Issues with a 5 CP Attack/Defend map

Discussion in 'Mapping Questions & Discussion' started by Hyce777, Sep 3, 2009.

  1. Hyce777

    Hyce777 L2: Junior Member

    Messages:
    79
    Positive Ratings:
    10
    So I haven't made an attack and defend map, and my clan members say I should. So, I've gotten it all laid out, 5 capture points, all owned by blu, which red then has to cap in order to win. Blu can't cap, and they are restricted from winning.

    My problem is when I compile, it goes into TF2 to the main menu. It will not load the map no matter what I try. I think I've messed up somewhere with the control points, but I'm not sure.
     
  2. Zwiffle

    Zwiffle L6: Sharp Member

    Messages:
    272
    Positive Ratings:
    81
    Does your console give you any errors/warnings that would be helpful? Any map file we can take a look at? Any info on how you set your entities up?
     
  3. Engineer

    aa Engineer

    Messages:
    1,166
    Positive Ratings:
    372
    post your compile log here... Than we can help you
     
  4. Hyce777

    Hyce777 L2: Junior Member

    Messages:
    79
    Positive Ratings:
    10
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\hyce777\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\hyce777\team fortress 2\tf" "C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone"

    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: c:\program files\steam\steamapps\hyce777\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone.vmf
    Brush 2015: no visible sides on brush
    Brush 2015: no visible sides on brush
    Brush 2015: no visible sides on brush
    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\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_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_day01_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) (62493 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 250 texinfos to 204
    Reduced 7 texdatas to 7 (169 bytes to 169)
    Writing C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone.bsp
    1 second elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\hyce777\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\hyce777\team fortress 2\tf" "C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone"

    Valve Software - vvis.exe (May 19 2009)
    2 threads
    reading c:\program files\steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone.bsp
    reading c:\program files\steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone.prt
    361 portalclusters
    1032 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 (20)
    Optimized: 940 visible clusters (0.00%)
    Total clusters visible: 85789
    Average clusters visible: 237
    Building PAS...
    Average clusters audible: 360
    visdatasize:36513 compressed from 34656
    writing c:\program files\steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone.bsp
    20 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\hyce777\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\hyce777\team fortress 2\tf" "C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone"

    Valve Software - vrad.exe SSE (May 19 2009)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files\steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone.bsp
    Setting up ray-trace acceleration structure... Done (0.21 seconds)
    1560 faces
    1560192 square feet [224667776.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1560 patches before subdivision
    88554 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 (15)
    transfers 8450497, max 463
    transfer lists: 64.5 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<0.0683 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
    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 (11)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 14/1024 672/49152 ( 1.4%)
    brushes 166/8192 1992/98304 ( 2.0%)
    brushsides 1042/65536 8336/524288 ( 1.6%)
    planes 486/65536 9720/1310720 ( 0.7%)
    vertexes 2277/65536 27324/786432 ( 3.5%)
    nodes 910/65536 29120/2097152 ( 1.4%)
    texinfos 204/12288 14688/884736 ( 1.7%)
    texdata 7/2048 224/65536 ( 0.3%)
    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 1560/65536 87360/3670016 ( 2.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 610/65536 34160/3670016 ( 0.9%)
    leaves 925/65536 29600/2097152 ( 1.4%)
    leaffaces 1847/65536 3694/131072 ( 2.8%)
    leafbrushes 698/65536 1396/131072 ( 1.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 9674/512000 38696/2048000 ( 1.9%)
    edges 5186/256000 20744/1024000 ( 2.0%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 116/32768 1160/327680 ( 0.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1560/65536 3120/131072 ( 2.4%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 1806928/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 36513/16777216 ( 0.2%)
    entdata [variable] 16160/393216 ( 4.1%)
    LDR ambient table 925/65536 3700/262144 ( 1.4%)
    HDR ambient table 925/65536 3700/262144 ( 1.4%)
    LDR leaf ambient 439/65536 12292/1835008 ( 0.7%)
    HDR leaf ambient 925/65536 25900/1835008 ( 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] 1/658 ( 0.2%)
    pakfile [variable] 211356/0 ( 0.0%)
    physics [variable] 62493/4194304 ( 1.5%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 4114
    Writing c:\program files\steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone.bsp
    31 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone.bsp" "c:\program files\steam\steamapps\hyce777\team fortress 2\tf\maps\cp_construction_zone.bsp"
     
  5. J4CK8

    J4CK8 L11: Posh Member

    Messages:
    820
    Positive Ratings:
    223
    Compile log seems ok, could be wrong though. Try saving it under a different name and recompile. It usualy brings out an error that before it missed due to some conflicted name files or something from an earlier version of the map.
     
  6. Hyce777

    Hyce777 L2: Junior Member

    Messages:
    79
    Positive Ratings:
    10
    New compile, still doesn't work:


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\hyce777\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\hyce777\team fortress 2\tf" "C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone_wip_fix"

    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: c:\program files\steam\steamapps\hyce777\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone_wip_fix.vmf
    Brush 2015: no visible sides on brush
    Brush 2015: no visible sides on brush
    Brush 2015: no visible sides on brush
    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\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone_wip_fix.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_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_day01_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) (62493 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 250 texinfos to 204
    Reduced 7 texdatas to 7 (169 bytes to 169)
    Writing C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone_wip_fix.bsp
    1 second elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\hyce777\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\hyce777\team fortress 2\tf" "C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone_wip_fix"

    Valve Software - vvis.exe (May 19 2009)
    2 threads
    reading c:\program files\steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone_wip_fix.bsp
    reading c:\program files\steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone_wip_fix.prt
    361 portalclusters
    1032 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 (19)
    Optimized: 940 visible clusters (0.00%)
    Total clusters visible: 85789
    Average clusters visible: 237
    Building PAS...
    Average clusters audible: 360
    visdatasize:36513 compressed from 34656
    writing c:\program files\steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone_wip_fix.bsp
    20 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\hyce777\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\hyce777\team fortress 2\tf" "C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone_wip_fix"

    Valve Software - vrad.exe SSE (May 19 2009)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files\steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone_wip_fix.bsp
    Setting up ray-trace acceleration structure... Done (0.21 seconds)
    1560 faces
    1560192 square feet [224667776.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1560 patches before subdivision
    88554 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 (15)
    transfers 8450497, max 463
    transfer lists: 64.5 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0713 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
    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 (10)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 14/1024 672/49152 ( 1.4%)
    brushes 166/8192 1992/98304 ( 2.0%)
    brushsides 1042/65536 8336/524288 ( 1.6%)
    planes 486/65536 9720/1310720 ( 0.7%)
    vertexes 2277/65536 27324/786432 ( 3.5%)
    nodes 910/65536 29120/2097152 ( 1.4%)
    texinfos 204/12288 14688/884736 ( 1.7%)
    texdata 7/2048 224/65536 ( 0.3%)
    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 1560/65536 87360/3670016 ( 2.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 610/65536 34160/3670016 ( 0.9%)
    leaves 925/65536 29600/2097152 ( 1.4%)
    leaffaces 1847/65536 3694/131072 ( 2.8%)
    leafbrushes 698/65536 1396/131072 ( 1.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 9674/512000 38696/2048000 ( 1.9%)
    edges 5186/256000 20744/1024000 ( 2.0%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 116/32768 1160/327680 ( 0.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1560/65536 3120/131072 ( 2.4%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 1806928/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 36513/16777216 ( 0.2%)
    entdata [variable] 16160/393216 ( 4.1%)
    LDR ambient table 925/65536 3700/262144 ( 1.4%)
    HDR ambient table 925/65536 3700/262144 ( 1.4%)
    LDR leaf ambient 439/65536 12292/1835008 ( 0.7%)
    HDR leaf ambient 925/65536 25900/1835008 ( 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] 1/658 ( 0.2%)
    pakfile [variable] 211420/0 ( 0.0%)
    physics [variable] 62493/4194304 ( 1.5%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 4114
    Writing c:\program files\steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone_wip_fix.bsp
    31 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\cp_construction_zone_wip_fix.bsp" "c:\program files\steam\steamapps\hyce777\team fortress 2\tf\maps\cp_construction_zone_wip_fix.bsp"
     
  7. J4CK8

    J4CK8 L11: Posh Member

    Messages:
    820
    Positive Ratings:
    223
    Hmmm, my final thought is that the map name may be too long? I think there is a limit to the amount of characters you can have in a map name, and I think I broke it once. Though I'm pretty sure it gives an error of some sort.

    I think that's the reason it's called pl_badwater and not pl_badwater_basin as the that is the maps official name
     
  8. Hyce777

    Hyce777 L2: Junior Member

    Messages:
    79
    Positive Ratings:
    10
    I've had some long map names, but Idk, I'll try shortening the names.

    Oh and for entities I've got the tf_gamerules and master control point.
     
  9. Hyce777

    Hyce777 L2: Junior Member

    Messages:
    79
    Positive Ratings:
    10
    Nope, the name didn't do anything. Still loads to the menu.
     
  10. Sgt Frag

    Sgt Frag L14: Epic Member

    Messages:
    1,443
    Positive Ratings:
    294
  11. Hyce777

    Hyce777 L2: Junior Member

    Messages:
    79
    Positive Ratings:
    10
    I've done that, only problem is there is no player start, and all my maps say that.
     
  12. re1wind

    aa re1wind

    Messages:
    644
    Positive Ratings:
    382
    Try launching tf2 normally and creating a server without using hammer or the console. Set the cvar sv_lan to 1, and try again if the above still doesn't work. IF that still doesn't work, post the relevant bits of your console dump as it should help to identify the problem.
     
  13. Hyce777

    Hyce777 L2: Junior Member

    Messages:
    79
    Positive Ratings:
    10
    This is what I get, and it doesn't make sense to me:
    ] sv_lan 1
    ] changelevel cp_construct
    ---- Host_Changelevel ----
    Host_EndGame: Map coordinate extents are too large!!
    Check for errors!
     
  14. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,535
    You have a bad brush. There is a Go To Brush Number function in one of the menus. Delete and/or remake it.
     
  15. Hyce777

    Hyce777 L2: Junior Member

    Messages:
    79
    Positive Ratings:
    10
    Fixed it, when I restarted Source SDK. Brush 2015 was a weird brush that was just glitchy, it works now.