Map doesn't load in TF2

Discussion in 'Mapping Questions & Discussion' started by Lunchbox22, Sep 12, 2009.

  1. Lunchbox22

    Lunchbox22 L1: Registered

    Messages:
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    all other maps work fine, except the recent ones i've experimented/making with

    the problem is i go to create server, pick my map...and the little create server box/window goes away...and i'm still at the main menu...the map doesn't try to load..as with everyother map does

    here is my compile log


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\timx360\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\timx360\team fortress 2\tf" "C:\Program Files\Steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts"

    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: c:\program files\steam\steamapps\timx360\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.vmf
    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\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.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) (10087 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 21 texinfos to 16
    Reduced 5 texdatas to 5 (106 bytes to 106)
    Writing C:\Program Files\Steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\timx360\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\timx360\team fortress 2\tf" "C:\Program Files\Steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts"

    Valve Software - vvis.exe (May 19 2009)
    2 threads
    reading c:\program files\steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.bsp
    reading c:\program files\steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.prt
    60 portalclusters
    165 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 2844
    Average clusters visible: 47
    Building PAS...
    Average clusters audible: 60
    visdatasize:1451 compressed from 960
    writing c:\program files\steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\timx360\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\timx360\team fortress 2\tf" "C:\Program Files\Steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts"

    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\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.bsp
    Setting up ray-trace acceleration structure... Done (0.15 seconds)
    191 faces
    181326 square feet [26111032.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    191 patches before subdivision
    2977 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 32670, max 130
    transfer lists: 0.2 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<0.0023 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 4/1024 192/49152 ( 0.4%)
    brushes 26/8192 312/98304 ( 0.3%)
    brushsides 217/65536 1736/524288 ( 0.3%)
    planes 302/65536 6040/1310720 ( 0.5%)
    vertexes 313/65536 3756/786432 ( 0.5%)
    nodes 164/65536 5248/2097152 ( 0.3%)
    texinfos 16/12288 1152/884736 ( 0.1%)
    texdata 5/2048 160/65536 ( 0.2%)
    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 191/65536 10696/3670016 ( 0.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 80/65536 4480/3670016 ( 0.1%)
    leaves 169/65536 5408/2097152 ( 0.3%)
    leaffaces 203/65536 406/131072 ( 0.3%)
    leafbrushes 91/65536 182/131072 ( 0.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 1160/512000 4640/2048000 ( 0.2%)
    edges 630/256000 2520/1024000 ( 0.2%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 6/32768 60/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 87/65536 174/131072 ( 0.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 141168/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 1451/16777216 ( 0.0%)
    entdata [variable] 4980/393216 ( 1.3%)
    LDR ambient table 169/65536 676/262144 ( 0.3%)
    HDR ambient table 169/65536 676/262144 ( 0.3%)
    LDR leaf ambient 78/65536 2184/1835008 ( 0.1%)
    HDR leaf ambient 169/65536 4732/1835008 ( 0.3%)
    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] 1/1870 ( 0.1%)
    pakfile [variable] 105703/0 ( 0.0%)
    physics [variable] 10087/4194304 ( 0.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 458
    Writing c:\program files\steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.bsp
    6 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\timx360\sourcesdk_content\tf\mapsrc\Closequarters 3pts.bsp" "c:\program files\steam\steamapps\timx360\team fortress 2\tf\maps\Closequarters 3pts.bsp"



    ----------also-----
    the other map was that I added something in lazytown lazynite map, i was experiementing with trying to add a time bomb, with the explosion happens when the spark reaches the bomb.....well i compiled it (mistake..it took 5 hours) and went to go try it....tf2 doesn't even try to load it..

    so i think i'm doing something wrong here...

    (before i formatted my computer, I had used hammer and when i compiled them, and they always ran from tf2) so maybe its a settings issue?


    thanks a ton
     
  2. Rexy

    aa Rexy The Kwisatz Haderach

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    Your map name can't have a space in it. Trying renaming it with an underscore. Like pl_zig_z3!

    Edit, I don't mean rename the .bsp...I mean recompile the file with a name with an underscore in it. I should have been more clear.
     
    • Thanks Thanks x 1
    Last edited: Sep 12, 2009
  3. Lunchbox22

    Lunchbox22 L1: Registered

    Messages:
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    0
    :facepalm:LOL!

    i KNEW IT WAS SOMETHING SIMPLE!!!!!!!!!!!!!!!!!!


    thanks again
     
  4. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    hmm im not sure