Hammer Won't Compile TF2 Map

Little Fireeeeeeee

L1: Registered
May 27, 2024
3
0
I am trying to compile a map from hammer but everytime I compile the compile window finishes up and nothing happens, the compile log dosen't have any errors (uesd Interlopers), and this problem is only happening on the TF2 version of hammer, if I load up a HL2 map on hammer it works like a charm. Anybody know what to do?

Here's my compile log if that helps:


** 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\Custom Maps\badwater_practice.vmf"

Valve Software - vbsp.exe (Apr 22 2024)
16 threads
Using shader api: shaderapiempty.dll
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\Custom Maps\badwater_practice.vmf
Patching WVT material: maps/badwater_practice/nature/blendgroundtogravel005_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 22 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\Custom Maps\badwater_practice.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
Building Physics collision data...
done (0) (84868 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 202 texinfos to 121
Reduced 22 texdatas to 21 (499 bytes to 484)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\Custom Maps\badwater_practice.bsp
Wrote ZIP buffer, estimated size 106527, actual size 106179
2 seconds elapsed

** 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\Custom Maps\badwater_practice"

Valve Software - vvis.exe (Apr 22 2024)
16 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\custom maps\badwater_practice.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\custom maps\badwater_practice.prt
334 portalclusters
916 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 (0)
Optimized: 226 visible clusters (0.35%)
Total clusters visible: 65420
Average clusters visible: 195
Building PAS...
Average clusters audible: 326
visdatasize:29943 compressed from 32064
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\custom maps\badwater_practice.bsp
0 seconds elapsed

** 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\Custom Maps\badwater_practice"

Valve Software - vrad.exe SSE (Apr 22 2024)

Valve Radiosity Simulator
16 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\custom maps\badwater_practice.bsp
Setting up ray-trace acceleration structure... Done (0.44 seconds)
1928 faces
1096138 square feet [157843904.00 square inches]
9 Displacements
19244 Square Feet [2771153.75 Square Inches]
1928 patches before subdivision
62680 patches after subdivision
sun extent from map=0.015707
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 4419487, max 407
transfer lists: 33.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(328357, 167708, 147671)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(60962, 22502, 14432)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(14236, 3770, 1945)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3534, 721, 300)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(936, 145, 50)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(252, 30, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(70, 6, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(20, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0149 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 8/1024 384/49152 ( 0.8%)
brushes 220/8192 2640/98304 ( 2.7%)
brushsides 1506/65536 12048/524288 ( 2.3%)
planes 1220/65536 24400/1310720 ( 1.9%)
vertexes 2940/65536 35280/786432 ( 4.5%)
nodes 940/65536 30080/2097152 ( 1.4%)
texinfos 121/12288 8712/884736 ( 1.0%)
texdata 21/2048 672/65536 ( 1.0%)
dispinfos 9/0 1584/0 ( 0.0%)
disp_verts 729/0 14580/0 ( 0.0%)
disp_tris 1152/0 2304/0 ( 0.0%)
disp_lmsamples 48216/0 48216/0 ( 0.0%)
faces 1928/65536 107968/3670016 ( 2.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 788/65536 44128/3670016 ( 1.2%)
leaves 949/65536 30368/2097152 ( 1.4%)
leaffaces 2321/65536 4642/131072 ( 3.5%)
leafbrushes 685/65536 1370/131072 ( 1.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 12381/512000 49524/2048000 ( 2.4%)
edges 6867/256000 27468/1024000 ( 2.7%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 200/32768 2000/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2988/65536 5976/131072 ( 4.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 4281336/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 29943/16777216 ( 0.2%)
entdata [variable] 5843/393216 ( 1.5%)
LDR ambient table 949/65536 3796/262144 ( 1.4%)
HDR ambient table 949/65536 3796/262144 ( 1.4%)
LDR leaf ambient 4789/65536 134092/1835008 ( 7.3%)
HDR leaf ambient 949/65536 26572/1835008 ( 1.4%)
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] 1/22016 ( 0.0%)
pakfile [variable] 106179/0 ( 0.0%)
physics [variable] 84868/4194304 ( 2.0%)
physics terrain [variable] 2887/1048576 ( 0.3%)

Level flags = 0

Total triangle count: 5363
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\custom maps\badwater_practice.bsp
5 seconds elapsed

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

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
612
476
It IS compiling the map correctly, but it's failing to open the game afterwards.

If you look at the end, you'll notice it's trying to open "steamapps\common\Team Fortress 2\hl2.exe".
This executable was removed in the 64bit patch.

To fix this, go into this menu:
1716856624892.png


Then go to Build Programs and make sure "Game executable" is set to "tf_win64.exe" instead of "hl2.exe".
1716856675573.png


Don't worry about how it says Hammer++, you can do this even in regular Hammer.
Hope this helps!
 

Little Fireeeeeeee

L1: Registered
May 27, 2024
3
0
It IS compiling the map correctly, but it's failing to open the game afterwards.

If you look at the end, you'll notice it's trying to open "steamapps\common\Team Fortress 2\hl2.exe".
This executable was removed in the 64bit patch.

To fix this, go into this menu:
1716856624892.png


Then go to Build Programs and make sure "Game executable" is set to "tf_win64.exe" instead of "hl2.exe".
1716856675573.png


Don't worry about how it says Hammer++, you can do this even in regular Hammer.
Hope this helps!
THANK YOU SO MUCH, I though my hammer was just super broken, I really apprechiate that! God Bless!