AlphaOwl

L1: Registered
Feb 7, 2017
22
1
I'm currently working on a payload map, and I believe I've put in all the correct outputs and properties, but somehow my payload cart spawns below my map. Any suggestions? I'm currently stuck, and I would like to troubleshoot this before progressing my map.

payloadmissing.jpg
wherescart.jpg
 

Crash

func_nerd
aa
Mar 1, 2010
3,346
5,520
Make sure helpers are turned on :helpers: and select your whole cart. Look under it as low as it's spawning in relation to the first track point, for a little blue sphere in the 3d view, or a small hollow circle in a 2d view.

This is the origin point, and I'm betting it got below the cart on accident. Dragging it into the middle of the cart (or centering origins via right clicking in a 2d view with it selected, I believe) will put it back in place.

If it isn't there, we might need to dig more.
 

AlphaOwl

L1: Registered
Feb 7, 2017
22
1
Make sure helpers are turned on :helpers: and select your whole cart. Look under it as low as it's spawning in relation to the first track point, for a little blue sphere in the 3d view, or a small hollow circle in a 2d view.

This is the origin point, and I'm betting it got below the cart on accident. Dragging it into the middle of the cart (or centering origins via right clicking in a 2d view with it selected, I believe) will put it back in place.

If it isn't there, we might need to dig more.

I found the sphere and centered it to the entity, but multiple tries still got me the same result: Somehow the cart still teleports in a general same position under the map bouncing up and down. I'm not really sure what it can be, but hopefully I can find out.
 

AlphaOwl

L1: Registered
Feb 7, 2017
22
1
It's a WIP, but here's what I have.
 

Attachments

  • pl_first_001.vmf
    354.4 KB · Views: 188

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Post your compile log as well.
 

AlphaOwl

L1: Registered
Feb 7, 2017
22
1
I think this is it.
 

Attachments

  • pl_first_001.txt
    148.4 KB · Views: 208
Mar 23, 2013
1,013
347
You can just copy the log after compiling and post it in a spoiler bracket like this:

materialPath: F:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_first\pl_first_001.vmf
Patching WVT material: maps/pl_first_001/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/pl_first_001/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_first\pl_first_001.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (60371 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 426 texinfos to 262
Reduced 21 texdatas to 19 (580 bytes to 537)
Writing F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_first\pl_first_001.bsp
Wrote ZIP buffer, estimated size 946, actual size 732
1 second elapsed



4 threads
reading f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_first\pl_first_001.bsp
reading f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_first\pl_first_001.prt
302 portalclusters
741 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 2384 visible clusters (4.53%)
Total clusters visible: 52592
Average clusters visible: 174
Building PAS...
Average clusters audible: 297
visdatasize:25673 compressed from 24160
writing f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_first\pl_first_001.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

Loading f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_first\pl_first_001.bsp
1605 faces
1612853 square feet [232250864.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1605 patches before subdivision
86801 patches after subdivision
12 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6164303, max 540
transfer lists: 47.0 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(33770, 21854, 21919)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(4807, 1567, 1494)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(877, 135, 121)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(179, 13, 11)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(39, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(9, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0913 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 16/1024 768/49152 ( 1.6%)
brushes 165/8192 1980/98304 ( 2.0%)
brushsides 1000/65536 8000/524288 ( 1.5%)
planes 490/65536 9800/1310720 ( 0.7%)
vertexes 2179/65536 26148/786432 ( 3.3%)
nodes 839/65536 26848/2097152 ( 1.3%)
texinfos 262/12288 18864/884736 ( 2.1%)
texdata 19/2048 608/65536 ( 0.9%)
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 1605/65536 89880/3670016 ( 2.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 503/65536 28168/3670016 ( 0.8%)
leaves 856/65536 27392/2097152 ( 1.3%)
leaffaces 1802/65536 3604/131072 ( 2.7%)
leafbrushes 519/65536 1038/131072 ( 0.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 9268/512000 37072/2048000 ( 1.8%)
edges 5041/256000 20164/1024000 ( 2.0%)
LDR worldlights 12/8192 1056/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 104/32768 1040/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1416/65536 2832/131072 ( 2.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2418864/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 25673/16777216 ( 0.2%)
entdata [variable] 27142/393216 ( 6.9%)
LDR ambient table 856/65536 3424/262144 ( 1.3%)
HDR ambient table 856/65536 3424/262144 ( 1.3%)
LDR leaf ambient 4247/65536 118916/1835008 ( 6.5%)
HDR leaf ambient 856/65536 23968/1835008 ( 1.3%)
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] 1/4682 ( 0.0%)
pakfile [variable] 732/0 ( 0.0%)
physics [variable] 60371/4194304 ( 1.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4052
Writing f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_first\pl_first_001.bsp
32 seconds elapsed


No errors in the log though.

Looking at the map, the error is porbably that you gave the track_train a parent: the prop_physics_override of the payload. Just remove the parent.

On another note, you might wanna increase your grid size. While you appearently used a grid size of 4, which isn't compleetly horrible, you could increase it to 16, since you are just making a basic layout and all brushes you used are 16 units thick. So working on a grid size of 16 will be more organized later when your vmf gets more complex.

Also don't make a giant skybox-box to seal your level. I know it's just alpha, but your map is currently easily sealable with just two skybox brushes, one at the top, one above blue spawn. Just saying in case you didn't know how to skybox properly.
 

AlphaOwl

L1: Registered
Feb 7, 2017
22
1
You can just copy the log after compiling and post it in a spoiler bracket like this:




No errors in the log though.

Looking at the map, the error is porbably that you gave the track_train a parent: the prop_physics_override of the payload. Just remove the parent.

On another note, you might wanna increase your grid size. While you appearently used a grid size of 4, which isn't compleetly horrible, you could increase it to 16, since you are just making a basic layout and all brushes you used are 16 units thick. So working on a grid size of 16 will be more organized later when your vmf gets more complex.

Also don't make a giant skybox-box to seal your level. I know it's just alpha, but your map is currently easily sealable with just two skybox brushes, one at the top, one above blue spawn. Just saying in case you didn't know how to skybox properly.

Well, the cart's back. I think all I have to do now is find why the payload's trigger is not working. Don't worry, I can probably find it on a thread somewhere around here. Thanks everyone!