Map is differnt in game from hammer

K

Keir

Hi, I'm fairly new to mapping and this is my first real problem.

I've been working on my map with no problems, every now and then going in game to check to see it's comming along alright :)

But I've just saved it again after making some new rooms, but when I go in game the new features are not there, whats going on?
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
you have an error in your new changed map. when you go in game since your new map wasnt compiled *because of error* it will run the one that was old, with no errors.

The log check for LEAK or ERROR
 
K

Keir

ahh right well here's the log, I can't seem to find anything wrong, or just don't know what I'm looking for.

Hammer Log said:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sk8monkey_keir@hotmail.com\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sk8monkey_keir@hotmail.com\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\sk8monkey_keir@hotmail.com\sourcesdk_content\tf\mapsrc\cp_no-name"

Valve Software - vbsp.exe (Sep 21 2007)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\sk8monkey_keir@hotmail.com\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\sk8monkey_keir@hotmail.com\sourcesdk_content\tf\mapsrc\cp_no-name.vmf
Brush 3394: parsing plane definition
Side 0
Texture: WOOD/WOOD_FLOOR001


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sk8monkey_keir@hotmail.com\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sk8monkey_keir@hotmail.com\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\sk8monkey_keir@hotmail.com\sourcesdk_content\tf\mapsrc\cp_no-name"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files (x86)\steam\steamapps\sk8monkey_keir@hotmail.com\sourcesdk_content\tf\mapsrc\cp_no-name.bsp
reading c:\program files (x86)\steam\steamapps\sk8monkey_keir@hotmail.com\sourcesdk_content\tf\mapsrc\cp_no-name.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\sk8monkey_keir@hotmail.com\sourcesdk_content\tf\mapsrc\cp_no-name.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sk8monkey_keir@hotmail.com\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sk8monkey_keir@hotmail.com\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\sk8monkey_keir@hotmail.com\sourcesdk_content\tf\mapsrc\cp_no-name"

Valve Software - vrad.exe SSE (Nov 8 2007)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\sk8monkey_keir@hotmail.com\sourcesdk_content\tf\mapsrc\cp_no-name.bsp
Setting up ray-trace acceleration structure... Done (0.11 seconds)
615 faces
348700 square feet [50212900.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
615 patches before subdivision
16345 patches after subdivision
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 752852, max 312
transfer lists: 5.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(11983, 10722, 9798)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2242, 1588, 1229)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(551, 332, 223)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(137, 70, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(38, 17, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(11, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0118 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 106/8192 1272/98304 ( 1.3%)
brushsides 700/65536 5600/524288 ( 1.1%)
planes 344/65536 6880/1310720 ( 0.5%)
vertexes 973/65536 11676/786432 ( 1.5%)
nodes 344/65536 11008/2097152 ( 0.5%)
texinfos 56/12288 4032/884736 ( 0.5%)
texdata 7/2048 224/65536 ( 0.3%)
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 615/65536 34440/3670016 ( 0.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 270/65536 15120/3670016 ( 0.4%)
leaves 346/65536 11072/2097152 ( 0.5%)
leaffaces 659/65536 1318/131072 ( 1.0%)
leafbrushes 261/65536 522/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3939/512000 15756/2048000 ( 0.8%)
edges 2315/256000 9260/1024000 ( 0.9%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 59/32768 590/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 849/65536 1698/131072 ( 1.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1405488/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 8031/16777216 ( 0.0%)
entdata [variable] 1010/393216 ( 0.3%)
LDR ambient table 346/65536 1384/262144 ( 0.5%)
HDR ambient table 346/65536 1384/262144 ( 0.5%)
LDR leaf ambient 1530/65536 42840/1835008 ( 2.3%)
HDR leaf ambient 346/65536 9688/1835008 ( 0.5%)
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] 1/12 ( 8.3%)
pakfile [variable] 106101/0 ( 0.0%)
physics [variable] 37983/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1625
Writing c:\program files (x86)\steam\steamapps\sk8monkey_keir@hotmail.com\sourcesdk_content\tf\mapsrc\cp_no-name.bsp
16 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sk8monkey_keir@hotmail.com\sourcesdk_content\tf\mapsrc\cp_no-name.bsp" "c:\program files (x86)\steam\steamapps\sk8monkey_keir@hotmail.com\team fortress 2\tf\maps\cp_no-name.bsp"

:confused1:
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
I'm horribly bad at reading logs, however you want to post the file i can look at your .vmf.
 

Brandished

L5: Dapper Member
Jan 19, 2008
234
312
I had this happen to me today, I managed to fix by deleting my older compiles of the map in my mapsrc and tf2 maps directory. Hammer occasionally has an error were it won't overwrite existing maps correctly. After deleting the older compiles the new one worked and showed up with the changes.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
Brush 3394: parsing plane definition
Side 0
Texture: WOOD/WOOD_FLOOR001
This looks like the problem to me. Go to View Menu>Go To Brush Number and enter that in, see if there is anything noticeably wrong with it to fix, or just delete it and remake that brush.
 
K

Keir

I dunno what I'm doing wrong here, but when I enter any number, and 3394 ofcourse I says "The brush ID does not exist."
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
could be because it is invalid, search for it manually, its one youve edited since the last time it compiled properly.
 
K

Keir

I don't know what you mean sorry, I found a new button thought lol.
"Check for problems" heh There was 3 "Angle" problems, just clicked fixed. lol oops. :drool1: