MVM Capture point problem.

Discussion in 'Mapping Questions & Discussion' started by Lucia, Sep 25, 2016.

  1. Lucia

    Lucia L1: Registered

    Messages:
    41
    Positive Ratings:
    4
    im making a mvm version of degrootkeep, and i have the 2 points set up, with a func_nav_prerequisite.
    And for some reason the capture points are not working, neither can you cap them, neither can you see them on the hud.

    Is there any possible known reason?
     
  2. Three Million

    Three Million L5: Dapper Member

    Messages:
    201
    Positive Ratings:
    65
    Can you post a log, screenshot or hammer file?
     
  3. Lucia

    Lucia L1: Registered

    Messages:
    41
    Positive Ratings:
    4
    ** Executing...
    ** Command: "D:\Programme x86\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "D:\Programme x86\Steam\steamapps\common\Team Fortress 2\tf" "d:\programme x86\steam\steamapps\common\team fortress 2\tf\maps\mvm_degrootkeep"

    Valve Software - vbsp.exe (Sep 19 2016)
    8 threads
    materialPath: D:\Programme x86\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading d:\programme x86\steam\steamapps\common\team fortress 2\tf\maps\mvm_degrootkeep.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/mvm_degrootkeep/nature/blendgroundtograss008_wvt_patch
    Patching WVT material: maps/mvm_degrootkeep/nature/blendgroundtocobble001_wvt_patch
    Patching WVT material: maps/mvm_degrootkeep/nature/blendrockgroundwallforest003_wvt_patch
    Patching WVT material: maps/mvm_degrootkeep/nature/blendrockgroundwallforest_wvt_patch
    Patching WVT material: maps/mvm_degrootkeep/nature/blendgroundtograss008_nodetail_wvt_patch
    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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1478 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing d:\programme x86\steam\steamapps\common\team fortress 2\tf\maps\mvm_degrootkeep.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (1044400 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 5981 texinfos to 3379
    Reduced 72 texdatas to 60 (2026 bytes to 1418)
    Writing d:\programme x86\steam\steamapps\common\team fortress 2\tf\maps\mvm_degrootkeep.bsp
    Wrote ZIP buffer, estimated size 5631, actual size 4345
    5 seconds elapsed
    -15.646399 47.040749 0.000000
    -15.346540 42.925987 0.000000
    -15.369790 42.925987 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    -15.646399 47.040749 0.000000
    -15.346540 42.925987 0.000000
    -15.369790 42.925987 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...
    ** Command: "D:\Programme x86\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "D:\Programme x86\Steam\steamapps\common\Team Fortress 2\tf" "d:\programme x86\steam\steamapps\common\team fortress 2\tf\maps\mvm_degrootkeep"

    Valve Software - vvis.exe (Sep 19 2016)
    8 threads
    reading d:\programme x86\steam\steamapps\common\team fortress 2\tf\maps\mvm_degrootkeep.bsp
    reading d:\programme x86\steam\steamapps\common\team fortress 2\tf\maps\mvm_degrootkeep.prt
    568 portalclusters
    1567 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 (19)
    Optimized: 529 visible clusters (0.35%)
    Total clusters visible: 150747
    Average clusters visible: 265
    Building PAS...
    Average clusters audible: 550
    visdatasize:81485 compressed from 81792
    writing d:\programme x86\steam\steamapps\common\team fortress 2\tf\maps\mvm_degrootkeep.bsp
    19 seconds elapsed

    ** Executing...
    ** Command: "D:\Programme x86\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "D:\Programme x86\Steam\steamapps\common\Team Fortress 2\tf" "d:\programme x86\steam\steamapps\common\team fortress 2\tf\maps\mvm_degrootkeep"

    Valve Software - vrad.exe SSE (Sep 19 2016)

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

    [56 texlights parsed from 'lights.rad']

    Loading d:\programme x86\steam\steamapps\common\team fortress 2\tf\maps\mvm_degrootkeep.bsp
    Setting up ray-trace acceleration structure... Done (4.04 seconds)
    8240 faces
    2 degenerate faces
    1652976 square feet [238028592.00 square inches]
    333 Displacements
    269455 Square Feet [38801536.00 Square Inches]
    8238 patches before subdivision
    56002 patches after subdivision
    sun extent from map=0.087156
    44 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (13)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
    transfers 5486617, max 1319
    transfer lists: 41.9 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(158527, 115168, 82766)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(14610, 8769, 4940)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(1578, 782, 361)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(210, 92, 38)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(28, 11, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(4, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0169 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    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 44/1024 2112/49152 ( 4.3%)
    brushes 2867/8192 34404/98304 (35.0%)
    brushsides 28993/65536 231944/524288 (44.2%)
    planes 26740/65536 534800/1310720 (40.8%)
    vertexes 15528/65536 186336/786432 (23.7%)
    nodes 1665/65536 53280/2097152 ( 2.5%)
    texinfos 3379/12288 243288/884736 (27.5%)
    texdata 60/2048 1920/65536 ( 2.9%)
    dispinfos 333/0 58608/0 ( 0.0%)
    disp_verts 10229/0 204580/0 ( 0.0%)
    disp_tris 13920/0 27840/0 ( 0.0%)
    disp_lmsamples 728384/0 728384/0 ( 0.0%)
    faces 8240/65536 461440/3670016 (12.6%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 7275/65536 407400/3670016 (11.1%)
    leaves 1710/65536 54720/2097152 ( 2.6%)
    leaffaces 10091/65536 20182/131072 (15.4%)
    leafbrushes 6875/65536 13750/131072 (10.5%)
    areas 4/256 32/2048 ( 1.6%)
    surfedges 69297/512000 277188/2048000 (13.5%)
    edges 44239/256000 176956/1024000 (17.3%)
    LDR worldlights 44/8192 3872/720896 ( 0.5%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 967/32768 9670/327680 ( 3.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 20754/65536 41508/131072 (31.7%)
    cubemapsamples 16/1024 256/16384 ( 1.6%)
    overlays 44/512 15488/180224 ( 8.6%)
    LDR lightdata [variable] 5295624/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 81485/16777216 ( 0.5%)
    entdata [variable] 96492/393216 (24.5%)
    LDR ambient table 1710/65536 6840/262144 ( 2.6%)
    HDR ambient table 1710/65536 6840/262144 ( 2.6%)
    LDR leaf ambient 8432/65536 236096/1835008 (12.9%)
    HDR leaf ambient 1710/65536 47880/1835008 ( 2.6%)
    occluders 7/0 280/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/588480 ( 0.0%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/50718 ( 0.0%)
    pakfile [variable] 4345/0 ( 0.0%)
    physics [variable] 1044400/4194304 (24.9%)
    physics terrain [variable] 58587/1048576 ( 5.6%)

    Level flags = 0

    Total triangle count: 23740
    Writing d:\programme x86\steam\steamapps\common\team fortress 2\tf\maps\mvm_degrootkeep.bsp
    47 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "d:\programme x86\steam\steamapps\common\team fortress 2\tf\maps\mvm_degrootkeep.bsp" "D:\Programme x86\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_degrootkeep.bsp"


    ** Executing...
    ** Command: "D:\Programme x86\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -dev -console -allowdebug -game "D:\Programme x86\Steam\steamapps\common\Team Fortress 2\tf" +map "mvm_degrootkeep"