Map doesnt load on SFM or TF2

Discussion in 'Mapping Questions & Discussion' started by Herobrine24, Feb 12, 2017.

  1. Herobrine24

    Herobrine24 L1: Registered

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    I have decided to remake a map that has custom textures and I cant open the map anymore.
    SFM crashes due to too many custom files and TF2 says the map is invalid.
    The custom textures are in usermod and hammer uses them without a problem but durring compiling it doesnt find them.
    Can anyone guide me through fixing the issue?
     

    Attached Files:

    Last edited: Feb 12, 2017
  2. worMatty

    aa worMatty Repacking Evangelist

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    The log file you linked is confusing. It seems to suggest Hammer is looking in your SFM directory for game files, which might explain why it couldn't find your custom materials. I haven't used SFM so I don't know what's going on there. Are you compiling the map in TF2 Hammer?

    There is an error message I have seen before, but I don't know what causes it.

    Code:
    can't solve quadratic for light 200.000000 200.000000
    If you upload the VMF and the materials/custom assets in a ZIP I will take a look.
     
  3. Vel0city

    aa Vel0city func_fish

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    SFM has its own Hammer, but you shouldn't use it. Use the TF2 Hammer found in tf/bin, compile with that and make sure the custom assets are in TF2's folder system.
     
    • Respectfully Disagree Respectfully Disagree x 1
  4. Herobrine24

    Herobrine24 L1: Registered

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    while i was trying to do it with the SDK's Hammer i messed something up and it wouldnt let me load the map because of 4 broken solids. The TF2 Hammer solved that. But where do i put the custom textures in?

    EDIT: Nvm i found it
     
    Last edited: Feb 12, 2017
  5. Herobrine24

    Herobrine24 L1: Registered

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    Hammer still tells me that it cant find the textures and TF2 says its invalid. Should they be in the official material library or the downloaded ones?
     
  6. worMatty

    aa worMatty Repacking Evangelist

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    Hi again.

    Custom assets need to be in here...

    SteamApps/common/Team Fortress 2/ ...

    tf/materials/*.vmt *.vtf
    tf/models/*.mdl etc
    tf/materials/models/*.vtf *.vmt
    tf/sounds/*.wav *.mp3

    You can put stuff in subfolders if you like, as long as you make sure you put it in the file location for any entities you use, and in the case of material VMTs, include it in the path.

    if you don't want to put custom stuff in the main TF2 root dirs you can put it in tf/custom/mystuff/materials and so on.

    So if I made a custom material, I would put it in tf/custom/wormatty/materials/wormatty/mymaterial.vmt. In Hammer it would show up as wormatty/mymaterial as anything in tf/custom/whatever is mounted to the game root when it's run.
     
  7. Micnax

    aa Micnax I maek map

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    Also a head's up, even if you put things in the tf/custom folder in your TF2 game directory, they won't show up in SFM because it makes a duplicate of the TF2 files rather than referencing the actual TF2 game files.

    So if you'd want them to show up in SFM after seeing it work in TF2, either copy the files over into SFM's tf directory, or pack them into your map using PakRat or CompilePal (don't repack the map as SFM cannot load them)
     
    • Agree Agree x 1
  8. Herobrine24

    Herobrine24 L1: Registered

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    I still cant run the map
     
  9. Herobrine24

    Herobrine24 L1: Registered

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    how do i fix this? i dont have anything there
    Code:
    (0)
    **** leaked ****
    Entity  (-1418.00 1930.00 -206.00) leaked!
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 5632.0 -6352.5)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7680.0 6144.0 -6352.5)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6656.0 6144.0 -6352.5)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 4608.0 -6352.5)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 3584.0 -6352.5)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 2560.0 -6352.5)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7216.0 1024.0 3383.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7184.0 1024.0 3383.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    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: 
    
    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    Too many brush models in map, max = 1024
    
     
  10. Vel0city

    aa Vel0city func_fish

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    You have a leak. In Hammer, go to map->load pointfile, click yes, then search for a red line. It'll point you to an entity that's touching the void (the blackness outside the map). Seal the leak, compile again. If you get a ****leaked**** error again, repeat the previous.

    The VDC page on leaks: https://developer.valvesoftware.com/wiki/Leak
     
  11. Herobrine24

    Herobrine24 L1: Registered

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    There is no leak. the line ends and starts in the void.
    The place is empty
     
  12. iiboharz

    aa iiboharz Meme Queen

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    SFM's Hammer is fine.
     
  13. Herobrine24

    Herobrine24 L1: Registered

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    i opened the vmf with notepad and found a trigger at the coordinates the log put out
    should i delete it or is there another way arround cuz i fear that it will delete an actuall trigger
     
  14. killohurtz

    aa killohurtz Distinction in Applied Carving

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    This means the trigger's origin is out there in the void. If you select your entire map and turn on helpers :helpers:, you should see a small circle at one end of the red line. Then you can click Tools > Center Origins or drag the origin back inside the map to fix the leak. Leaks don't prevent a map from running, but they should be fixed regardless.

    The actual problem is described here:
    I believe this is referring to brush entities, like func_doors and func_breakables. Not entirely sure though. If it is, then you'll need to trim down on the number of brush entities you're using.
     
  15. Herobrine24

    Herobrine24 L1: Registered

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    How do i select the entire map?
     
  16. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Use the selection tool, drag a box across the entire map in one of the 2D views, and then hit enter.
     
  17. Herobrine24

    Herobrine24 L1: Registered

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    Nothing there
     
  18. Herobrine24

    Herobrine24 L1: Registered

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    Do you mean all the brushes or brushes with purpose?