Lokk iz a skul

L1: Registered
Jul 2, 2018
8
1
I had recently made some big changes in one of my Maps that I was working on, and I saved and compiled it. However, when I loaded into the map, it retained its previous state. I tried saving it separately and compiling it again but it just said that it couldn't find the new saved version of the map, and for some reason the original still isn't loading what I did in hammer. Any ideas/advice?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Your compile is probably failing due to a fatal error. Can you post your compile log?
 

Lokk iz a skul

L1: Registered
Jul 2, 2018
8
1
** 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\tf\maps\workshop\koth_development.vmf"

Valve Software - vbsp.exe (Jun 21 2018)
2 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\tf\maps\workshop\koth_development.vmf
Brush 3173: bounds out of range
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_development/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)
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-4104.000000, 1032.000000, 3232.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-4104.000000, 1032.000000, 3232.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, -3072.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 1032.000000, 3232.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 0.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 1032.000000, 3232.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 1024.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 1024.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 1024.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 0.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 0.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 1024.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 1032.000000, 3232.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 1024.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 1024.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 1024.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: CONCRETE/COMPUTERWALL005D, near (1024.000000, 1024.000000, -65535.996094))

** 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\tf\maps\workshop\koth_development"

Valve Software - vvis.exe (Jun 21 2018)
2 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\workshop\koth_development.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\workshop\koth_development.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\workshop\koth_development.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\tf\maps\workshop\koth_development"

Valve Software - vrad.exe SSE (Jun 21 2018)

Valve Radiosity Simulator
2 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\tf\maps\workshop\koth_development.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.07 seconds)
1716 faces
1641660 square feet [236399104.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
sun extent from map=0.000000
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
Build Patch/Sample Hash Table(s).....Done<0.0633 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (7)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 8/1024 384/49152 ( 0.8%)
brushes 86/8192 1032/98304 ( 1.0%)
brushsides 535/65536 4280/524288 ( 0.8%)
planes 386/65536 7720/1310720 ( 0.6%)
vertexes 2196/65536 26352/786432 ( 3.4%)
nodes 762/65536 24384/2097152 ( 1.2%)
texinfos 65/12288 4680/884736 ( 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 1716/65536 96096/3670016 ( 2.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 343/65536 19208/3670016 ( 0.5%)
leaves 771/65536 24672/2097152 ( 1.2%)
leaffaces 1953/65536 3906/131072 ( 3.0%)
leafbrushes 404/65536 808/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 9047/512000 36188/2048000 ( 1.8%)
edges 4880/256000 19520/1024000 ( 1.9%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 96/32768 960/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1248/65536 2496/131072 ( 1.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2207156/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 12898/393216 ( 3.3%)
LDR ambient table 771/65536 3084/262144 ( 1.2%)
HDR ambient table 771/65536 3084/262144 ( 1.2%)
LDR leaf ambient 4663/65536 130564/1835008 ( 7.1%)
HDR leaf ambient 771/65536 21588/1835008 ( 1.2%)
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] 1/288 ( 0.3%)
pakfile [variable] 403/0 ( 0.0%)
physics [variable] 32599/4194304 ( 0.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4246
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\workshop\koth_development.bsp
26 seconds elapsed

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

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-4104.000000, 1032.000000, 3232.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-4104.000000, 1032.000000, 3232.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, -3072.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 1032.000000, 3232.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 0.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 1032.000000, 3232.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 1024.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 1024.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 1024.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 0.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 0.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 1024.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 1032.000000, 3232.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 1024.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 1024.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 1024.000000, -65535.996094))
WARNING: BSP node with unbounded volume (material: CONCRETE/COMPUTERWALL005D, near (1024.000000, 1024.000000, -65535.996094))
This is your problem. Press alt-p while in Hammer. Do you have any invalid solids?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Ignore that error, the problem checker is looking for the entity info_player_start, but it doesn't know that TF2 uses info_player_teamspawn instead.

Do you have any brushes on the edge of the 2D grid? Brushes on the edge can cause this error; moving them even just 1HU away from the edge fixes this.

Do you have complex brushwork in your map (specifically near the coordinates in the error)? Try to keep your brushwork snapped to the grid to avoid small floating-point inaccuracies. If necessary, recreate off-grid brushwork so that it is on-grid. When making cylinders and other round objects, making the number of sides a power of 2 will decrease the likelihood of floating-point bugs. If all else fails, delete brushes one-at-a-time and compile until you find the problem brush.
 

Serbian Hammer

L1: Registered
Jan 22, 2011
37
4
This very rarely happens when clipping a brush at an non-straight angle, so it somehow gets borked. You should check all of your angled brushes to find the offender. This is my experience with that particular error.
 

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
Another way to find out which brushes are causing the problem is to pick "View" at the top of Hammer, pick "Go to coordinates" in that drop down menu, then enter those coordinates one at a time from those brush errors. It should take you to each brush or very close to it so you can check it out to see what is going on.