Map keeps loading old versions, seems skybox related, HELP

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Healsy Frosty

L1: Registered
Jun 11, 2020
5
0
First post, woo. Im desperate at this point, didnt think i'd have to ask for help.

So, ive been working on a western map, its my first time using Hammer, and so far everything was fine. But the map started loading as previous versions ever since i started playing with the skybox. Im still not sure how the things in the skybox should be set to properly work so idk.

The skybox consists of a wall of 4 displacements, and a ground texture. The wall displacement was tied to an entity, which is the only way i have to compile the map without crashing even though it ends up loading an old save when running...

Here's a picture of what im trying to make as skybox, although i already lost it due to not having a safety copy. (nice job, me.)

rV3GZf6.jpg


Up until this point everything worked fine, skybox showed, compiling worked smoothly.
A while after that everything started to break appart:
- Sometimes hammer wouldnt compile and get stuck for good.
- I would fix it by editing the displacements and tying them to an entity, but this also caused the game to not load the map, and instead go to the previous state.
- Im at a point where whatever i do, i cant run the current map or not even compile it and SO, i cant even get the log to see what is wrong in it.

Whatever it is, is indeed skybox related, since when i delete it, it often runs the map just fine. But without my cusotm skybox.


This is the log i get when the map runs with an old save instead of the current one:

** Executing...
** Command: "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v5_fixingskybox.vmf"

Valve Software - vbsp.exe (Sep 23 2019)
4 threads
materialPath: D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v5_fixingskybox.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 391, brush 0)


** Executing...
** Command: "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v5_fixingskybox"

Valve Software - vvis.exe (Sep 23 2019)
4 threads
reading d:\program files (x86)\steam2\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v5_fixingskybox.bsp
reading d:\program files (x86)\steam2\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v5_fixingskybox.prt
LoadPortals: couldn't read d:\program files (x86)\steam2\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v5_fixingskybox.prt


** Executing...
** Command: "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v5_fixingskybox"

Valve Software - vrad.exe SSE (Sep 23 2019)

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

[56 texlights parsed from 'lights.rad']

Loading d:\program files (x86)\steam2\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v5_fixingskybox.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (0.78 seconds)
4988 faces
2973810 square feet [428228704.00 square inches]
22 Displacements
807192 Square Feet [116235696.00 Square Inches]
4988 patches before subdivision
76630 patches after subdivision
sun extent from map=0.000000
27 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 6016561, max 845
transfer lists: 45.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(168585, 61082, 28999)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(8199, 2276, 825)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1260, 208, 54)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(143, 20, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(35, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0228 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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 24/1024 1152/49152 ( 2.3%)
brushes 459/8192 5508/98304 ( 5.6%)
brushsides 3123/65536 24984/524288 ( 4.8%)
planes 1964/65536 39280/1310720 ( 3.0%)
vertexes 7731/65536 92772/786432 (11.8%)
nodes 3286/65536 105152/2097152 ( 5.0%)
texinfos 449/12288 32328/884736 ( 3.7%)
texdata 29/2048 928/65536 ( 1.4%)
dispinfos 22/0 3872/0 ( 0.0%)
disp_verts 1782/0 35640/0 ( 0.0%)
disp_tris 2816/0 5632/0 ( 0.0%)
disp_lmsamples 268408/0 268408/0 ( 0.0%)
faces 4988/65536 279328/3670016 ( 7.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1673/65536 93688/3670016 ( 2.6%)
leaves 3311/65536 105952/2097152 ( 5.1%)
leaffaces 5663/65536 11326/131072 ( 8.6%)
leafbrushes 2039/65536 4078/131072 ( 3.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 29940/512000 119760/2048000 ( 5.8%)
edges 16252/256000 65008/1024000 ( 6.3%)
LDR worldlights 27/8192 2376/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 539/32768 5390/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7893/65536 15786/131072 (12.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4973900/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 583646/16777216 ( 3.5%)
entdata [variable] 39160/393216 (10.0%)
LDR ambient table 3311/65536 13244/262144 ( 5.1%)
HDR ambient table 3311/65536 13244/262144 ( 5.1%)
LDR leaf ambient 19821/65536 554988/1835008 (30.2%)
HDR leaf ambient 3311/65536 92708/1835008 ( 5.1%)
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] 1/556 ( 0.2%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/23404 ( 0.0%)
pakfile [variable] 213371/0 ( 0.0%)
physics [variable] 176213/4194304 ( 4.2%)
physics terrain [variable] 6726/1048576 ( 0.6%)

Level flags = 0

Total triangle count: 13225
Writing d:\program files (x86)\steam2\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v5_fixingskybox.bsp
25 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v5_fixingskybox.bsp" "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\tf\maps\duel_revolver_v5_fixingskybox.bsp

It seems to point at the displacements, which there is only two of them and in the skybox. (i just recalled while writing, i made the map ground a displacement too so it doesnt look like a cube, but i didnt tie it to an entity, maybe that's the problem after all?)

Once again, im new to this so my terminology is pretty loose, so if anyone has any insights on just WHAT IS GOING ON, please use "simple words", heheh
 

skaz_

L3: Member
Oct 12, 2018
133
25

Error: displacement found on a(n) func_detail entity - not supported (entity 391, brush 0)​

Don't make displacements an entity.
To fix this, select your displacements and click "toWorld"
This could fix it, idk there might be more issues this is just the first one I saw.

upload_2020-6-11_23-0-9.png
 

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Healsy Frosty

L1: Registered
Jun 11, 2020
5
0
The thing is, if i just place the skybox terrain i made, the compilation process gets stuck forever. If i turn it into a func detail, it either works or loads a broken previous save of the map.

Im starting to think it may be something else but i just dont know what anymore, because i have no way to test it. Cant get a proper test of the map, basically. Im gonna try and delete the WHOLE skybox as if there was none in the map, and i'll report back with the results.... Sigh. Hammeeeer...!
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
The thing is, if i just place the skybox terrain i made, the compilation process gets stuck forever. If i turn it into a func detail, it either works or loads a broken previous save of the map.
Displacements already do not affect visibility (like func_detail). Turning a displacement into a func_detail is not only going to break your compile, it's simply redundant.

The reason breaking your skybox makes the compile shorter is because the second stage of the compile, VVIS, is being skipped:
LoadPortals: couldn't read d:\program files (x86)\steam2\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v5_fixingskybox.prt
You definitely don't want to skip this part, as it is the part that optimizes your map and assists in making your lighting look pretty. You can turn it off or put it in fast mode for test compiles, but when you release your map you definitely want to run that stage. You can shorten VVIS via proper use of func_detail and simplifying your world geometry. Read more about that here.
 

Healsy Frosty

L1: Registered
Jun 11, 2020
5
0
After 1 hour of testing, i have DELETED THE WHOLE SKYBOX, i have only 1 displacement being the map ground, and the only func_detail is the map's skybox texture. (not sure why i did this, eh.)

meanwhile, my PC is slowed down to x5 of its speed, compiling the map and launching it took 4 minuts (it's still pretty basic, mind you. ground and some buildings.), and of course: the map running is the old version.

here's the new log i could get from this:

** Executing...
** Command: "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v6.vmf"

Valve Software - vbsp.exe (Sep 23 2019)
4 threads
materialPath: D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v6.vmf
Patching WVT material: maps/duel_revolver_v6/nature/blendground_doomsday001_wvt_patch
Patching WVT material: maps/duel_revolver_v6/nature/blendgroundtograss005_wvt_patch
Patching WVT material: maps/duel_revolver_v6/coalmines/blendgroundtowall_coalmines_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 prop_static (-6513.00 -54.00 -182.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 5120.0 704.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 4608.0 704.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 3584.0 704.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8704.0 5120.0 704.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7680.0 5120.0 704.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6656.0 5120.0 704.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 2560.0 704.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 1536.0 704.0)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 56 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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 (1) (167650 bytes)
Static prop models/props_trainyard/train_signal002.mdl outside the map (3444.01, -71.78, -191.37)
Static prop models/props_trainyard/train_signal002.mdl outside the map (3444.01, 144.22, -191.37)
Static prop models/props_mvm/sign_forsale.mdl outside the map (287.08, 1920.00, -192.00)
Static prop models/props_barnblitz/train_track_ties_bb01.mdl outside the map (-2471.00, -56.62, -183.00)
Static prop models/props_mvm/mvm_coaltown_sign.mdl outside the map (-25.99, 936.00, -192.00)
Error loading studio model ""!
Static prop models/props_farm/wooden_barrel.mdl outside the map (-203.24, 217.61, -161.74)
Static prop models/props_farm/wooden_barrel.mdl outside the map (58.01, 202.64, -161.74)
Static prop models/props_farm/wooden_barrel.mdl outside the map (250.12, 207.82, -161.74)
Static prop models/props_farm/wooden_barrel.mdl outside the map (241.53, 386.21, -161.74)
Static prop models/props_farm/wooden_barrel.mdl outside the map (31.38, 404.38, -161.74)
Static prop models/props_farm/wooden_barrel.mdl outside the map (-213.70, 388.97, -161.74)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 631 texinfos to 438
Reduced 32 texdatas to 27 (961 bytes to 686)
Writing D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v6.bsp
Wrote ZIP buffer, estimated size 214168, actual size 213150
14 seconds elapsed

** Executing...
** Command: "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v6"

Valve Software - vvis.exe (Sep 23 2019)
4 threads
reading d:\program files (x86)\steam2\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v6.bsp
reading d:\program files (x86)\steam2\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v6.prt
LoadPortals: couldn't read d:\program files (x86)\steam2\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v6.prt


** Executing...
** Command: "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v6"

Valve Software - vrad.exe SSE (Sep 23 2019)

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

[56 texlights parsed from 'lights.rad']

Loading d:\program files (x86)\steam2\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v6.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (4.84 seconds)
4703 faces
3828769 square feet [551342848.00 square inches]
14 Displacements
795687 Square Feet [114579016.00 Square Inches]
sun extent from map=0.000000
27 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (47)
Build Patch/Sample Hash Table(s).....Done<0.0029 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (40)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 24/1024 1152/49152 ( 2.3%)
brushes 445/8192 5340/98304 ( 5.4%)
brushsides 3039/65536 24312/524288 ( 4.6%)
planes 1916/65536 38320/1310720 ( 2.9%)
vertexes 7299/65536 87588/786432 (11.1%)
nodes 3289/65536 105248/2097152 ( 5.0%)
texinfos 438/12288 31536/884736 ( 3.6%)
texdata 27/2048 864/65536 ( 1.3%)
dispinfos 14/0 2464/0 ( 0.0%)
disp_verts 1134/0 22680/0 ( 0.0%)
disp_tris 1792/0 3584/0 ( 0.0%)
disp_lmsamples 267688/0 267688/0 ( 0.0%)
faces 4703/65536 263368/3670016 ( 7.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1680/65536 94080/3670016 ( 2.6%)
leaves 3314/65536 106048/2097152 ( 5.1%)
leaffaces 6046/65536 12092/131072 ( 9.2%)
leafbrushes 2076/65536 4152/131072 ( 3.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 28724/512000 114896/2048000 ( 5.6%)
edges 15647/256000 62588/1024000 ( 6.1%)
LDR worldlights 27/8192 2376/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 534/32768 5340/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7953/65536 15906/131072 (12.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4830536/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 38886/393216 ( 9.9%)
LDR ambient table 3314/65536 13256/262144 ( 5.1%)
HDR ambient table 3314/65536 13256/262144 ( 5.1%)
LDR leaf ambient 20095/65536 562660/1835008 (30.7%)
HDR leaf ambient 3314/65536 92792/1835008 ( 5.1%)
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] 1/556 ( 0.2%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/22946 ( 0.0%)
pakfile [variable] 213150/0 ( 0.0%)
physics [variable] 167650/4194304 ( 4.0%)
physics terrain [variable] 4216/1048576 ( 0.4%)

Level flags = 0

Total triangle count: 12551
Writing d:\program files (x86)\steam2\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v6.bsp
1 minute, 42 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\duel_revolver_v6.bsp" "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\tf\maps\duel_revolver_v6.bsp"


** Executing...
** Command: "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Program Files (x86)\Steam2\steamapps\common\Team Fortress 2\tf" -novid +map "duel_revolver_v6" -steam

*QUICK UPDATE*
I noticed a leak mention in the log, gonna try to fix it now.

Something worth mentioning is this is a copy file from previous versions of the map. I hist "save as" and keep working on that to have some backup. I wonder if changing the name of these new map saves affected the process of compilation.
 

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Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
A couple things to note:
-Yes, definitely fix those leaks.
-Not sure why your map is still showing an old version, the compile did generate a brand new BSP (despite errors).
-According to your log the compile only took 2 minutes, which is not very long, even taking into account the fact that VVIS was totally skipped. I've had maps that took as long as 1 hour on the final compile. I'm not sure how big/heavily detailed your map is, but I wouldn't start to worry too much until it exceeds 10 minutes. Again, if you're just doing test compiles, you can disable VVIS and VRAD, or set them to Fast mode, to speed up the process. (Never disable VBSP, that step is the most important one!)
-Map name generally does not affect compiling, unless it is too long (in which case VBSP will spit out a critical error).
 

Healsy Frosty

L1: Registered
Jun 11, 2020
5
0
upload_2020-6-11_17-17-2.png
It doesnt even have more hitbox than what we see of the model. w t f. In fact, any other leaks in the log pointed to this prop again or straight up sent me to the void. a void where i have no props at all.
I think.

And yeah the map took 2 minuts to compile, but 2 more just to run in tf2. I think my PC slows down every time hammer crashes. And lets just say, those are starting to stack in large numbers.

Right now, i decided to copy the whole map (no skybox room and no skybox walls) on a new file. Made the skybox walls, and hit the compile. Ive been waiting here for 15 minuts now and the map is definitelly no pl_upward. Here's a picture of most of it:
upload_2020-6-11_18-4-6.png

Im considering scrapping these 3 days of work and go back a few saves when it still worked. I was adding a long train with sentries, which worked. But after that everything started to break down with the skybox deals. Which apparently, are unrelated to skyboxes. I dont even have a reference point to start looking for the problem in the map, siiiigh.
(i seriously just wanna move on and get back to decorating those plain looking houses, hahaha)
 

Healsy Frosty

L1: Registered
Jun 11, 2020
5
0
Alright, i "fixed it", and i want to reflect it here just in case someone bumps into this same problem in the future.
What i learned is that if the map is loading a previous version is because the current one has some major problem, like leaks. Or func_detail on stuff that SHOULD NEVER HAVE IT, like skybox textures (because they connect to the void, and func_detail brushes dont stop the void.)

So, first step is fixing that. Second, my other problem, is that compilation times felt eternal. Long story short: if youre new like me while writing this, you are not paying attention to the... portals.... VIS thingy.

I had a ton of brushes making the job of wooden structures for them houses, chewing in compilation time.

Just start selecting brushes and turing them into func_details until the only thing that isnt, is the walls. And maybe the standing ground, idk.

Hope this helps some other poor soul in the future... Sigh!! (ps, thanks so much for the tips, spud n skaz.)
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
A few additional things, you might already know them but they could at least help someone else:

Don't put skybox textures on displacements. Displacements, like entities, won't seal the world or block VIS.
You don't need a skybox brush under your floor! Lighting might look a little weird if it's trying to light your map from underneath. Instead, use a brush with something like nodraw under your displacements to seal the map.