My map isnt updating in hammer pls help

Orange (Tangerine)

L1: Registered
May 26, 2025
1
0
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Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\x64"
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Running command:

"C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\x64\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\idletrade_fortress_plaza.vmf"
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Valve Software - vbsp.exe (May 13 2025)
12 threads
Using shader api: shaderapiempty.dll
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\idletrade_fortress_plaza.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 C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\idletrade_fortress_plaza.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) (23516 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 125 texinfos to 77
Reduced 15 texdatas to 14 (317 bytes to 299)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\idletrade_fortress_plaza.bsp
Wrote ZIP buffer, estimated size 105941, actual size 105727
0 seconds elapsed

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Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\x64"
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Running command:

"C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\x64\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\idletrade_fortress_plaza"
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Valve Software - vvis.exe (May 13 2025)
12 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\idletrade_fortress_plaza.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\idletrade_fortress_plaza.prt
74 portalclusters
166 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 (0)
Optimized: 4 visible clusters (0.10%)
Total clusters visible: 4174
Average clusters visible: 56
Building PAS...
Average clusters audible: 74
visdatasize:2052 compressed from 2368
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\idletrade_fortress_plaza.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\x64"
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-------------------------------------------------------------------------------
Running command:

"C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\x64\vrad.exe" -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\idletrade_fortress_plaza"
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Valve Software - vrad.exe SSE (May 13 2025)

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

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\idletrade_fortress_plaza.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
431 faces
241480 square feet [34773176.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
431 patches before subdivision
24679 patches after subdivision
sun extent from map=0.000000
44 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 3071475, max 399
transfer lists: 23.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(395043, 353486, 320325)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(171586, 139780, 111222)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(78202, 58386, 41440)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(35845, 24461, 15421)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(16775, 10507, 5926)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(7890, 4524, 2271)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3751, 1973, 885)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1789, 861, 343)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(858, 378, 134)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(413, 166, 52)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(199, 73, 21)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(96, 32, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(47, 14, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(23, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(11, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0039 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 59/8192 708/98304 ( 0.7%)
brushsides 356/65536 2848/524288 ( 0.5%)
planes 236/65536 4720/1310720 ( 0.4%)
vertexes 739/65536 8868/786432 ( 1.1%)
nodes 242/65536 7744/2097152 ( 0.4%)
texinfos 77/12288 5544/884736 ( 0.6%)
texdata 14/2048 448/65536 ( 0.7%)
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 431/65536 24136/3670016 ( 0.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 172/65536 9632/3670016 ( 0.3%)
leaves 258/65536 8256/2097152 ( 0.4%)
leaffaces 595/65536 1190/131072 ( 0.9%)
leafbrushes 124/65536 248/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2746/512000 10984/2048000 ( 0.5%)
edges 1586/256000 6344/1024000 ( 0.6%)
LDR worldlights 44/8192 3872/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 67/32768 670/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 948/65536 1896/131072 ( 1.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1457028/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2052/16777216 ( 0.0%)
entdata [variable] 24864/393216 ( 6.3%)
LDR ambient table 258/65536 1032/262144 ( 0.4%)
HDR ambient table 258/65536 1032/262144 ( 0.4%)
LDR leaf ambient 1656/65536 46368/1835008 ( 2.5%)
HDR leaf ambient 258/65536 7224/1835008 ( 0.4%)
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] 105727/0 ( 0.0%)
physics [variable] 23516/4194304 ( 0.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1196
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\idletrade_fortress_plaza.bsp
1 second elapsed
Valve Software - vrad.exe SSE (May 13 2025)

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

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\idletrade_fortress_plaza.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
431 faces
241480 square feet [34773176.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
431 patches before subdivision
24679 patches after subdivision
sun extent from map=0.000000
44 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 3071475, max 399
transfer lists: 23.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(395035, 353479, 320318)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(171584, 139778, 111220)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(78200, 58385, 41439)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(35845, 24461, 15421)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(16775, 10506, 5926)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(7890, 4524, 2271)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3751, 1973, 885)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1789, 861, 343)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(858, 378, 134)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(413, 166, 52)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(199, 73, 21)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(96, 32, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(47, 14, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(23, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(11, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0047 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 59/8192 708/98304 ( 0.7%)
brushsides 356/65536 2848/524288 ( 0.5%)
planes 236/65536 4720/1310720 ( 0.4%)
vertexes 739/65536 8868/786432 ( 1.1%)
nodes 242/65536 7744/2097152 ( 0.4%)
texinfos 77/12288 5544/884736 ( 0.6%)
texdata 14/2048 448/65536 ( 0.7%)
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 431/65536 24136/3670016 ( 0.7%)
hdr faces 431/65536 24136/3670016 ( 0.7%)
origfaces 172/65536 9632/3670016 ( 0.3%)
leaves 258/65536 8256/2097152 ( 0.4%)
leaffaces 595/65536 1190/131072 ( 0.9%)
leafbrushes 124/65536 248/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2746/512000 10984/2048000 ( 0.5%)
edges 1586/256000 6344/1024000 ( 0.6%)
LDR worldlights 44/8192 3872/720896 ( 0.5%)
HDR worldlights 44/8192 3872/720896 ( 0.5%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 67/32768 670/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 948/65536 1896/131072 ( 1.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1457028/0 ( 0.0%)
HDR lightdata [variable] 1457028/0 ( 0.0%)
visdata [variable] 2052/16777216 ( 0.0%)
entdata [variable] 24864/393216 ( 6.3%)
LDR ambient table 258/65536 1032/262144 ( 0.4%)
HDR ambient table 258/65536 1032/262144 ( 0.4%)
LDR leaf ambient 1656/65536 46368/1835008 ( 2.5%)
HDR leaf ambient 1656/65536 46368/1835008 ( 2.5%)
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] 1/12 ( 8.3%)
pakfile [variable] 105727/0 ( 0.0%)
physics [variable] 23516/4194304 ( 0.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1196
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\idletrade_fortress_plaza.bsp
1 second elapsed

-------------------------------------------------------------------------------
Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2"
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-------------------------------------------------------------------------------
Running command:

"C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "idletrade_fortress_plaza" -steam -insecure
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Command failed with return code 0x2! The system cannot find the file specified.


** Screenshot the WHOLE window when showing this compile log
** Or upload the .log file generated beside your VMF
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