- Jan 20, 2018
- 23
- 2
Sorry if the title is unclear with the problem...
I went to load up a map I've been developing for a while, and when i did, nothing that I had previously worked on loaded up (It looked like I had clicked "New"). If I remember correctly, the last time i dealt with my map, I had properly saved my map, but my computer crashed not too long after (with hammer open still). I check whether or not any of my map files had been deleted or corrupted. If I have not messed up with checking these, they are perfectly fine.
Some strange side effects have popped up. One major one is that it appears the Boojum Snark's Mapping Resource Pack's custom Engie Model Spawners (and some game logic logos) does not work anymore. They have been replaced with the normal Green Gordon Freeman Spawners. The second major effect is that the map perfectly loads up when compiling in hammer or in TF2, but if modified, the level is ruined and becomes whatever is placed (1. this was done on a map with a similar situation, so I still need one map fixed 2.this may just be because a new .bsp hasn't overwritten the last one, but I don't actually know). The blank unmodified map still has its previous size of +700KB, whereas the blank modified map (with about 8 brushes) only has about 10KB compared to its previous +600KB
P.S. If anymore information or clarification is needed on the situation, I will try to respond
I had already checked the Interloper's, but I'll still post my Compile Log of the Unmodified Blank Map :
** 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\needtofinish.vmf"
Valve Software - vbsp.exe (Oct 14 2017)
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\needtofinish.vmf
fixing up env_cubemap materials on brush sides...
material "skybox/(null)rt" not found.
Can't load skybox file skybox/(null) to build the default cubemap!
Can't load skybox file skybox/(null) 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) (16 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
** 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\needtofinish"
Valve Software - vvis.exe (Oct 14 2017)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\needtofinish.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\needtofinish.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\needtofinish.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\needtofinish"
Valve Software - vrad.exe SSE (Oct 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:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\needtofinish.bsp
Setting up ray-trace acceleration structure... Done (0.48 seconds)
3646 faces
2018396 square feet [290649152.00 square inches]
53 Displacements
27800 Square Feet [4003339.25 Square Inches]
3646 patches before subdivision
zero area child patch
176886 patches after subdivision
0 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 (54)
transfers 139096856, max 2407
transfer lists: 1061.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1316 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 9/1024 432/49152 ( 0.9%)
brushes 218/8192 2616/98304 ( 2.7%)
brushsides 1740/65536 13920/524288 ( 2.7%)
planes 2146/65536 42920/1310720 ( 3.3%)
vertexes 4945/65536 59340/786432 ( 7.5%)
nodes 946/65536 30272/2097152 ( 1.4%)
texinfos 295/12288 21240/884736 ( 2.4%)
texdata 25/2048 800/65536 ( 1.2%)
dispinfos 53/0 9328/0 ( 0.0%)
disp_verts 4293/0 85860/0 ( 0.0%)
disp_tris 6784/0 13568/0 ( 0.0%)
disp_lmsamples 74832/0 74832/0 ( 0.0%)
faces 3646/65536 204176/3670016 ( 5.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 917/65536 51352/3670016 ( 1.4%)
leaves 956/65536 30592/2097152 ( 1.5%)
leaffaces 4532/65536 9064/131072 ( 6.9%)
leafbrushes 1048/65536 2096/131072 ( 1.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 19638/512000 78552/2048000 ( 3.8%)
edges 10428/256000 41712/1024000 ( 4.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 208/32768 2080/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3498/65536 6996/131072 ( 5.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 5563056/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 43203/16777216 ( 0.3%)
entdata [variable] 20725/393216 ( 5.3%)
LDR ambient table 956/65536 3824/262144 ( 1.5%)
HDR ambient table 956/65536 3824/262144 ( 1.5%)
LDR leaf ambient 447/65536 12516/1835008 ( 0.7%)
HDR leaf ambient 956/65536 26768/1835008 ( 1.5%)
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] 1/5664 ( 0.0%)
pakfile [variable] 1627/0 ( 0.0%)
physics [variable] 85665/4194304 ( 2.0%)
physics terrain [variable] 18351/1048576 ( 1.8%)
Level flags = 0
Total triangle count: 8674
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\needtofinish.bsp
1 minute, 5 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\needtofinish.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\needtofinish.bsp"
I went to load up a map I've been developing for a while, and when i did, nothing that I had previously worked on loaded up (It looked like I had clicked "New"). If I remember correctly, the last time i dealt with my map, I had properly saved my map, but my computer crashed not too long after (with hammer open still). I check whether or not any of my map files had been deleted or corrupted. If I have not messed up with checking these, they are perfectly fine.
Some strange side effects have popped up. One major one is that it appears the Boojum Snark's Mapping Resource Pack's custom Engie Model Spawners (and some game logic logos) does not work anymore. They have been replaced with the normal Green Gordon Freeman Spawners. The second major effect is that the map perfectly loads up when compiling in hammer or in TF2, but if modified, the level is ruined and becomes whatever is placed (1. this was done on a map with a similar situation, so I still need one map fixed 2.this may just be because a new .bsp hasn't overwritten the last one, but I don't actually know). The blank unmodified map still has its previous size of +700KB, whereas the blank modified map (with about 8 brushes) only has about 10KB compared to its previous +600KB
P.S. If anymore information or clarification is needed on the situation, I will try to respond
I had already checked the Interloper's, but I'll still post my Compile Log of the Unmodified Blank Map :
** 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\needtofinish.vmf"
Valve Software - vbsp.exe (Oct 14 2017)
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\needtofinish.vmf
fixing up env_cubemap materials on brush sides...
material "skybox/(null)rt" not found.
Can't load skybox file skybox/(null) to build the default cubemap!
Can't load skybox file skybox/(null) 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) (16 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
** 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\needtofinish"
Valve Software - vvis.exe (Oct 14 2017)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\needtofinish.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\needtofinish.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\needtofinish.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\needtofinish"
Valve Software - vrad.exe SSE (Oct 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:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\needtofinish.bsp
Setting up ray-trace acceleration structure... Done (0.48 seconds)
3646 faces
2018396 square feet [290649152.00 square inches]
53 Displacements
27800 Square Feet [4003339.25 Square Inches]
3646 patches before subdivision
zero area child patch
176886 patches after subdivision
0 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 (54)
transfers 139096856, max 2407
transfer lists: 1061.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1316 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 9/1024 432/49152 ( 0.9%)
brushes 218/8192 2616/98304 ( 2.7%)
brushsides 1740/65536 13920/524288 ( 2.7%)
planes 2146/65536 42920/1310720 ( 3.3%)
vertexes 4945/65536 59340/786432 ( 7.5%)
nodes 946/65536 30272/2097152 ( 1.4%)
texinfos 295/12288 21240/884736 ( 2.4%)
texdata 25/2048 800/65536 ( 1.2%)
dispinfos 53/0 9328/0 ( 0.0%)
disp_verts 4293/0 85860/0 ( 0.0%)
disp_tris 6784/0 13568/0 ( 0.0%)
disp_lmsamples 74832/0 74832/0 ( 0.0%)
faces 3646/65536 204176/3670016 ( 5.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 917/65536 51352/3670016 ( 1.4%)
leaves 956/65536 30592/2097152 ( 1.5%)
leaffaces 4532/65536 9064/131072 ( 6.9%)
leafbrushes 1048/65536 2096/131072 ( 1.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 19638/512000 78552/2048000 ( 3.8%)
edges 10428/256000 41712/1024000 ( 4.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 208/32768 2080/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3498/65536 6996/131072 ( 5.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 5563056/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 43203/16777216 ( 0.3%)
entdata [variable] 20725/393216 ( 5.3%)
LDR ambient table 956/65536 3824/262144 ( 1.5%)
HDR ambient table 956/65536 3824/262144 ( 1.5%)
LDR leaf ambient 447/65536 12516/1835008 ( 0.7%)
HDR leaf ambient 956/65536 26768/1835008 ( 1.5%)
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] 1/5664 ( 0.0%)
pakfile [variable] 1627/0 ( 0.0%)
physics [variable] 85665/4194304 ( 2.0%)
physics terrain [variable] 18351/1048576 ( 1.8%)
Level flags = 0
Total triangle count: 8674
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\needtofinish.bsp
1 minute, 5 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\needtofinish.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\needtofinish.bsp"