My map won't open so I can testplay

EmKnight

L1: Registered
Jun 29, 2023
23
0
Hi! I'm a TF2 fan and I'm trying to develop my first TF2 map. I tried to open my map in the game to do a little test playing, but for some reason the game won't open it. I used the "Run Map" function in the Hammer workshop, set all the options to "Normal", checked the boxes labeled "HDR" and "Don't run the game after compiling", and filled the Additional Game Parameters with "-dxlevel 98 -windowed -w 2560 -h 1080 -console -novid". All this I got from the map development page on Steam. Any suggestions?
 

EmKnight

L1: Registered
Jun 29, 2023
23
0
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\thele\OneDrive\Documents\Biodome.vmf"

Valve Software - vbsp.exe (Jan 4 2023)
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\thele\OneDrive\Documents\Biodome.log', but we don't own that location. Allowing.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\thele\OneDrive\Documents\Biodome.vmf
Patching WVT material: maps/biodome/cp_mountainlab/nature/blendrocktograss002_wvt_patch
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 (1792.00 995.59 65.68) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 3584.0 256.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 4096.0 256.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 3072.0 -8.0)
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 (2528.0 3072.0 520.0)
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 (3040.0 3072.0 520.0)
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 (2560.0 4096.0 256.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 2560.0 -8.0)
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 (3072.0 2560.0 520.0)
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:

* Suppressing further FindPortalSide errors.... *
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (6722 bytes)
Static prop models/props_mining/track_straight_128.mdl outside the map (1792.00, 995.59, 65.68)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 33 texinfos to 22
Reduced 11 texdatas to 10 (340 bytes to 298)
Writing C:\Users\thele\OneDrive\Documents\Biodome.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\thele\OneDrive\Documents\Biodome.bsp', but we don't own that location. Allowing.
Wrote ZIP buffer, estimated size 641, actual size 561
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\thele\OneDrive\Documents\Biodome"

Valve Software - vvis.exe (Jan 4 2023)
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\thele\onedrive\documents\Biodome.log', but we don't own that location. Allowing.
12 threads
reading c:\users\thele\onedrive\documents\Biodome.bsp
reading c:\users\thele\onedrive\documents\Biodome.prt
LoadPortals: couldn't read c:\users\thele\onedrive\documents\Biodome.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\thele\OneDrive\Documents\Biodome"

Valve Software - vrad.exe SSE (Jan 4 2023)

Valve Radiosity Simulator
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\thele\onedrive\documents\Biodome.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\thele\onedrive\documents\Biodome.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.02 seconds)
268 faces
222464 square feet [32034816.00 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 (0)
Build Patch/Sample Hash Table(s).....Done<0.0036 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 1/1024 48/49152 ( 0.1%)
brushes 20/8192 240/98304 ( 0.2%)
brushsides 120/65536 960/524288 ( 0.2%)
planes 58/65536 1160/1310720 ( 0.1%)
vertexes 405/65536 4860/786432 ( 0.6%)
nodes 137/65536 4384/2097152 ( 0.2%)
texinfos 22/12288 1584/884736 ( 0.2%)
texdata 10/2048 320/65536 ( 0.5%)
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 268/65536 15008/3670016 ( 0.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 68/65536 3808/3670016 ( 0.1%)
leaves 139/65536 4448/2097152 ( 0.2%)
leaffaces 276/65536 552/131072 ( 0.4%)
leafbrushes 45/65536 90/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1501/512000 6004/2048000 ( 0.3%)
edges 820/256000 3280/1024000 ( 0.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 23/32768 230/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 282/65536 564/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1267200/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 475/393216 ( 0.1%)
LDR ambient table 139/65536 556/262144 ( 0.2%)
HDR ambient table 139/65536 556/262144 ( 0.2%)
LDR leaf ambient 89/65536 2492/1835008 ( 0.1%)
HDR leaf ambient 139/65536 3892/1835008 ( 0.2%)
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] 1/714 ( 0.1%)
pakfile [variable] 561/0 ( 0.0%)
physics [variable] 6722/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 693
Writing c:\users\thele\onedrive\documents\Biodome.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Jan 4 2023)

Valve Radiosity Simulator
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\thele\onedrive\documents\Biodome.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\thele\onedrive\documents\Biodome.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.02 seconds)
268 faces
222464 square feet [32034816.00 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 (0)
Build Patch/Sample Hash Table(s).....Done<0.0038 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 1/1024 48/49152 ( 0.1%)
brushes 20/8192 240/98304 ( 0.2%)
brushsides 120/65536 960/524288 ( 0.2%)
planes 58/65536 1160/1310720 ( 0.1%)
vertexes 405/65536 4860/786432 ( 0.6%)
nodes 137/65536 4384/2097152 ( 0.2%)
texinfos 22/12288 1584/884736 ( 0.2%)
texdata 10/2048 320/65536 ( 0.5%)
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 268/65536 15008/3670016 ( 0.4%)
hdr faces 268/65536 15008/3670016 ( 0.4%)
origfaces 68/65536 3808/3670016 ( 0.1%)
leaves 139/65536 4448/2097152 ( 0.2%)
leaffaces 276/65536 552/131072 ( 0.4%)
leafbrushes 45/65536 90/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1501/512000 6004/2048000 ( 0.3%)
edges 820/256000 3280/1024000 ( 0.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 23/32768 230/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 282/65536 564/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1267200/0 ( 0.0%)
HDR lightdata [variable] 1267200/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 475/393216 ( 0.1%)
LDR ambient table 139/65536 556/262144 ( 0.2%)
HDR ambient table 139/65536 556/262144 ( 0.2%)
LDR leaf ambient 89/65536 2492/1835008 ( 0.1%)
HDR leaf ambient 89/65536 2492/1835008 ( 0.1%)
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] 1/714 ( 0.1%)
pakfile [variable] 561/0 ( 0.0%)
physics [variable] 6722/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 693
Writing c:\users\thele\onedrive\documents\Biodome.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\thele\OneDrive\Documents\Biodome.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\Biodome.bsp"
 

EmKnight

L1: Registered
Jun 29, 2023
23
0
OK, so I checked the compilation file, and it said my skybox file isn't valid. I tried fixing it, but it still doesn't seem to allow it.
 

Crash

func_nerd
aa
Mar 1, 2010
3,367
5,533
To clarify, you are checking the box that says "don't run the game after compiling"? This would stop the game from automatically starting and loading up your map.

You can also manually load the game and type "map <your map name>" into the console to load it yourself, it should have still put it in the maps folder.

Your compile log is showing a leak that you should also try to fix. The skybox file one can be ignored.

You are also getting something about your onedrive folder causing some hang ups, this is possibly causing issues but it looks like it's still compiling. I'd experiment with putting the vmf in a different folder as a test.