My map wont update after a compile...help?

Discussion in 'Mapping Questions & Discussion' started by TheCreepAcrossTheStreet, Jun 19, 2016.

  1. TheCreepAcrossTheStreet

    TheCreepAcrossTheStreet L1: Registered

    Messages:
    22
    Positive Ratings:
    1
    I've tried everything I can think of, but when I compile and run my map, it doesn't update to the version where I fixed a few errors, like clipping errors. I've moved the map away from 0, 0, and I selected everything and hit "U"(which makes everything visible) I also restarted hammer, which did nothing. Here's the compile window:



    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.vmf"

    Valve Software - vbsp.exe (Mar 2 2016)
    8 threads
    materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.vmf
    Error: displacement found on a(n) func_detail entity - not supported (entity 37, brush 0)


    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1"

    Valve Software - vvis.exe (Mar 2 2016)
    8 threads
    reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.bsp
    reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.prt
    LoadPortals: couldn't read d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.prt


    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1"

    Valve Software - vrad.exe SSE (Mar 2 2016)

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

    [56 texlights parsed from 'lights.rad']

    Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.bsp
    Setting up ray-trace acceleration structure... Done (0.08 seconds)
    476 faces
    364898 square feet [52545372.00 square inches]
    12 Displacements
    24731 Square Feet [3561343.75 Square Inches]
    476 patches before subdivision
    15726 patches after subdivision
    sun extent from map=0.087156
    16 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 771628, max 317
    transfer lists: 5.9 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(64346, 17457, 15698)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(11696, 758, 685)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(2492, 54, 50)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(555, 3, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(128, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(30, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(7, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0035 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 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 9/1024 432/49152 ( 0.9%)
    brushes 62/8192 744/98304 ( 0.8%)
    brushsides 477/65536 3816/524288 ( 0.7%)
    planes 460/65536 9200/1310720 ( 0.7%)
    vertexes 778/65536 9336/786432 ( 1.2%)
    nodes 302/65536 9664/2097152 ( 0.5%)
    texinfos 58/12288 4176/884736 ( 0.5%)
    texdata 8/2048 256/65536 ( 0.4%)
    dispinfos 12/0 2112/0 ( 0.0%)
    disp_verts 3468/0 69360/0 ( 0.0%)
    disp_tris 6144/0 12288/0 ( 0.0%)
    disp_lmsamples 70616/0 70616/0 ( 0.0%)
    faces 476/65536 26656/3670016 ( 0.7%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 237/65536 13272/3670016 ( 0.4%)
    leaves 312/65536 9984/2097152 ( 0.5%)
    leaffaces 514/65536 1028/131072 ( 0.8%)
    leafbrushes 160/65536 320/131072 ( 0.2%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 3239/512000 12956/2048000 ( 0.6%)
    edges 1754/256000 7016/1024000 ( 0.7%)
    LDR worldlights 16/8192 1408/720896 ( 0.2%)
    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 903/65536 1806/131072 ( 1.4%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 569824/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 3935/16777216 ( 0.0%)
    entdata [variable] 9099/393216 ( 2.3%)
    LDR ambient table 312/65536 1248/262144 ( 0.5%)
    HDR ambient table 312/65536 1248/262144 ( 0.5%)
    LDR leaf ambient 1422/65536 39816/1835008 ( 2.2%)
    HDR leaf ambient 312/65536 8736/1835008 ( 0.5%)
    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] 1/364 ( 0.3%)
    pakfile [variable] 54/0 ( 0.0%)
    physics [variable] 713617/4194304 (17.0%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 1318
    Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    2 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_basset_v1.bsp"


    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" +sv_lan 1 +map "cp_basset_v1" -steam
     
  2. zahndah

    aa zahndah professional letter

    Messages:
    715
    Positive Ratings:
    618
    a displacement in your map is a func_detail entity, revert it to a world brush and you should be good to go (revert it with ctrl+shift+w). That error causes your Vbsp to completely fail compiling, so the actual map doesnt compile. Therefore vvis and vrad compile for the last working version, as the current one is completely broken as far as hammer is concerned.

    in future you can easily check for errors like these by putting your compile log into http://www.interlopers.net/errors/
     
  3. TheCreepAcrossTheStreet

    TheCreepAcrossTheStreet L1: Registered

    Messages:
    22
    Positive Ratings:
    1
    Oh, sorry thanks though!