My Maps Make a bsp But Dont Work in Game

Discussion in 'Mapping Questions & Discussion' started by Phased OuT, Aug 11, 2018.

  1. Phased OuT

    Phased OuT L1: Registered

    Messages:
    3
    Positive Ratings:
    0
    I've been mapping for 5 months now, so I have a basic understanding of what I'm supposed to do, but I've never came across an problem this confusing. I have a decently sized map right now near completion, and I didn't exactly compile it to test in game in a while, so I thought, "Hmmmm, Maybe I should compile this to check it out." So I compile it in Normal settings and go into the game, and it loads my last compile before the one I recently did. So I get confused and go to some forums to figure it out and one said to delete the .BSP for my map then try to compile again. It failed and said something like, "failed to locate and open arena_hotel.bsp." I eventually figure how to fix this by removing invalid brushes. I compile again in expert HDR Full Compile and it says, "

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\bin\vbsp.exe"
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\maps\custom_mapsc:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotelC:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf-game" "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel"

    Valve Software - vbsp.exe (Aug 2 2018)
    Warning: falling back to auto detection of vproject directory.
    Command line: "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\bin\vbsp.exe" "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\maps\custom_mapsc:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotelC:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf-game" "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel"


    usage : vbsp [options...] mapfile
    example: vbsp -onlyents c:\hl2\hl2\maps\test

    Common options (use -v to see all options):

    -v (or -verbose): Turn on verbose output (also shows more command
    line options).

    -onlyents : This option causes vbsp only import the entities from the .vmf
    file. -onlyents won't reimport brush models.
    -onlyprops : Only update the static props and detail props.
    -glview : Writes .gl files in the current directory that can be viewed
    with glview.exe. If you use -tmpout, it will write the files
    into the \tmp folder.
    -nodetail : Get rid of all detail geometry. The geometry left over is
    what affects visibility.
    -nowater : Get rid of water brushes.
    -low : Run as an idle-priority process.
    -embed <directory> : Use <directory> as an additional search path for assets
    and embed all assets in this directory into the compiled
    map

    -vproject <directory> : Override the VPROJECT environment variable.
    -game <directory> : Same as -vproject.


    ** 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:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel"

    Valve Software - vvis.exe (Aug 2 2018)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel.prt
    166 portalclusters
    413 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: 37 visible clusters (0.19%)
    Total clusters visible: 19617
    Average clusters visible: 118
    Building PAS...
    Average clusters audible: 165
    visdatasize:8360 compressed from 7968
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel.bsp
    0 seconds elapsed

    ** 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:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel"

    Valve Software - vrad.exe SSE (Jul 18 2018)

    Valve Radiosity Simulator
    8 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\custom_maps\arena_hotel\arena_hotel.bsp
    Setting up ray-trace acceleration structure... Done (0.16 seconds)
    541 faces
    268052 square feet [38599560.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    541 patches before subdivision
    22249 patches after subdivision
    sun extent from map=0.017452
    4 direct lights ," and i when i get into the game it still brings me back to the original version.
    What is the way fix to this?
     
  2. Phased OuT

    Phased OuT L1: Registered

    Messages:
    3
    Positive Ratings:
    0
    Here is the normal compile:


    ** 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:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel.vmf"

    Valve Software - vbsp.exe (Aug 2 2018)
    8 threads
    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\custom_maps\arena_hotel\arena_hotel.vmf
    Patching WVT material: maps/arena_hotel/nature/blendconcretetograss001_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 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 20 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel.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) (176904 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 158 texinfos to 97
    Reduced 55 texdatas to 54 (1319 bytes to 1288)
    Writing C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel.bsp
    Wrote ZIP buffer, estimated size 106460, actual size 106112
    1 second 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:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel"

    Valve Software - vvis.exe (Aug 2 2018)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel.prt
    166 portalclusters
    413 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: 37 visible clusters (0.19%)
    Total clusters visible: 19617
    Average clusters visible: 118
    Building PAS...
    Average clusters audible: 165
    visdatasize:8360 compressed from 7968
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel.bsp
    0 seconds elapsed

    ** 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:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel"

    Valve Software - vrad.exe SSE (Jul 18 2018)

    Valve Radiosity Simulator
    8 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\custom_maps\arena_hotel\arena_hotel.bsp
    Setting up ray-trace acceleration structure... Done (0.17 seconds)
    541 faces
    268052 square feet [38599560.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    541 patches before subdivision
    22249 patches after subdivision
    sun extent from map=0.017452
    4 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 2358235, max 417
    transfer lists: 18.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(18492, 16116, 14923)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(2218, 1769, 1479)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(337, 272, 221)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(63, 52, 41)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(14, 12, 9)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(3, 3, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(1, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0091 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 (3)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 586/8192 7032/98304 ( 7.2%)
    brushsides 3561/65536 28488/524288 ( 5.4%)
    planes 412/65536 8240/1310720 ( 0.6%)
    vertexes 994/65536 11928/786432 ( 1.5%)
    nodes 354/65536 11328/2097152 ( 0.5%)
    texinfos 97/12288 6984/884736 ( 0.8%)
    texdata 54/2048 1728/65536 ( 2.6%)
    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 541/65536 30296/3670016 ( 0.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 310/65536 17360/3670016 ( 0.5%)
    leaves 356/65536 11392/2097152 ( 0.5%)
    leaffaces 692/65536 1384/131072 ( 1.1%)
    leafbrushes 1096/65536 2192/131072 ( 1.7%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 3816/512000 15264/2048000 ( 0.7%)
    edges 2537/256000 10148/1024000 ( 1.0%)
    LDR worldlights 4/8192 352/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 65/32768 650/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1257/65536 2514/131072 ( 1.9%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 799980/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 8360/16777216 ( 0.0%)
    entdata [variable] 1096/393216 ( 0.3%)
    LDR ambient table 356/65536 1424/262144 ( 0.5%)
    HDR ambient table 356/65536 1424/262144 ( 0.5%)
    LDR leaf ambient 1873/65536 52444/1835008 ( 2.9%)
    HDR leaf ambient 356/65536 9968/1835008 ( 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] 1/12 ( 8.3%)
    pakfile [variable] 106112/0 ( 0.0%)
    physics [variable] 176904/4194304 ( 4.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 1516
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel.bsp
    10 seconds elapsed
    Valve Software - vrad.exe SSE (Jul 18 2018)

    Valve Radiosity Simulator
    8 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\custom_maps\arena_hotel\arena_hotel.bsp
    Setting up ray-trace acceleration structure... Done (0.17 seconds)
    541 faces
    268052 square feet [38599560.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    541 patches before subdivision
    22249 patches after subdivision
    sun extent from map=0.017452
    4 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 2358235, max 417
    transfer lists: 18.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(18492, 16116, 14923)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(2218, 1769, 1479)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(337, 272, 221)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(63, 52, 41)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(14, 12, 9)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(3, 3, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(1, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0090 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 (3)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 586/8192 7032/98304 ( 7.2%)
    brushsides 3561/65536 28488/524288 ( 5.4%)
    planes 412/65536 8240/1310720 ( 0.6%)
    vertexes 994/65536 11928/786432 ( 1.5%)
    nodes 354/65536 11328/2097152 ( 0.5%)
    texinfos 97/12288 6984/884736 ( 0.8%)
    texdata 54/2048 1728/65536 ( 2.6%)
    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 541/65536 30296/3670016 ( 0.8%)
    hdr faces 541/65536 30296/3670016 ( 0.8%)
    origfaces 310/65536 17360/3670016 ( 0.5%)
    leaves 356/65536 11392/2097152 ( 0.5%)
    leaffaces 692/65536 1384/131072 ( 1.1%)
    leafbrushes 1096/65536 2192/131072 ( 1.7%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 3816/512000 15264/2048000 ( 0.7%)
    edges 2537/256000 10148/1024000 ( 1.0%)
    LDR worldlights 4/8192 352/720896 ( 0.0%)
    HDR worldlights 4/8192 352/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 65/32768 650/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1257/65536 2514/131072 ( 1.9%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 799980/0 ( 0.0%)
    HDR lightdata [variable] 799980/0 ( 0.0%)
    visdata [variable] 8360/16777216 ( 0.0%)
    entdata [variable] 1096/393216 ( 0.3%)
    LDR ambient table 356/65536 1424/262144 ( 0.5%)
    HDR ambient table 356/65536 1424/262144 ( 0.5%)
    LDR leaf ambient 1873/65536 52444/1835008 ( 2.9%)
    HDR leaf ambient 1873/65536 52444/1835008 ( 2.9%)
    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] 106112/0 ( 0.0%)
    physics [variable] 176904/4194304 ( 4.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 1516
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel.bsp
    9 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel\arena_hotel.bsp" "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\maps\custom_maps\arena_hotel.bsp"
     
  3. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    996
    Positive Ratings:
    530
    You may have messed up some of the settings within your expert compile's options. What have you modified from the default options?
     
  4. Phased OuT

    Phased OuT L1: Registered

    Messages:
    3
    Positive Ratings:
    0
    I have this upload_2018-8-11_20-27-40.png
     

    Attached Files: