I'm a noob at map making I need help:(

Discussion in 'Mapping Questions & Discussion' started by SubmidicalSloth, May 10, 2016.

  1. SubmidicalSloth

    SubmidicalSloth L1: Registered

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    I followed some tutorials and I know some things but not nearly close to beeing good at it. I'm great at finding buggs and again I found one that might not even be a bugg it could just be me beeing stupid. But ok whats the issieu here is that I was making a map. I placed an item just a normal prop_static but I started the map to look how it looked but the prop didn't how up so I looked some prop tutorials every thing seemed fine but it still doesn't show up. Then I thought restarting nope, Delete and replace the item nope, Taking an older item and place it in nope. But ok I thought restarting hammer would work didn't but then I made a new map hoping it would fix. Well then what happend is It started the old map?? Well can some one maybe give any tricks maybe some thing else some like a link or donno. You can add me I will try to response as fast as I can thank you kindly for reading this.
     
  2. sooshey

    aa sooshey :3c

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    Was the prop something you downloaded? Custom props don't show up correctly if they aren't packed.
     
  3. SubmidicalSloth

    SubmidicalSloth L1: Registered

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    No just a tf prop that already comes with hammer its self
     
  4. zahndah

    aa zahndah professional letter

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    Its more likely a bug causing vbsp to crash while compiling, so it loads the old map.

    sloth, would you kindly post your compile log so that we can look through it and find the error?
     
    • Agree Agree x 1
  5. SubmidicalSloth

    SubmidicalSloth L1: Registered

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    Uhm I'm not sure what to sent but I think this is the one you're looking for:

    ** 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\DarkLight Fixed.vmf"

    Valve Software - vbsp.exe (Mar 2 2016)
    8 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\DarkLight Fixed.vmf
    Patching WVT material: maps/darklight fixed/nature/blendgroundtograss003_nodetail_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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\DarkLight Fixed.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) (2331 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 13 texinfos to 2
    Reduced 3 texdatas to 2 (125 bytes to 87)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\DarkLight Fixed.bsp
    Wrote ZIP buffer, estimated size 566, actual size 486
    0 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\sourcesdk_content\tf\mapsrc\DarkLight Fixed"

    Valve Software - vvis.exe (Mar 2 2016)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\DarkLight Fixed.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\DarkLight Fixed.prt
    4 portalclusters
    4 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: 0 visible clusters (0.00%)
    Total clusters visible: 16
    Average clusters visible: 4
    Building PAS...
    Average clusters audible: 4
    visdatasize:44 compressed from 64
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\DarkLight Fixed.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\sourcesdk_content\tf\mapsrc\DarkLight Fixed"

    Valve Software - vrad.exe SSE (Mar 2 2016)

    Valve Radiosity Simulator
    8 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\DarkLight Fixed.bsp
    Setting up ray-trace acceleration structure... Done (0.01 seconds)
    16 faces
    28444 square feet [4096000.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    16 patches before subdivision
    1032 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
    transfers 792, max 75
    transfer lists: 0.0 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<0.0003 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 (0)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 6/8192 72/98304 ( 0.1%)
    brushsides 36/65536 288/524288 ( 0.1%)
    planes 40/65536 800/1310720 ( 0.1%)
    vertexes 34/65536 408/786432 ( 0.1%)
    nodes 27/65536 864/2097152 ( 0.0%)
    texinfos 2/12288 144/884736 ( 0.0%)
    texdata 2/2048 64/65536 ( 0.1%)
    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 16/65536 896/3670016 ( 0.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6/65536 336/3670016 ( 0.0%)
    leaves 29/65536 928/2097152 ( 0.0%)
    leaffaces 16/65536 32/131072 ( 0.0%)
    leafbrushes 16/65536 32/131072 ( 0.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 88/512000 352/2048000 ( 0.0%)
    edges 56/256000 224/1024000 ( 0.0%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 0/32768 0/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 0/65536 0/131072 ( 0.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 16912/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 44/16777216 ( 0.0%)
    entdata [variable] 2568/393216 ( 0.7%)
    LDR ambient table 29/65536 116/262144 ( 0.0%)
    HDR ambient table 29/65536 116/262144 ( 0.0%)
    LDR leaf ambient 4/65536 112/1835008 ( 0.0%)
    HDR leaf ambient 29/65536 812/1835008 ( 0.0%)
    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] 1/220 ( 0.5%)
    pakfile [variable] 486/0 ( 0.0%)
    physics [variable] 2331/4194304 ( 0.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 32
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\DarkLight Fixed.bsp
    0 seconds elapsed

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

    If you found any thing thanks!
    And by the way don't really know what vbsp means I'm really really new to this.
     
  6. Nicky

    aa Nicky Lets try something new!

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    I think I see that your VMF name has capitals and a space, which can break stuff if you have those in. Only have lowercase letters, numbers, and underscores in your VMF file name.
     
  7. Crowbar

    aa Crowbar perfektoberfest

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    Maybe the model just does not support static props? Compiler will ignore props with model not supporting them.
     
  8. sooshey

    aa sooshey :3c

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    Are you using any displacements in your map? If so, go to the visgroups panel and uncheck displacements, and then try compiling. If a displacement has a certain texture (playerclip is one of them) or if the displacement is an entity, the compile will fail.

    By the way, VBSP is one of the three processes the compiler runs for your map. It's responsible for creating the actual .bsp file, and if something causes it to fail, it will use the last successful .bsp file it created instead.
     
  9. SubmidicalSloth

    SubmidicalSloth L1: Registered

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    upload_2016-5-10_20-34-45.png
    I don't really know what you guys said but this is what I see.
     
  10. SubmidicalSloth

    SubmidicalSloth L1: Registered

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    My friend found the problem for the second map. And I just was the name I had to change the capital letters and spaces (dumb) Aand still the props that didn't spawn could still be a propblem but so far its not needed.
     
  11. Potoroo84

    Potoroo84 L1: Registered

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    You most probably have already done this but, if the prop didn't show up you need to change the "Start Fade dist/Pixels" and "End Fade dist/Pixels" to another number like 1100
    propmenu.png

    These 3 values determine the visibility of the prop (How far can you see it)
    if you have the first 2 values like that on your prop then it won't appear. Make sure to change the first 2 into something else. The "End" value needs to be higher than the Start one, or at least even.
     
  12. SubmidicalSloth

    SubmidicalSloth L1: Registered

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    Thanks for the information will prob use it later on!
     
  13. Nicky

    aa Nicky Lets try something new!

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    I did say that earlier in this thread, but no worries. I'm glad you found your problem, and you were able to fix it. Happy mapping.
     
  14. SubmidicalSloth

    SubmidicalSloth L1: Registered

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    Oh thank you too then sorry for not fully reading it same too you.