 -3200.0 64.0

Description:
You have an overlay (info_overlay) entity that is touching too many brushes, or parts of a brush. The error message tells you also how much you have and allowed (touching 72, max 64)

Solution:
You can find the overlay using the coordinates. View -> go to coordinates( 0.0 -3200.0 64.0 ) You can delete, move or resize the overlay.
 

Nijin

L1: Registered
Jul 25, 2010
7
0
Thanks for the fast answers - and for the compile-check-link.

Problem solved. :D
 

Nijin

L1: Registered
Jul 25, 2010
7
0
Damn, I now got a new problem with my map:
Its fullbright.

I have absolutly no idea what could be the problem. There is a light_environment, tested with default properties and the ones from http://developer.valvesoftware.com/wiki/Team_Fortress_2_Sky_List

No leaks, when I try to open a pointlist, it just shows me a open-file-window.

Using "mat_fullbright 0" has no effect.

Checking the compiler log was not usefull too.
Code:
** Executing...
** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
2 threads
materialPath: d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf\materials
Loading D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_cargo_halls/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/pl_cargo_halls/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/pl_cargo_halls/egypt/sand_floor_blend_04_with_grass_wvt_patch
Patching WVT material: maps/pl_cargo_halls/dev/dev_blendmeasure_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...
Merged 96 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 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 (0) (143755 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 375 texinfos to 186
Reduced 34 texdatas to 28 (967 bytes to 814)
Writing D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
6 seconds elapsed

** Executing...
** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls"

Valve Software - vvis.exe (Jul  7 2010)
2 threads
reading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
reading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.prt
 311 portalclusters
 791 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (13)
Optimized: 227 visible clusters (0.00%)
Total clusters visible: 65088
Average clusters visible: 209
Building PAS...
Average clusters audible: 306
visdatasize:26164  compressed from 24880
writing d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
13 seconds elapsed

** Executing...
** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls"

Valve Software - vrad.exe SSE (Jul  7 2010)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
Setting up ray-trace acceleration structure... Done (2.04 seconds)
2261 faces
2 degenerate faces
1466388 square feet [211159904.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
Stack overflow in neighbors


** Executing...
** Command: Copy File
** Parameters: "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp" "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf\maps\pl_cargo_halls.bsp"

Well, i guess i forgoth something. Might you help me again? :)
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
I might be wrong, but you might have a brush thats off the grid. Like, way off. I'm guessing this causes a stack overflow
 

Nijin

L1: Registered
Jul 25, 2010
7
0
i checked for that - but there is nothing outside.

Might the ingame-console-log help? There is a line saying: "Level unlit, setting 'mat_fullbright 1'"
Code:
---- Host_NewGame ----
Network: IP 192.168.2.104, mode MP, dedicated No, ports 27015 SV / 27005 CL
Spawn Server: pl_cargo_halls
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow001a
"materials/maps/pl_cargo_halls/cubemapdefault.vtf": can't be found on disk
Texture 'maps/pl_cargo_halls/cubemapdefault' not found.
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_45degree.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_45degree.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_y_joint_s_curve_96.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_128.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_128.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_128.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_128.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_128.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_y_joint_s_curve_96.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_128.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
Executing listen server config file
Set Gravity 800.0 (0.250 tolerance)
Created class baseline: 16 classes, 5317 bytes.
24 player server started
exec: couldn't exec listenserver.cfg
exec: couldn't exec pl_cargo_halls.cfg
 0:Stopped sound *#ui\gamestartup10.mp3
Node Graph out of Date. Rebuilding... (0, 1, 0)

Team Fortress
Map: pl_cargo_halls
Players: 1 / 24
Build: 4274
Server Number: 1

Attemped to precache unknown particle system "blood_decap"!
No pure server whitelist. sv_pure = 0
Initializing renderer...
Level unlit, setting 'mat_fullbright 1'
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_night_01rt)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_night_01bk)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_night_01lf)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_night_01ft)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_night_01up)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_night_01dn)
Couldn't find customization file 'materials/vgui/logos/spray.vtf'.
Compressing fragments (8105 -> 6441 bytes)
   VAC secure mode disabled.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
This has been happening to me recently, really annoying, however recompiling seems to fix it.
Would be nice to know what's causing this though.

Post #500 :D
 

Nijin

L1: Registered
Jul 25, 2010
7
0
This has been happening to me recently, really annoying, however recompiling seems to fix it.
Would be nice to know what's causing this though.

Post #500 :D

Very strange. When i try to convert now, i recieve an error. This didn't happened yesterday:

can't load skybox file skybox/sky_granary_01 to build the default cubemap!

Description:
You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. It may also be caused by compiling a non-HDR skybox texture.

I tried diffrent skyboxes, all result in the same error. I don't think, that I deleated the skyboxes - but - where can I control if they are still where they should be.
131worldspawn.PNG
 

Swordz

L5: Dapper Member
Jun 27, 2009
224
37
Very strange. When i try to convert now, i recieve an error. This didn't happened yesterday:



I tried diffrent skyboxes, all result in the same error. I don't think, that I deleated the skyboxes - but - where can I control if they are still where they should be.
131worldspawn.PNG

This skybox error happens with everyone. It doesn't do anything.
 

Nijin

L1: Registered
Jul 25, 2010
7
0
This skybox error happens with everyone. It doesn't do anything.

But it doesn't allow me to compile the map. How could I repair it then?

EDIT: If you need the complete log:
Code:
** Executing...
** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
2 threads
materialPath: d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf\materials
Loading D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_cargo_halls/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/pl_cargo_halls/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/pl_cargo_halls/egypt/sand_floor_blend_04_with_grass_wvt_patch
Patching WVT material: maps/pl_cargo_halls/dev/dev_blendmeasure_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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 108 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_01 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 (0) (146315 bytes)
Error! To use model "models/weapons/w_models/w_toolbox.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/w_models/w_toolbox.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 386 texinfos to 195
Reduced 37 texdatas to 31 (1069 bytes to 916)
Writing D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
6 seconds elapsed

** Executing...
** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls"

Valve Software - vvis.exe (Jul  7 2010)
2 threads
reading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
reading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.prt
 314 portalclusters
 810 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (15)
Optimized: 193 visible clusters (0.00%)
Total clusters visible: 66607
Average clusters visible: 212
Building PAS...
Average clusters audible: 309
visdatasize:27058  compressed from 25120
writing d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
15 seconds elapsed

** Executing...
** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls"

Valve Software - vrad.exe SSE (Jul  7 2010)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
Setting up ray-trace acceleration structure... Done (2.04 seconds)
2299 faces
2 degenerate faces
1475490 square feet [212470672.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
Stack overflow in neighbors


** Executing...
** Command: Copy File
** Parameters: "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp" "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf\maps\pl_cargo_halls.bsp"
 
Last edited:

Bockagon

L3: Member
Jul 15, 2009
147
72
But it doesn't allow me to compile the map. How could I repair it then?

The skybox error isn't the issue, it happens every time with every skybox and can safely be ignored.

It looks like VRAD isn't running for some reason only I can't tell why. Try checking for problems (alt+P) in hammer and see if anything other than "there is no player start" comes up (that can be ignored).

Also you can get rid of the "SOLID_VPHYSICS static prop with no vphysics model!" console spam by disabling the collisions on your tracks.
 

Nijin

L1: Registered
Jul 25, 2010
7
0
Yeah! I finally found the problem. Some stairs converted into a "func_detail" didn't worked corectly.

Thanks to everyone helping me :)
 
Last edited: