make_triangles:calc_triangle_representation error

Discussion in 'Mapping Questions & Discussion' started by Megascatterbomb, Jul 9, 2014.

  1. Megascatterbomb

    Megascatterbomb L1: Registered

    Messages:
    18
    Positive Ratings:
    4
    Hello. I'm new to this website and fairly skilled at Hammer, though I have never made a full complete map with all the details and stuff etc.

    Anyways, I have this strange error popping up in the compile log that I believe is causing my TF2 to crash whenever I try to load the map. The error is in the title. Red shows the error, yellow shows other things that I think might be causing the crash.
    Compile log follows:

    Code:
    ** 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:\TFServer\Custom content\mvm_hydro.vmf"
    
    Valve Software - vbsp.exe (Jul  7 2014)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\TFServer\Custom content\mvm_hydro.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/mvm_hydro/nature/blendrockground006_wvt_patch
    Patching WVT material: maps/mvm_hydro/nature/blendgroundtoconcrete002_wvt_patch
    fixing up env_cubemap materials on brush sides...
    
    [COLOR="Yellow"]FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-132.0 2994.2 448.0)
    Leaf 0 contents: 
    Leaf 1 contents: CONTENTS_SOLID 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 39531: Brush 39555: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3100.0 -1026.0 448.0)
    Leaf 0 contents: 
    Leaf 1 contents: CONTENTS_SOLID 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 40012: Brush 39998: [/COLOR]
    
    ProcessBlock_Thread: 0...1...2..Brush 24021: WARNING, microbrush
    Brush 24027: WARNING, microbrush
    Brush 24033: WARNING, microbrush
    Brush 24039: WARNING, microbrush
    Brush 24080: WARNING, microbrush
    Brush 24086: WARNING, microbrush
    Brush 24092: WARNING, microbrush
    Brush 24098: WARNING, microbrush
    .3...4...5...Brush 24268: WARNING, microbrush
    Brush 24274: WARNING, microbrush
    Brush 24280: WARNING, microbrush
    Brush 24286: WARNING, microbrush
    6..Brush 24209: WARNING, microbrush
    Brush 24215: WARNING, microbrush
    Brush 24221: WARNING, microbrush
    .7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2..Brush 24021: WARNING, microbrush
    Brush 24027: WARNING, microbrush
    Brush 24033: WARNING, microbrush
    Brush 24039: WARNING, microbrush
    Brush 24080: WARNING, microbrush
    Brush 24086: WARNING, microbrush
    Brush 24092: WARNING, microbrush
    Brush 24098: WARNING, microbrush
    .3...4...5...Brush 24268: WARNING, microbrush
    Brush 24274: WARNING, microbrush
    Brush 24280: WARNING, microbrush
    Brush 24286: WARNING, microbrush
    6..Brush 24209: WARNING, microbrush
    Brush 24215: WARNING, microbrush
    Brush 24221: WARNING, microbrush
    .7...8...9...10 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (1)
    Find Visible Detail Sides...
    Merged 2454 detail faces...done (1)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing C:\TFServer\Custom content\mvm_hydro.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...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (3) (2552266 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 12289 texinfos to 7280
    Reduced 282 texdatas to 259 (11008 bytes to 10095)
    Writing C:\TFServer\Custom content\mvm_hydro.bsp
    18 seconds elapsed
    [COLOR="Red"] -19.913599 -74.458282 0.000000
      -19.913599 -75.183998 0.000000
      -26.009600 -75.183998 0.000000
      -17.881599 -75.183998 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -19.913599 -74.458282 0.000000
      -19.913599 -75.183998 0.000000
      -26.009600 -75.183998 0.000000
      -17.881599 -75.183998 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -18.694399 54.863998 0.000000
      -9.550400 54.863998 0.000000
      -6.502400 53.848000 0.000000
      -6.502400 54.863998 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -20.523199 60.553600 0.000000
      -20.320000 61.569599 0.000000
      -20.320000 60.553600 0.000000
      -21.132799 60.553600 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -20.523199 60.553600 0.000000
      -20.320000 61.569599 0.000000
      -20.320000 60.553600 0.000000
      -21.132799 60.553600 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -19.100800 60.553600 0.000000
      -18.694399 61.569599 0.000000
      -18.694399 60.553600 0.000000
      -20.320000 60.553600 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -19.100800 60.553600 0.000000
      -18.694399 61.569599 0.000000
      -18.694399 60.553600 0.000000
      -20.320000 60.553600 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -9.550400 60.553600 0.000000
      -6.502400 61.569599 0.000000
      -6.502400 60.553600 0.000000
      -18.694399 60.553600 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -9.550400 60.553600 0.000000
      -6.502400 61.569599 0.000000
      -6.502400 60.553600 0.000000
      -18.694399 60.553600 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -21.132799 71.932800 0.000000
      -20.523199 71.932800 0.000000
      -20.320000 70.916801 0.000000
      -20.320000 71.932800 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -21.132799 71.932800 0.000000
      -20.523199 71.932800 0.000000
      -20.320000 70.916801 0.000000
      -20.320000 71.932800 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -18.694399 71.932800 0.000000
      -9.550400 71.932800 0.000000
      -6.502400 70.916801 0.000000
      -6.502400 71.932800 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -18.694399 71.932800 0.000000
      -9.550400 71.932800 0.000000
      -6.502400 70.916801 0.000000
      -6.502400 71.932800 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -20.320000 77.622398 0.000000
      -19.100800 77.622398 0.000000
      -18.694399 76.606400 0.000000
      -18.694399 77.622398 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -20.320000 77.622398 0.000000
      -19.100800 77.622398 0.000000
      -18.694399 76.606400 0.000000
      -18.694399 77.622398 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.279400 -2.044524 0.000000
      0.355600 -1.986289 0.000000
      0.355600 -2.044524 0.000000
      -0.355600 -2.044524 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.279400 -2.044524 0.000000
      0.355600 -1.986289 0.000000
      0.355600 -2.044524 0.000000
      -0.355600 -2.044524 0.000000
    make_triangles:calc_triangle_representation: Cannot convert[/COLOR]
    
    ** 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:\TFServer\Custom content\mvm_hydro"
    
    Valve Software - vvis.exe (Jul  7 2014)
    8 threads
    reading c:\tfserver\custom content\mvm_hydro.bsp
    reading c:\tfserver\custom content\mvm_hydro.prt
    3046 portalclusters
    8585 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (118)
    Optimized: 8524 visible clusters (1.14%)
    Total clusters visible: 748882
    Average clusters visible: 245
    Building PAS...
    Average clusters audible: 1016
    visdatasize:946149  compressed from 2339328
    writing c:\tfserver\custom content\mvm_hydro.bsp
    2 minutes, 0 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\TFServer\Custom content\mvm_hydro"
    
    Valve Software - vrad.exe SSE (Jul  7 2014)
    
          Valve Radiosity Simulator     
    8 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\tfserver\custom content\mvm_hydro.bsp
    Setting up ray-trace acceleration structure... Done (8.39 seconds)
    20797 faces
    8 degenerate faces
    16556185 square feet [2384090624.00 square inches]
    1665 Displacements
    606883 Square Feet [87391280.00 Square Inches]
    20789 patches before subdivision
    191691 patches after subdivision
    sun extent from map=0.008727
    761 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (38)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (16)
    transfers 16272539, max 658
    transfer lists: 124.1 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(948438, 726485, 646364)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(244095, 166494, 125716)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(70417, 44816, 29741)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(22637, 13273, 7682)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(7722, 4236, 2185)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(2768, 1416, 654)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(1035, 497, 208)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(401, 181, 69)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #9 added RGB(161, 68, 24)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(67, 26, 9)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(29, 11, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #12 added RGB(13, 4, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #13 added RGB(6, 2, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #14 added RGB(3, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #15 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #16 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0550 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (12)
    FinalLightFace Done
    270 of 417 (64% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (32)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                 193/1024         9264/49152    (18.8%) 
    brushes               7252/8192        87024/98304    (88.5%) VERY FULL!
    brushsides           53996/65536      431968/524288   (82.4%) VERY FULL!
    planes               29212/65536      584240/1310720  (44.6%) 
    vertexes             39331/65536      471972/786432   (60.0%) 
    nodes                 7960/65536      254720/2097152  (12.1%) 
    texinfos              7280/12288      524160/884736   (59.2%) 
    texdata                259/2048         8288/65536    (12.6%) 
    dispinfos             1665/0          293040/0        ( 0.0%) 
    disp_verts           41737/0          834740/0        ( 0.0%) 
    disp_tris            53472/0          106944/0        ( 0.0%) 
    disp_lmsamples     1293332/0         1293332/0        ( 0.0%) 
    faces                20797/65536     1164632/3670016  (31.7%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces            17835/65536      998760/3670016  (27.2%) 
    leaves                8154/65536      260928/2097152  (12.4%) 
    leaffaces            25452/65536       50904/131072   (38.8%) 
    leafbrushes          17240/65536       34480/131072   (26.3%) 
    areas                    3/256            24/2048     ( 1.2%) 
    surfedges           173865/512000     695460/2048000  (34.0%) 
    edges               111736/256000     446944/1024000  (43.6%) 
    LDR worldlights        761/8192        66968/720896   ( 9.3%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            2/32768          24/393216   ( 0.0%) 
    waterstrips           2565/32768       25650/327680   ( 7.8%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         48690/65536       97380/131072   (74.3%) 
    cubemapsamples         238/1024         3808/16384    (23.2%) 
    overlays                65/512         22880/180224   (12.7%) 
    LDR lightdata         [variable]    11328456/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      946149/16777216 ( 5.6%) 
    entdata               [variable]      400298/393216   (101.8%) VERY FULL!
    LDR ambient table     8154/65536       32616/262144   (12.4%) 
    HDR ambient table     8154/65536       32616/262144   (12.4%) 
    LDR leaf ambient     48245/65536     1350860/1835008  (73.6%) 
    HDR leaf ambient      8154/65536      228312/1835008  (12.4%) 
    occluders               27/0            1080/0        ( 0.0%) 
    occluder polygons        6/0              72/0        ( 0.0%) 
    occluder vert ind       24/0              96/0        ( 0.0%) 
    detail props          [variable]           1/12       ( 8.3%) 
    static props          [variable]           1/203840   ( 0.0%) 
    pakfile               [variable]    25298284/0        ( 0.0%) 
    physics               [variable]     2552266/4194304  (60.9%) 
    physics terrain       [variable]      272487/1048576  (26.0%) 
    
    Level flags = 0
    
    Total triangle count: 60690
    Writing c:\tfserver\custom content\mvm_hydro.bsp
    1 minute, 49 seconds elapsed
    Valve Software - vrad.exe SSE (Jul  7 2014)
    
          Valve Radiosity Simulator     
    8 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\tfserver\custom content\mvm_hydro.bsp
    Setting up ray-trace acceleration structure... Done (8.46 seconds)
    20797 faces
    8 degenerate faces
    16556185 square feet [2384090624.00 square inches]
    1665 Displacements
    606883 Square Feet [87391280.00 Square Inches]
    20789 patches before subdivision
    191691 patches after subdivision
    sun extent from map=0.008727
    761 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (37)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (17)
    transfers 16272539, max 658
    transfer lists: 124.1 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(908381, 686422, 610943)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(231895, 156494, 118570)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(66302, 41903, 27988)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(21221, 12441, 7282)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(7201, 3972, 2083)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(2569, 1330, 627)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(955, 466, 201)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(368, 169, 67)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #9 added RGB(147, 64, 23)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(60, 25, 8)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #11 added RGB(26, 10, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #12 added RGB(11, 4, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #13 added RGB(5, 2, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #14 added RGB(2, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #15 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #16 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0614 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (13)
    FinalLightFace Done
    270 of 417 (64% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (32)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                 193/1024         9264/49152    (18.8%) 
    brushes               7252/8192        87024/98304    (88.5%) VERY FULL!
    brushsides           53996/65536      431968/524288   (82.4%) VERY FULL!
    planes               29212/65536      584240/1310720  (44.6%) 
    vertexes             39331/65536      471972/786432   (60.0%) 
    nodes                 7960/65536      254720/2097152  (12.1%) 
    texinfos              7280/12288      524160/884736   (59.2%) 
    texdata                259/2048         8288/65536    (12.6%) 
    dispinfos             1665/0          293040/0        ( 0.0%) 
    disp_verts           41737/0          834740/0        ( 0.0%) 
    disp_tris            53472/0          106944/0        ( 0.0%) 
    disp_lmsamples     1293332/0         1293332/0        ( 0.0%) 
    faces                20797/65536     1164632/3670016  (31.7%) 
    hdr faces            20797/65536     1164632/3670016  (31.7%) 
    origfaces            17835/65536      998760/3670016  (27.2%) 
    leaves                8154/65536      260928/2097152  (12.4%) 
    leaffaces            25452/65536       50904/131072   (38.8%) 
    leafbrushes          17240/65536       34480/131072   (26.3%) 
    areas                    3/256            24/2048     ( 1.2%) 
    surfedges           173865/512000     695460/2048000  (34.0%) 
    edges               111736/256000     446944/1024000  (43.6%) 
    LDR worldlights        761/8192        66968/720896   ( 9.3%) 
    HDR worldlights        761/8192        66968/720896   ( 9.3%) 
    leafwaterdata            2/32768          24/393216   ( 0.0%) 
    waterstrips           2565/32768       25650/327680   ( 7.8%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         48690/65536       97380/131072   (74.3%) 
    cubemapsamples         238/1024         3808/16384    (23.2%) 
    overlays                65/512         22880/180224   (12.7%) 
    LDR lightdata         [variable]    11328456/0        ( 0.0%) 
    HDR lightdata         [variable]    11328456/0        ( 0.0%) 
    visdata               [variable]      946149/16777216 ( 5.6%) 
    entdata               [variable]      400298/393216   (101.8%) VERY FULL!
    LDR ambient table     8154/65536       32616/262144   (12.4%) 
    HDR ambient table     8154/65536       32616/262144   (12.4%) 
    LDR leaf ambient     48245/65536     1350860/1835008  (73.6%) 
    HDR leaf ambient     48233/65536     1350524/1835008  (73.6%) 
    occluders               27/0            1080/0        ( 0.0%) 
    occluder polygons        6/0              72/0        ( 0.0%) 
    occluder vert ind       24/0              96/0        ( 0.0%) 
    detail props          [variable]           1/12       ( 8.3%) 
    static props          [variable]           1/203840   ( 0.0%) 
    pakfile               [variable]    25298284/0        ( 0.0%) 
    physics               [variable]     2552266/4194304  (60.9%) 
    physics terrain       [variable]      272487/1048576  (26.0%) 
    
    Level flags = 0
    
    Total triangle count: 60690
    Writing c:\tfserver\custom content\mvm_hydro.bsp
    1 minute, 50 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\TFServer\Custom content\mvm_hydro.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_hydro.bsp"


    I compiled this with all visgroups enabled, the coordinates show an area with a displacement and a prop. Deleting the prop does nothing, I haven't tried deleting the displacement yet. I've tried disabling both displacement and prop visgroups seperately, and both yield an error. It looks like a displacement and a prop are causing errors. Any feedback is appreciated.
     
    Last edited: Jul 14, 2014
  2. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    586
    tl;dr
    http://www.interlopers.net/index.php?page=errors

    also, you've more than likely got a leak somewhere, run your pointfile to see where it is

    also, microbrushes are any brushes that have a dimension less than 1 Hammer unit. Hammer hates those.
     
  3. ibex

    aa ibex

    Messages:
    259
    Positive Ratings:
    396
    I'm not particularly experienced (at all), but I've run into the issue pointed out in yellow (which I was able to rectify on one occasion by using the "fix" button in the alt+p problem checker). It seems to come from invalid triangles, at least in my experience (whether that be because when you merged verts one didn't join, or something completely different I'm not sure) (you should get more opinions on that one I guess).
    I think that the second part is a leak though, as Asylum said. It points to the prop and displacement because those are the closest entities to the leak (as the compile checks it looks for entities touching the void and whatever touches it first is reported).

    Though, I could honestly have misinterpreted everything I think I learned.
    EDIT: Looks like I misinterpreted it, quick searches reveal some more info:
    http://forums.tf2maps.net/showthread.php?t=22049
    http://forums.steampowered.com/forums/archive/index.php/t-657601.html
     
    Last edited: Jul 10, 2014
  4. Megascatterbomb

    Megascatterbomb L1: Registered

    Messages:
    18
    Positive Ratings:
    4
    Thanks for trying to help, but Hammer reports there are no leaks in the map. Going to try and see what exactly is causing the issue. I think it might be an invalid displacement.

    Ok, just checked problems, no invalid displacements, but there are some entries that say "Entity [info_overlay] has unused keyvalve "angles" " Other than that I found some wierd overlay with no assigned face (which I have deleted).
     
  5. ibex

    aa ibex

    Messages:
    259
    Positive Ratings:
    396
  6. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,377
    Sometimes Hammer can derp and mess up a brush without creating invalid solids. It happened to me just today, twice; I made a clip brush that I intended to turn into a wedge, but when I vertex-edited it down, it didn't ask me if I wanted to merge the vertices. When I clicked off of it and back on, it popped up two errors that were like "something something brush_id, skipping" or something. I figured something had gotten messed up that wasn't going to fix itself, so I deleted the brush and remade it. Maybe what you're experiencing is what happens when this bug is left unaddressed and then you compile.
     
  7. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,246
    fix your microbrushes, fix the leaks, and try running the map with no game logic, only the playerspawn to see if its possibly a game logic crash
     
  8. Megascatterbomb

    Megascatterbomb L1: Registered

    Messages:
    18
    Positive Ratings:
    4
    Fixed all microbrushes, no leaks were ever there, compiling now. The make_triangles error is still there though, so if this fails, I know what is causing it.
     
  9. Crash

    aa Crash func_nerd

    Messages:
    3,192
    Positive Ratings:
    5,021
    The make_triangles error is either displacement or model related. If it's an official model, just ignore it unless it's somehow causing issues.
     
  10. Megascatterbomb

    Megascatterbomb L1: Registered

    Messages:
    18
    Positive Ratings:
    4
    Map still fails to compile, though I've fixed the microbrushes and the content_solid errors. So it must be the make_triangles stuffing up my map. Heres the new compile log. There is something else I've noticed, look at vrad:


    Code:
    ** 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:\TFServer\Custom content\mvm_hydro.vmf"
    
    Valve Software - vbsp.exe (Jul  7 2014)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\TFServer\Custom content\mvm_hydro.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/mvm_hydro/nature/blendrockground006_wvt_patch
    Patching WVT material: maps/mvm_hydro/nature/blendgroundtoconcrete002_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 2444 detail faces...done (0)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing C:\TFServer\Custom content\mvm_hydro.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...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (3) (2317746 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 11962 texinfos to 7276
    Reduced 277 texdatas to 259 (10908 bytes to 10221)
    Writing C:\TFServer\Custom content\mvm_hydro.bsp
    19 seconds elapsed
      -19.913599 -74.458282 0.000000
      -19.913599 -75.183998 0.000000
      -26.009600 -75.183998 0.000000
      -17.881599 -75.183998 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -19.913599 -74.458282 0.000000
      -19.913599 -75.183998 0.000000
      -26.009600 -75.183998 0.000000
      -17.881599 -75.183998 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -18.694399 54.863998 0.000000
      -9.550400 54.863998 0.000000
      -6.502400 53.848000 0.000000
      -6.502400 54.863998 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -20.523199 60.553600 0.000000
      -20.320000 61.569599 0.000000
      -20.320000 60.553600 0.000000
      -21.132799 60.553600 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -20.523199 60.553600 0.000000
      -20.320000 61.569599 0.000000
      -20.320000 60.553600 0.000000
      -21.132799 60.553600 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -19.100800 60.553600 0.000000
      -18.694399 61.569599 0.000000
      -18.694399 60.553600 0.000000
      -20.320000 60.553600 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -19.100800 60.553600 0.000000
      -18.694399 61.569599 0.000000
      -18.694399 60.553600 0.000000
      -20.320000 60.553600 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -9.550400 60.553600 0.000000
      -6.502400 61.569599 0.000000
      -6.502400 60.553600 0.000000
      -18.694399 60.553600 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -9.550400 60.553600 0.000000
      -6.502400 61.569599 0.000000
      -6.502400 60.553600 0.000000
      -18.694399 60.553600 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -21.132799 71.932800 0.000000
      -20.523199 71.932800 0.000000
      -20.320000 70.916801 0.000000
      -20.320000 71.932800 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -21.132799 71.932800 0.000000
      -20.523199 71.932800 0.000000
      -20.320000 70.916801 0.000000
      -20.320000 71.932800 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -18.694399 71.932800 0.000000
      -9.550400 71.932800 0.000000
      -6.502400 70.916801 0.000000
      -6.502400 71.932800 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -18.694399 71.932800 0.000000
      -9.550400 71.932800 0.000000
      -6.502400 70.916801 0.000000
      -6.502400 71.932800 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -20.320000 77.622398 0.000000
      -19.100800 77.622398 0.000000
      -18.694399 76.606400 0.000000
      -18.694399 77.622398 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -20.320000 77.622398 0.000000
      -19.100800 77.622398 0.000000
      -18.694399 76.606400 0.000000
      -18.694399 77.622398 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.279400 -2.044524 0.000000
      0.355600 -1.986289 0.000000
      0.355600 -2.044524 0.000000
      -0.355600 -2.044524 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.279400 -2.044524 0.000000
      0.355600 -1.986289 0.000000
      0.355600 -2.044524 0.000000
      -0.355600 -2.044524 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    
    ** 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:\TFServer\Custom content\mvm_hydro"
    
    Valve Software - vvis.exe (Jul  7 2014)
    8 threads
    reading c:\tfserver\custom content\mvm_hydro.bsp
    reading c:\tfserver\custom content\mvm_hydro.prt
    2586 portalclusters
    7317 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (81)
    Optimized: 6935 visible clusters (1.28%)
    Total clusters visible: 540340
    Average clusters visible: 208
    Building PAS...
    Average clusters audible: 858
    visdatasize:697824  compressed from 1696416
    writing c:\tfserver\custom content\mvm_hydro.bsp
    1 minute, 22 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\TFServer\Custom content\mvm_hydro"
    
    Valve Software - vrad.exe SSE (Jul  7 2014)
    
          Valve Radiosity Simulator     
    8 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\tfserver\custom content\mvm_hydro.bsp
    Setting up ray-trace acceleration structure... Done (8.44 seconds)
    20824 faces
    8 degenerate faces
    16556320 square feet [2384110080.00 square inches]
    1665 Displacements
    606883 Square Feet [87391288.00 Square Inches]
    20816 patches before subdivision
    191402 patches after subdivision
    sun extent from map=0.008727
    761 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (39)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (17)
    transfers 16460400, max 722
    transfer lists: 125.6 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(948067, 724752, 644021)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(246371, 167736, 126558)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(70821, 44921, 29793)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(22913, 13406, 7759)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(7804, 4269, 2204)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(2808, 1435, 662)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(1049, 503, 211)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(407, 183, 70)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #9 added RGB(163, 69, 24)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(68, 27, 9)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(29, 11, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #12 added RGB(13, 4, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #13 added RGB(6, 2, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #14 added RGB(3, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #15 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #16 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0558 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (12)
    FinalLightFace Done
    270 of 417 (64% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (27)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                 193/1024         9264/49152    (18.8%) 
    brushes               6292/8192        75504/98304    (76.8%) 
    brushsides           46161/65536      369288/524288   (70.4%) 
    planes               24132/65536      482640/1310720  (36.8%) 
    vertexes             39006/65536      468072/786432   (59.5%) 
    nodes                 7355/65536      235360/2097152  (11.2%) 
    texinfos              7276/12288      523872/884736   (59.2%) 
    texdata                259/2048         8288/65536    (12.6%) 
    dispinfos             1665/0          293040/0        ( 0.0%) 
    disp_verts           41737/0          834740/0        ( 0.0%) 
    disp_tris            53472/0          106944/0        ( 0.0%) 
    disp_lmsamples     1293292/0         1293292/0        ( 0.0%) 
    faces                20824/65536     1166144/3670016  (31.8%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces            17841/65536      999096/3670016  (27.2%) 
    leaves                7549/65536      241568/2097152  (11.5%) 
    leaffaces            25071/65536       50142/131072   (38.3%) 
    leafbrushes          12014/65536       24028/131072   (18.3%) 
    areas                    3/256            24/2048     ( 1.2%) 
    surfedges           173967/512000     695868/2048000  (34.0%) 
    edges               111742/256000     446968/1024000  (43.6%) 
    LDR worldlights        761/8192        66968/720896   ( 9.3%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            2/32768          24/393216   ( 0.0%) 
    waterstrips           2500/32768       25000/327680   ( 7.6%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         47931/65536       95862/131072   (73.1%) 
    cubemapsamples         238/1024         3808/16384    (23.2%) 
    overlays                64/512         22528/180224   (12.5%) 
    LDR lightdata         [variable]    11464492/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      697824/16777216 ( 4.2%) 
    [COLOR="Yellow"]entdata               [variable]      396459/393216   (100.8%) VERY FULL![/COLOR]
    LDR ambient table     7549/65536       30196/262144   (11.5%) 
    HDR ambient table     7549/65536       30196/262144   (11.5%) 
    LDR leaf ambient     41542/65536     1163176/1835008  (63.4%) 
    HDR leaf ambient      7549/65536      211372/1835008  (11.5%) 
    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]           1/203506   ( 0.0%) 
    pakfile               [variable]    25298284/0        ( 0.0%) 
    physics               [variable]     2317746/4194304  (55.3%) 
    physics terrain       [variable]      272445/1048576  (26.0%) 
    
    Level flags = 0
    
    Total triangle count: 60706
    Writing c:\tfserver\custom content\mvm_hydro.bsp
    1 minute, 46 seconds elapsed
    Valve Software - vrad.exe SSE (Jul  7 2014)
    
          Valve Radiosity Simulator     
    8 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\tfserver\custom content\mvm_hydro.bsp
    Setting up ray-trace acceleration structure... Done (8.56 seconds)
    20824 faces
    8 degenerate faces
    16556320 square feet [2384110080.00 square inches]
    1665 Displacements
    606883 Square Feet [87391288.00 Square Inches]
    20816 patches before subdivision
    191402 patches after subdivision
    sun extent from map=0.008727
    761 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (40)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (19)
    transfers 16460400, max 722
    transfer lists: 125.6 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(908300, 684956, 608842)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(234224, 157776, 119441)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(66732, 42025, 28051)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(21505, 12578, 7361)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(7285, 4007, 2101)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(2610, 1349, 636)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(969, 473, 203)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(374, 172, 68)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #9 added RGB(149, 65, 23)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(61, 25, 8)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(26, 10, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #12 added RGB(11, 4, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #13 added RGB(5, 2, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #14 added RGB(2, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #15 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #16 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0654 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (13)
    FinalLightFace Done
    270 of 417 (64% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (27)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                 193/1024         9264/49152    (18.8%) 
    brushes               6292/8192        75504/98304    (76.8%) 
    brushsides           46161/65536      369288/524288   (70.4%) 
    planes               24132/65536      482640/1310720  (36.8%) 
    vertexes             39006/65536      468072/786432   (59.5%) 
    nodes                 7355/65536      235360/2097152  (11.2%) 
    texinfos              7276/12288      523872/884736   (59.2%) 
    texdata                259/2048         8288/65536    (12.6%) 
    dispinfos             1665/0          293040/0        ( 0.0%) 
    disp_verts           41737/0          834740/0        ( 0.0%) 
    disp_tris            53472/0          106944/0        ( 0.0%) 
    disp_lmsamples     1293292/0         1293292/0        ( 0.0%) 
    faces                20824/65536     1166144/3670016  (31.8%) 
    hdr faces            20824/65536     1166144/3670016  (31.8%) 
    origfaces            17841/65536      999096/3670016  (27.2%) 
    leaves                7549/65536      241568/2097152  (11.5%) 
    leaffaces            25071/65536       50142/131072   (38.3%) 
    leafbrushes          12014/65536       24028/131072   (18.3%) 
    areas                    3/256            24/2048     ( 1.2%) 
    surfedges           173967/512000     695868/2048000  (34.0%) 
    edges               111742/256000     446968/1024000  (43.6%) 
    LDR worldlights        761/8192        66968/720896   ( 9.3%) 
    HDR worldlights        761/8192        66968/720896   ( 9.3%) 
    leafwaterdata            2/32768          24/393216   ( 0.0%) 
    waterstrips           2500/32768       25000/327680   ( 7.6%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         47931/65536       95862/131072   (73.1%) 
    cubemapsamples         238/1024         3808/16384    (23.2%) 
    overlays                64/512         22528/180224   (12.5%) 
    LDR lightdata         [variable]    11464492/0        ( 0.0%) 
    HDR lightdata         [variable]    11464492/0        ( 0.0%) 
    visdata               [variable]      697824/16777216 ( 4.2%) 
    [COLOR="Yellow"]entdata               [variable]      396459/393216   (100.8%) VERY FULL![/COLOR]
    LDR ambient table     7549/65536       30196/262144   (11.5%) 
    HDR ambient table     7549/65536       30196/262144   (11.5%) 
    LDR leaf ambient     41542/65536     1163176/1835008  (63.4%) 
    HDR leaf ambient     41527/65536     1162756/1835008  (63.4%) 
    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]           1/203506   ( 0.0%) 
    pakfile               [variable]    25298284/0        ( 0.0%) 
    physics               [variable]     2317746/4194304  (55.3%) 
    physics terrain       [variable]      272445/1048576  (26.0%) 
    
    Level flags = 0
    
    Total triangle count: 60706
    Writing c:\tfserver\custom content\mvm_hydro.bsp
    1 minute, 50 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\TFServer\Custom content\mvm_hydro.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_hydro.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" -novid +sv_password vhrhf387rgh +sv_cheats 1 +developer 1 +map "mvm_hydro" -steam
    Could the error in yellow be the cause?
     
    Last edited: Jul 14, 2014
  11. InstantMuffin

    InstantMuffin L2: Junior Member

    Messages:
    64
    Positive Ratings:
    48
    Could you wrap the log around
    Code:
    -tags?
     
  12. Crash

    aa Crash func_nerd

    Messages:
    3,192
    Positive Ratings:
    5,021
    Try turning off all of your displacements and compiling. The entdata most likely isn't the cause, but it's possible.
     
    • Thanks Thanks x 1
  13. henke37

    aa henke37

    Messages:
    1,955
    Positive Ratings:
    465
    Entdata being big is not an error. Entdata containing bad entity definitions is. What you should be on the look out for is entdict consumption.
     
  14. Megascatterbomb

    Megascatterbomb L1: Registered

    Messages:
    18
    Positive Ratings:
    4
    Right, I know its been a few days :p Been on holidays.

    Anyway, I'm compiling without displacements right now, still getting the error. So I guess we have ruled out displacements causing the problem, now to see if its a prop of some sort.

    Edit: after compiling with only entities, I found out that it is a prop causing the issue, gonna use cordon tools to find which one.

    Edit2: Found the prop! Thanks for everyone that helped!
     
    Last edited: Jul 14, 2014