- Jun 29, 2024
- 20
- 0
So, I've been dealing with this problem for a while now and I've checked forums google and everywhere, but this is still happening, so basically, I am making a payload map and I have a back spawn for Red, and It's supposed to enable after control point 3 has been capped, and I have disabled them but whenever compile they still spawn players.
Another thing I have noticed is that the first spawns for Red appears to keep cycling through each other.
The second spawn for Red:
The properties for them:
I have no clue what is going on here.
Note: I am a relatively new and young mapper.
Here's the compile log:
** 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\pl_outpost_a1.vmf"
Valve Software - vbsp.exe (Apr 22 2024)
20 threads
Using shader api: shaderapiempty.dll
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\pl_outpost_a1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_outpost_a1/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/pl_outpost_a1/pl_barnblitz/blendmetalroofsnow_02_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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_outpost_a1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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) (290064 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 496 texinfos to 311
Reduced 34 texdatas to 32 (823 bytes to 767)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_outpost_a1.bsp
Wrote ZIP buffer, estimated size 106964, actual size 106482
1 second 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\pl_outpost_a1"
Valve Software - vvis.exe (Apr 22 2024)
20 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_outpost_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_outpost_a1.prt
877 portalclusters
2543 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 (24)
Optimized: 2143 visible clusters (0.67%)
Total clusters visible: 321588
Average clusters visible: 366
Building PAS...
Average clusters audible: 869
visdatasize:191851 compressed from 196448
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_outpost_a1.bsp
24 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\pl_outpost_a1"
Valve Software - vrad.exe SSE (Apr 22 2024)
Valve Radiosity Simulator
20 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\pl_outpost_a1.bsp
Setting up ray-trace acceleration structure... Done (0.44 seconds)
3713 faces
1 degenerate faces
2648935 square feet [381446752.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3712 patches before subdivision
122004 patches after subdivision
sun extent from map=0.008727
126 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 10819292, max 827
transfer lists: 82.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(900473, 619355, 683207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(117744, 58060, 61625)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(19356, 6453, 6862)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(3613, 735, 796)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(789, 91, 104)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(199, 12, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(58, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(19, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0177 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (9)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 101/1024 4848/49152 ( 9.9%)
brushes 758/8192 9096/98304 ( 9.3%)
brushsides 4738/65536 37904/524288 ( 7.2%)
planes 2208/65536 44160/1310720 ( 3.4%)
vertexes 6003/65536 72036/786432 ( 9.2%)
nodes 2446/65536 78272/2097152 ( 3.7%)
texinfos 311/12288 22392/884736 ( 2.5%)
texdata 32/2048 1024/65536 ( 1.6%)
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 3713/65536 207928/3670016 ( 5.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1908/65536 106848/3670016 ( 2.9%)
leaves 2548/65536 81536/2097152 ( 3.9%)
leaffaces 4472/65536 8944/131072 ( 6.8%)
leafbrushes 1880/65536 3760/131072 ( 2.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 25088/512000 100352/2048000 ( 4.9%)
edges 14127/256000 56508/1024000 ( 5.5%)
LDR worldlights 126/8192 11088/720896 ( 1.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 342/32768 3420/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5355/65536 10710/131072 ( 8.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 43/512 15136/180224 ( 8.4%)
LDR lightdata [variable] 2871300/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 191851/16777216 ( 1.1%)
entdata [variable] 138402/393216 (35.2%)
LDR ambient table 2548/65536 10192/262144 ( 3.9%)
HDR ambient table 2548/65536 10192/262144 ( 3.9%)
LDR leaf ambient 12007/65536 336196/1835008 (18.3%)
HDR leaf ambient 2548/65536 71344/1835008 ( 3.9%)
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] 1/25538 ( 0.0%)
pakfile [variable] 106482/0 ( 0.0%)
physics [variable] 290064/4194304 ( 6.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 10026
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_outpost_a1.bsp
15 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_outpost_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_outpost_a1.bsp"
Another thing I have noticed is that the first spawns for Red appears to keep cycling through each other.
The second spawn for Red:
The properties for them:
I have no clue what is going on here.
Note: I am a relatively new and young mapper.
Here's the compile log:
** 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\pl_outpost_a1.vmf"
Valve Software - vbsp.exe (Apr 22 2024)
20 threads
Using shader api: shaderapiempty.dll
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\pl_outpost_a1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_outpost_a1/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/pl_outpost_a1/pl_barnblitz/blendmetalroofsnow_02_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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_outpost_a1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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) (290064 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 496 texinfos to 311
Reduced 34 texdatas to 32 (823 bytes to 767)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_outpost_a1.bsp
Wrote ZIP buffer, estimated size 106964, actual size 106482
1 second 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\pl_outpost_a1"
Valve Software - vvis.exe (Apr 22 2024)
20 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_outpost_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_outpost_a1.prt
877 portalclusters
2543 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 (24)
Optimized: 2143 visible clusters (0.67%)
Total clusters visible: 321588
Average clusters visible: 366
Building PAS...
Average clusters audible: 869
visdatasize:191851 compressed from 196448
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_outpost_a1.bsp
24 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\pl_outpost_a1"
Valve Software - vrad.exe SSE (Apr 22 2024)
Valve Radiosity Simulator
20 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\pl_outpost_a1.bsp
Setting up ray-trace acceleration structure... Done (0.44 seconds)
3713 faces
1 degenerate faces
2648935 square feet [381446752.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3712 patches before subdivision
122004 patches after subdivision
sun extent from map=0.008727
126 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 10819292, max 827
transfer lists: 82.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(900473, 619355, 683207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(117744, 58060, 61625)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(19356, 6453, 6862)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(3613, 735, 796)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(789, 91, 104)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(199, 12, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(58, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(19, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0177 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (9)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 101/1024 4848/49152 ( 9.9%)
brushes 758/8192 9096/98304 ( 9.3%)
brushsides 4738/65536 37904/524288 ( 7.2%)
planes 2208/65536 44160/1310720 ( 3.4%)
vertexes 6003/65536 72036/786432 ( 9.2%)
nodes 2446/65536 78272/2097152 ( 3.7%)
texinfos 311/12288 22392/884736 ( 2.5%)
texdata 32/2048 1024/65536 ( 1.6%)
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 3713/65536 207928/3670016 ( 5.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1908/65536 106848/3670016 ( 2.9%)
leaves 2548/65536 81536/2097152 ( 3.9%)
leaffaces 4472/65536 8944/131072 ( 6.8%)
leafbrushes 1880/65536 3760/131072 ( 2.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 25088/512000 100352/2048000 ( 4.9%)
edges 14127/256000 56508/1024000 ( 5.5%)
LDR worldlights 126/8192 11088/720896 ( 1.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 342/32768 3420/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5355/65536 10710/131072 ( 8.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 43/512 15136/180224 ( 8.4%)
LDR lightdata [variable] 2871300/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 191851/16777216 ( 1.1%)
entdata [variable] 138402/393216 (35.2%)
LDR ambient table 2548/65536 10192/262144 ( 3.9%)
HDR ambient table 2548/65536 10192/262144 ( 3.9%)
LDR leaf ambient 12007/65536 336196/1835008 (18.3%)
HDR leaf ambient 2548/65536 71344/1835008 ( 3.9%)
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] 1/25538 ( 0.0%)
pakfile [variable] 106482/0 ( 0.0%)
physics [variable] 290064/4194304 ( 6.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 10026
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_outpost_a1.bsp
15 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_outpost_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_outpost_a1.bsp"