map not loading

Discussion in 'Mapping Questions & Discussion' started by Retro_Game_kid, Apr 15, 2018.

  1. Retro_Game_kid

    Retro_Game_kid L1: Registered

    Messages:
    15
    Positive Ratings:
    6
    okay I compile and launch but it loads the first test map I made instead of the map I am currently working on
    Here is the compile log
    Code:
    ** Executing...
    ** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).vmf"
    
    Valve Software - vbsp.exe (Mar  6 2018)
    8 threads
    materialPath: F:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
    Loading F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity prop_static (-3456.00 -64.00 312.00) leaked!
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (104.0 1024.0 24.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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 (616.0 1024.0 24.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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 (96.0 1024.0 128.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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 (200.0 1024.0 128.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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 (616.0 1024.0 128.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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 (104.0 1024.0 520.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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 (616.0 1024.0 520.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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 (512.0 2048.0 416.0)
    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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    material "skybox/sky_gravel_1rt" not found.
    Can't load skybox file skybox/sky_gravel_1 to build the default cubemap!
    Can't load skybox file skybox/sky_gravel_1 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...
    done (1) (72366 bytes)
    Error loading studio model ""!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 279 texinfos to 217
    Reduced 34 texdatas to 34 (850 bytes to 850)
    Writing F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    1 second elapsed
    CMaterialDict::Shutdown m_MissingList count: 1
    
    ** Executing...
    ** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1)"
    
    Valve Software - vvis.exe (Mar  6 2018)
    8 threads
    reading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
    reading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).prt
    LoadPortals: couldn't read f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).prt
    
    
    ** Executing...
    ** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters:  -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1)"
    
    Valve Software - vrad.exe SSE (Mar  6 2018)
    
          Valve Radiosity Simulator     
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.31 seconds)
    1932 faces
    524118 square feet [75473072.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.087156
    sun extent from map=0.034899
    125 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (23)
    Build Patch/Sample Hash Table(s).....Done<0.0298 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 (5)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                  23/1024         1104/49152    ( 2.2%)
    brushes                193/8192         2316/98304    ( 2.4%)
    brushsides            1228/65536        9824/524288   ( 1.9%)
    planes                 610/65536       12200/1310720  ( 0.9%)
    vertexes              2789/65536       33468/786432   ( 4.3%)
    nodes                 1167/65536       37344/2097152  ( 1.8%)
    texinfos               217/12288       15624/884736   ( 1.8%)
    texdata                 34/2048         1088/65536    ( 1.7%)
    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                 1932/65536      108192/3670016  ( 2.9%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces              738/65536       41328/3670016  ( 1.1%)
    leaves                1191/65536       38112/2097152  ( 1.8%)
    leaffaces             2405/65536        4810/131072   ( 3.7%)
    leafbrushes            573/65536        1146/131072   ( 0.9%)
    areas                    3/256            24/2048     ( 1.2%)
    surfedges            12014/512000      48056/2048000  ( 2.3%)
    edges                 6490/256000      25960/1024000  ( 2.5%)
    LDR worldlights        124/8192        10912/720896   ( 1.5%)
    HDR worldlights          0/8192            0/720896   ( 0.0%)
    leafwaterdata            0/32768           0/393216   ( 0.0%)
    waterstrips            208/32768        2080/327680   ( 0.6%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices          2865/65536        5730/131072   ( 4.4%)
    cubemapsamples           0/1024            0/16384    ( 0.0%)
    overlays                 0/512             0/180224   ( 0.0%)
    LDR lightdata         [variable]     1502568/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]           0/16777216 ( 0.0%)
    entdata               [variable]       58631/393216   (14.9%)
    LDR ambient table     1191/65536        4764/262144   ( 1.8%)
    HDR ambient table     1191/65536        4764/262144   ( 1.8%)
    LDR leaf ambient      7766/65536      217448/1835008  (11.8%)
    HDR leaf ambient      1191/65536       33348/1835008  ( 1.8%)
    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]           1/4866     ( 0.0%)
    pakfile               [variable]          54/0        ( 0.0%)
    physics               [variable]       72366/4194304  ( 1.7%)
    physics terrain       [variable]           2/1048576  ( 0.0%)
    
    Level flags = 0
    
    Total triangle count: 5198
    Writing f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    30 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp" "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\room(1).bsp"
    
    
    ** Executing...
    ** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" -novid "staticprop" +map "room(1)" -steam
    
    
     
  2. Vel0city

    aa Vel0city func_fish

    Messages:
    1,944
    Positive Ratings:
    1,557
    • Thanks Thanks x 1
  3. Retro_Game_kid

    Retro_Game_kid L1: Registered

    Messages:
    15
    Positive Ratings:
    6
    now I see thanks
     
  4. Retro_Game_kid

    Retro_Game_kid L1: Registered

    Messages:
    15
    Positive Ratings:
    6
    okay so I fixed the leaks and it's still not working anything I can do?
    Code:
    ** Executing...
    ** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).vmf"
    
    Valve Software - vbsp.exe (Mar  6 2018)
    8 threads
    materialPath: F:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
    Loading F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).prt...Building visibility clusters...
    done (0)
    material "skybox/sky_gravel_1rt" not found.
    Can't load skybox file skybox/sky_gravel_1 to build the default cubemap!
    Can't load skybox file skybox/sky_gravel_1 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...
    done (0) (72822 bytes)
    Error loading studio model ""!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 280 texinfos to 168
    Reduced 34 texdatas to 33 (850 bytes to 830)
    Writing F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    2 seconds elapsed
    CMaterialDict::Shutdown m_MissingList count: 1
    
    ** Executing...
    ** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1)"
    
    Valve Software - vvis.exe (Mar  6 2018)
    8 threads
    reading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
    reading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).prt
    255 portalclusters
    712 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (2)
    Optimized: 32 visible clusters (0.10%)
    Total clusters visible: 31881
    Average clusters visible: 125
    Building PAS...
    Average clusters audible: 166
    visdatasize:15521  compressed from 16320
    writing f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    2 seconds elapsed
    
    ** Executing...
    ** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters:  -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1)"
    
    Valve Software - vrad.exe SSE (Mar  6 2018)
    
          Valve Radiosity Simulator     
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
    Setting up ray-trace acceleration structure... Done (0.31 seconds)
    1136 faces
    297997 square feet [42911584.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1136 patches before subdivision
    34662 patches after subdivision
    sun extent from map=0.087156
    sun extent from map=0.034899
    125 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (10)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
    transfers 4481824, max 509
    transfer lists:  34.2 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(204214, 168889, 162283)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(32801, 21953, 21218)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(5878, 3147, 3050)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(1124, 473, 459)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #5 added RGB(228, 75, 73)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(49, 12, 12)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #7 added RGB(11, 2, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(2, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0200 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (2)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                  23/1024         1104/49152    ( 2.2%)
    brushes                194/8192         2328/98304    ( 2.4%)
    brushsides            1234/65536        9872/524288   ( 1.9%)
    planes                 614/65536       12280/1310720  ( 0.9%)
    vertexes              1927/65536       23124/786432   ( 2.9%)
    nodes                  723/65536       23136/2097152  ( 1.1%)
    texinfos               168/12288       12096/884736   ( 1.4%)
    texdata                 33/2048         1056/65536    ( 1.6%)
    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                 1136/65536       63616/3670016  ( 1.7%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces              519/65536       29064/3670016  ( 0.8%)
    leaves                 747/65536       23904/2097152  ( 1.1%)
    leaffaces             1431/65536        2862/131072   ( 2.2%)
    leafbrushes            522/65536        1044/131072   ( 0.8%)
    areas                    3/256            24/2048     ( 1.2%)
    surfedges             7454/512000      29816/2048000  ( 1.5%)
    edges                 4137/256000      16548/1024000  ( 1.6%)
    LDR worldlights        124/8192        10912/720896   ( 1.5%)
    HDR worldlights          0/8192            0/720896   ( 0.0%)
    leafwaterdata            0/32768           0/393216   ( 0.0%)
    waterstrips            127/32768        1270/327680   ( 0.4%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices          1809/65536        3618/131072   ( 2.8%)
    cubemapsamples           0/1024            0/16384    ( 0.0%)
    overlays                 0/512             0/180224   ( 0.0%)
    LDR lightdata         [variable]      819544/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]       15521/16777216 ( 0.1%)
    entdata               [variable]       58632/393216   (14.9%)
    LDR ambient table      747/65536        2988/262144   ( 1.1%)
    HDR ambient table      747/65536        2988/262144   ( 1.1%)
    LDR leaf ambient      3580/65536      100240/1835008  ( 5.5%)
    HDR leaf ambient       747/65536       20916/1835008  ( 1.1%)
    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]           1/12       ( 8.3%)
    static props          [variable]           1/5136     ( 0.0%)
    pakfile               [variable]          54/0        ( 0.0%)
    physics               [variable]       72822/4194304  ( 1.7%)
    physics terrain       [variable]           2/1048576  ( 0.0%)
    
    Level flags = 0
    
    Total triangle count: 3106
    Writing f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    16 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\room(1).bsp" "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\room(1).bsp"
    
    
     
  5. ics

    aa ics http://ics-base.net

    Messages:
    802
    Positive Ratings:
    511
    Rename your vmf to something else than room(1).bsp. Use only letters or numbers, nothing else, no dashes, no ( or ).
     
  6. Retro_Game_kid

    Retro_Game_kid L1: Registered

    Messages:
    15
    Positive Ratings:
    6
    kay thanks