- 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.)
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:
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
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.)
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
** 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