Map won't update when compiled

Etho

L1: Registered
Jun 21, 2020
2
0
Hello! I'm a novice map creator, and I've been working on a map on and off for the past month or so. Everything had been working alright for a while up until a day ago. My map won't update when compiled, this has been infuriating for me as I've spent the past day and a half trying to solve this with no luck. I've fixed all the leaks, I've tried to clean up some of my god awful geometry, I even went back to a far back version (which worked at first, but then I tried to clean up one of the leaks I saw from before and everything broke again). Here is my latest compile log:


** Executing...
** Command: "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_Heishi\koth_Di tie_a8_A1.vmf"

Valve Software - vbsp.exe (May 21 2020)
6 threads
materialPath: D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_Heishi\koth_Di tie_a8_A1.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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_Heishi\koth_Di tie_a8_A1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 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) (244026 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 619 texinfos to 342
Reduced 30 texdatas to 29 (705 bytes to 683)
Writing D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_Heishi\koth_Di tie_a8_A1.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
1 second elapsed

** Executing...
** Command: "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_Heishi\koth_Di tie_a8_A1"

Valve Software - vvis.exe (May 21 2020)
6 threads
reading d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_heishi\koth_Di tie_a8_A1.bsp
reading d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_heishi\koth_Di tie_a8_A1.prt
779 portalclusters
1974 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 (5)
Optimized: 1487 visible clusters (1.00%)
Total clusters visible: 148564
Average clusters visible: 190
Building PAS...
Average clusters audible: 591
visdatasize:129971 compressed from 162032
writing d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_heishi\koth_Di tie_a8_A1.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
5 seconds elapsed

** Executing...
** Command: "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_Heishi\koth_Di tie_a8_A1"

Valve Software - vrad.exe SSE (May 21 2020)

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

[56 texlights parsed from 'lights.rad']

Loading d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_heishi\koth_Di tie_a8_A1.bsp
Setting up ray-trace acceleration structure... Done (0.52 seconds)
3430 faces
843688 square feet [121491080.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3430 patches before subdivision
65214 patches after subdivision
sun extent from map=0.139173
79 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 9034929, max 751
transfer lists: 68.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(361679, 271578, 320611)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(60595, 27788, 40389)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(11509, 3104, 5787)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2298, 359, 870)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(475, 43, 135)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(100, 5, 21)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(21, 1, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(5, 0, 1)
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<0.0128 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 (4)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 35/1024 1680/49152 ( 3.4%)
brushes 686/8192 8232/98304 ( 8.4%)
brushsides 4533/65536 36264/524288 ( 6.9%)
planes 1828/65536 36560/1310720 ( 2.8%)
vertexes 5343/65536 64116/786432 ( 8.2%)
nodes 1976/65536 63232/2097152 ( 3.0%)
texinfos 342/12288 24624/884736 ( 2.8%)
texdata 29/2048 928/65536 ( 1.4%)
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 3430/65536 192080/3670016 ( 5.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1444/65536 80864/3670016 ( 2.2%)
leaves 2012/65536 64384/2097152 ( 3.1%)
leaffaces 3783/65536 7566/131072 ( 5.8%)
leafbrushes 2108/65536 4216/131072 ( 3.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 21821/512000 87284/2048000 ( 4.3%)
edges 12261/256000 49044/1024000 ( 4.8%)
LDR worldlights 79/8192 6952/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 194/32768 1940/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4665/65536 9330/131072 ( 7.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 11/512 3872/180224 ( 2.1%)
LDR lightdata [variable] 1658752/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 129971/16777216 ( 0.8%)
entdata [variable] 59443/393216 (15.1%)
LDR ambient table 2012/65536 8048/262144 ( 3.1%)
HDR ambient table 2012/65536 8048/262144 ( 3.1%)
LDR leaf ambient 10013/65536 280364/1835008 (15.3%)
HDR leaf ambient 2012/65536 56336/1835008 ( 3.1%)
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] 1/10392 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 244026/4194304 ( 5.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9201
Writing d:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_heishi\koth_Di tie_a8_A1.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
21 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_Heishi\koth_Di tie_a8_A1.bsp" "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_Di tie_a8_A1.bsp"

The only issue I could really find was the loading studio model editor, but when I looked through the map via hammer and the VMF file, I couldn't find anything that didn't have a model.

So I am completely lost now, I'm hoping that you guys could help me find out the problem so I could avoid it in the future.


Thank you in advance.
 

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
Try remove the space in the file name
"koth_Di tie_a8_A1.vmf" to "koth_Di_tie_a8_A1.vmf"
 

Etho

L1: Registered
Jun 21, 2020
2
0
Holy shit I can't believe how stupid I am...
Thank you so much for that, I would have never thought about that, it'd worked with that naming convention until now.