Map not compiling?

Discussion in 'Mapping Questions & Discussion' started by ArkTiK, Jan 26, 2012.

  1. ArkTiK

    ArkTiK L1: Registered

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    So I made a really basic map only using dev textures, after compiling the game launches then just sits there. Checked interlopers doesn't show any errors for me. Compile log to check.

    materialPath: f:\steam\steamapps\ixarkxi\team fortress 2\tf\materials
    Loading C:\Users\Wright\Documents\My Files\TF2\MAP\Test.vmf
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Wright\Documents\My Files\TF2\MAP\Test.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_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_day01_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 (0) (10383 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 13 texinfos to 11
    Reduced 2 texdatas to 2 (43 bytes to 43)
    Writing C:\Users\Wright\Documents\My Files\TF2\MAP\Test.bsp
    0 seconds elapsed



    4 threads
    reading c:\users\wright\documents\my files\tf2\map\Test.bsp
    reading c:\users\wright\documents\my files\tf2\map\Test.prt
    79 portalclusters
    224 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 5813
    Average clusters visible: 73
    Building PAS...
    Average clusters audible: 79
    visdatasize:2216 compressed from 2528
    writing c:\users\wright\documents\my files\tf2\map\Test.bsp
    0 seconds elapsed



    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\users\wright\documents\my files\tf2\map\Test.bsp
    206 faces
    190161 square feet [27383256.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    206 patches before subdivision
    5274 patches after subdivision
    0 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 82657, max 136
    transfer lists: 0.6 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0017 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 28/8192 336/98304 ( 0.3%)
    brushsides 176/65536 1408/524288 ( 0.3%)
    planes 122/65536 2440/1310720 ( 0.2%)
    vertexes 286/65536 3432/786432 ( 0.4%)
    nodes 173/65536 5536/2097152 ( 0.3%)
    texinfos 11/12288 792/884736 ( 0.1%)
    texdata 2/2048 64/65536 ( 0.1%)
    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 206/65536 11536/3670016 ( 0.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 98/65536 5488/3670016 ( 0.1%)
    leaves 175/65536 5600/2097152 ( 0.3%)
    leaffaces 265/65536 530/131072 ( 0.4%)
    leafbrushes 95/65536 190/131072 ( 0.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 1330/512000 5320/2048000 ( 0.3%)
    edges 715/256000 2860/1024000 ( 0.3%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 13/32768 130/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 165/65536 330/131072 ( 0.3%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 79504/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 2216/16777216 ( 0.0%)
    entdata [variable] 338/393216 ( 0.1%)
    LDR ambient table 175/65536 700/262144 ( 0.3%)
    HDR ambient table 175/65536 700/262144 ( 0.3%)
    LDR leaf ambient 79/65536 2212/1835008 ( 0.1%)
    HDR leaf ambient 175/65536 4900/1835008 ( 0.3%)
    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] 105647/0 ( 0.0%)
    physics [variable] 10383/4194304 ( 0.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 526
    Writing c:\users\wright\documents\my files\tf2\map\Test.bsp
    3 seconds elapsed


    I'm thinking something might be wrong with my SDK config/tf2?
     
  2. tyler

    aa tyler snail prince, master of a ruined tower

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  3. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    try just launching the map manually in the console by just typing

    map test

    If it crashes, or otherwise fails, it'll give an error then
     
  4. ArkTiK

    ArkTiK L1: Registered

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    Okay so now when I compile it the game launches and then runs an old map I was working on quite awhile ago so I renamed my map to NewMap. The tf2 consoles displays this how ever:

    CModelLoader::Map_IsValid: No such map 'maps/NewMap.bsp'
    map load failed: NewMap not found or invalid

    I'm compiling my map with everything on normal.
     
  5. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Did you rename the .vmf and recompile?

    Also I personally prefer launching TF2 manually, just because doing so via Hammer sometimes breaks things for me.
     
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  6. ArkTiK

    ArkTiK L1: Registered

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    Sorry for late response.

    I renamed it from Test to NewMap, launching tf2 and then typing 'map test' into console just loads some other old map named 'test' I worked on a long time ago.

    When it was called Test and I compiled it just loaded the old 'test'

    it seems like the game isn't loading 'NewMap' because it can't find the file location or something, at least that's the impression I'm getting.

    Anyone ever have this problem? :confused:
     
  7. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    well the command is "map <mapname>" so if you renamed it, you'd need to type

    map NewMap

    Sorry if that confused you there :eek:

    Maybe the compiler isn't copying the map file into your tf/maps/ folder properly. Find it wherever your .vmf is saved and copy it there yourself.
     
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    Last edited: Jan 27, 2012
  8. ArkTiK

    ArkTiK L1: Registered

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    Typing in 'map newmap' just came up with no such map error before.

    regardless you were correct that hammer isn't copying the file over to tf/maps properly, finally able to compile it. Thanks! :p