Map help

Discussion in 'Mapping Questions & Discussion' started by Q-Brick, Jan 5, 2016.

  1. Q-Brick

    Q-Brick L1: Registered

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    my map looks like this when I go overview it, how can I fix this?
    (sorry for bad English)
    [​IMG]
     
  2. Muddy

    Server Staff Muddy Muddy

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    Er. What does the map look like in Hammer? What does the compile window say?
     
  3. Q-Brick

    Q-Brick L1: Registered

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    in hammer it looks perfectly fine
    here is the compile log:

    ** Executing...
    ** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Desktop\tf2 maps\dm_plaza.vmf"

    Valve Software - vbsp.exe (Dec 30 2015)
    4 threads
    materialPath: C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Desktop\tf2 maps\dm_plaza.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/ctf_buckland_a1/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/ctf_buckland_a1/nature/blendgrassground001_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    **** leaked ****
    Entity func_door (4271.50 -1232.50 2930.68) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 108 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (1) (900595 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 881 texinfos to 588
    Reduced 44 texdatas to 42 (950 bytes to 902)
    Writing C:\Users\Desktop\tf2 maps\dm_plaza.bsp
    8 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Desktop\tf2 maps\dm_plaza"

    Valve Software - vrad.exe SSE (Dec 30 2015)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\desktop\tf2 maps\dm_plaza.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (1.60 seconds)
    3604 faces
    1933031 square feet [278356544.00 square inches]
    12 Displacements
    17110 Square Feet [2463924.25 Square Inches]
    sun extent from map=0.008727
    307 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (166)
    Build Patch/Sample Hash Table(s).....Done<0.0517 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
    FinalLightFace Done
    0 of 13 (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 23/1024 1104/49152 ( 2.2%)
    brushes 610/8192 7320/98304 ( 7.4%)
    brushsides 4011/65536 32088/524288 ( 6.1%)
    planes 1822/65536 36440/1310720 ( 2.8%)
    vertexes 5088/65536 61056/786432 ( 7.8%)
    nodes 1934/65536 61888/2097152 ( 3.0%)
    texinfos 588/12288 42336/884736 ( 4.8%)
    texdata 42/2048 1344/65536 ( 2.1%)
    dispinfos 12/0 2112/0 ( 0.0%)
    disp_verts 3468/0 69360/0 ( 0.0%)
    disp_tris 6144/0 12288/0 ( 0.0%)
    disp_lmsamples 49804/0 49804/0 ( 0.0%)
    faces 3604/65536 201824/3670016 ( 5.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1937/65536 108472/3670016 ( 3.0%)
    leaves 1958/65536 62656/2097152 ( 3.0%)
    leaffaces 4354/65536 8708/131072 ( 6.6%)
    leafbrushes 1293/65536 2586/131072 ( 2.0%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 25013/512000 100052/2048000 ( 4.9%)
    edges 14322/256000 57288/1024000 ( 5.6%)
    LDR worldlights 307/8192 27016/720896 ( 3.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 380/32768 3800/327680 ( 1.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 5757/65536 11514/131072 ( 8.8%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 35/512 12320/180224 ( 6.8%)
    LDR lightdata [variable] 2638696/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 124277/393216 (31.6%)
    LDR ambient table 1958/65536 7832/262144 ( 3.0%)
    HDR ambient table 1958/65536 7832/262144 ( 3.0%)
    LDR leaf ambient 12298/65536 344344/1835008 (18.8%)
    HDR leaf ambient 1958/65536 54824/1835008 ( 3.0%)
    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] 1/24900 ( 0.0%)
    pakfile [variable] 904/0 ( 0.0%)
    physics [variable] 900595/4194304 (21.5%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 10047
    Writing c:\users\desktop\tf2 maps\dm_plaza.bsp
    3 minutes, 2 seconds elapsed
    Valve Software - vrad.exe SSE (Dec 30 2015)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\desktop\tf2 maps\dm_plaza.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (1.58 seconds)
    3604 faces
    1933031 square feet [278356544.00 square inches]
    12 Displacements
    17110 Square Feet [2463924.25 Square Inches]
    sun extent from map=0.008727
    307 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (159)
    Build Patch/Sample Hash Table(s).....Done<0.0526 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
    FinalLightFace Done
    0 of 13 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 23/1024 1104/49152 ( 2.2%)
    brushes 610/8192 7320/98304 ( 7.4%)
    brushsides 4011/65536 32088/524288 ( 6.1%)
    planes 1822/65536 36440/1310720 ( 2.8%)
    vertexes 5088/65536 61056/786432 ( 7.8%)
    nodes 1934/65536 61888/2097152 ( 3.0%)
    texinfos 588/12288 42336/884736 ( 4.8%)
    texdata 42/2048 1344/65536 ( 2.1%)
    dispinfos 12/0 2112/0 ( 0.0%)
    disp_verts 3468/0 69360/0 ( 0.0%)
    disp_tris 6144/0 12288/0 ( 0.0%)
    disp_lmsamples 49804/0 49804/0 ( 0.0%)
    faces 3604/65536 201824/3670016 ( 5.5%)
    hdr faces 3604/65536 201824/3670016 ( 5.5%)
    origfaces 1937/65536 108472/3670016 ( 3.0%)
    leaves 1958/65536 62656/2097152 ( 3.0%)
    leaffaces 4354/65536 8708/131072 ( 6.6%)
    leafbrushes 1293/65536 2586/131072 ( 2.0%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 25013/512000 100052/2048000 ( 4.9%)
    edges 14322/256000 57288/1024000 ( 5.6%)
    LDR worldlights 307/8192 27016/720896 ( 3.7%)
    HDR worldlights 307/8192 27016/720896 ( 3.7%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 380/32768 3800/327680 ( 1.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 5757/65536 11514/131072 ( 8.8%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 35/512 12320/180224 ( 6.8%)
    LDR lightdata [variable] 2638696/0 ( 0.0%)
    HDR lightdata [variable] 2638696/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 124277/393216 (31.6%)
    LDR ambient table 1958/65536 7832/262144 ( 3.0%)
    HDR ambient table 1958/65536 7832/262144 ( 3.0%)
    LDR leaf ambient 12298/65536 344344/1835008 (18.8%)
    HDR leaf ambient 12298/65536 344344/1835008 (18.8%)
    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] 1/24900 ( 0.0%)
    pakfile [variable] 904/0 ( 0.0%)
    physics [variable] 900595/4194304 (21.5%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 10047
    Writing c:\users\desktop\tf2 maps\dm_plaza.bsp
    2 minutes, 57 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Desktop\tf2 maps\dm_plaza.bsp" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\dm_plaza.bsp"
     
  4. Davekillerish

    aa Davekillerish Lvl O: Orange Member

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    Most likely cause.
    For future reference this site helps with compile errors:
    www.interlopers.net/errors/
     
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  5. Muddy

    Server Staff Muddy Muddy

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    Also, does your map have any lighting? If it doesn't, that might also be causing issues.
     
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  6. Vel0city

    aa Vel0city mission somewhat possible

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    Lets fix the leaks first before that. Leaks cause a whole whackton of issues and must be solved before anything else.
     
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  7. Pocket

    aa Pocket func_croc

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    Valve redesign VBSP so the whole compile process aborts if it detects a leak tia
     
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  8. Vel0city

    aa Vel0city mission somewhat possible

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    That option is actually available, but not on the Source MP branch (for whatever reason).
     
  9. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    You can enable this functionality by adding -leaktest to VBSP's command line through the advanced compile options.

    This is also the default if you use any external compiler wrappers like VBCT or Compilepal
     
  10. henke37

    aa henke37

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    Or just check for the prt file existing afterwards. Normal leaks prevent that file from being created. Sure, it won't catch areaportal leaks, but those are rare.
     
  11. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Also for very very simple maps - technical tests and so on - sealing isnt strictly necessary.