Map not saving changes.

porkii

L1: Registered
Jun 26, 2014
1
0
Hey all!
Ive been looking in so many forums to fix this, but with no fix.
Basically, my map compiles but does not save the changes I made. It just uses the older version of the map.
PHP:
** Executing...
** Command: "C:\Program Files\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Cam\Documents\bigboy.vmf"

Valve Software - vbsp.exe (Jul 30 2014)
4 threads
materialPath: C:\Program Files\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Cam\Documents\bigboy.vmf
Patching WVT material: maps/bigboy/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/bigboy/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/bigboy/koth_viaduct_event/blendgrasstodirt_viaduct001_wvt_patch
Patching WVT material: maps/bigboy/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

** Executing...
** Command: "C:\Program Files\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Cam\Documents\bigboy"

Valve Software - vvis.exe (Jul 30 2014)
4 threads
reading c:\users\cam\documents\bigboy.bsp
reading c:\users\cam\documents\bigboy.prt
LoadPortals: couldn't read c:\users\cam\documents\bigboy.prt


** Executing...
** Command: "C:\Program Files\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "C:\Program Files\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Cam\Documents\bigboy"

Valve Software - vrad.exe SSE (Jul 30 2014)

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

Loading c:\users\cam\documents\bigboy.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.24 seconds)
3962 faces
9 degenerate faces
1864928 square feet [268549760.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0318 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (5)
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 (10)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   2/1024           96/49152    ( 0.2%) 
brushes                754/8192         9048/98304    ( 9.2%) 
brushsides            7538/65536       60304/524288   (11.5%) 
planes                8998/65536      179960/1310720  (13.7%) 
vertexes              6858/65536       82296/786432   (10.5%) 
nodes                 2275/65536       72800/2097152  ( 3.5%) 
texinfos               361/12288       25992/884736   ( 2.9%) 
texdata                 26/2048          832/65536    ( 1.3%) 
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                 3962/65536      221872/3670016  ( 6.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1943/65536      108808/3670016  ( 3.0%) 
leaves                2278/65536       72896/2097152  ( 3.5%) 
leaffaces             4765/65536        9530/131072   ( 7.3%) 
leafbrushes           3005/65536        6010/131072   ( 4.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            27736/512000     110944/2048000  ( 5.4%) 
edges                15790/256000      63160/1024000  ( 6.2%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            399/32768        3990/327680   ( 1.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          6549/65536       13098/131072   (10.0%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1247532/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        4088/393216   ( 1.0%) 
LDR ambient table     2278/65536        9112/262144   ( 3.5%) 
HDR ambient table     2278/65536        9112/262144   ( 3.5%) 
LDR leaf ambient       980/65536       27440/1835008  ( 1.5%) 
HDR leaf ambient      2278/65536       63784/1835008  ( 3.5%) 
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]           1/9302     ( 0.0%) 
pakfile               [variable]      214549/0        ( 0.0%) 
physics               [variable]      285406/4194304  ( 6.8%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 11720
Writing c:\users\cam\documents\bigboy.bsp
18 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Cam\Documents\bigboy.bsp" "C:\Program Files\Steam\SteamApps\common\Team Fortress 2\tf\maps\bigboy.bsp"

any Help would be hugely appreciated!
 

Sheltr

L3: Member
Feb 24, 2011
107
73
Have you tried putting the map in another VMF?

If that doesn't work try selecting the whole map and using the clipping tool clip the side of the map but not cutting into the map itself. it might be you have a bad brush.
 
Last edited:

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
Greetings.

According to your compile log, it seems VVIS isn't running successfully.

Here is some information from the Source SDK Wiki:
loadportals
couldn't read filename.prt
Vvis can't find the portal file created by vbsp. Either vbsp didn't create it because of an error (leak?) or vvis uses an incorrect file path. (A fix is to make sure that the map name has no capital letters.)
Or: You created some new Areaportals but compiled with BSP "Only entities".

I think it's likely you have a leak in your map. Sometimes Hammer doesn't tell you which entity is leaking. I'm not sure why, but it could be to do with a very large brush entity whose origin is outside the map. I've had problems like this in the past but can't remember the cause.

If you select everything in your map, making sure the 'Show helpers' button is enabled on the toolbar, you will be able to see the origins for all your entities in the 2D viewports. They are small circles. If any are outside your map's space, they will need to be brought inside by clicking and dragging them.

Try loading the pointfile to see if it indicates a leak via a red line. VBSP may not have created one, but I don't remember or know enough to say for sure.