New mapper question!

PabloSanchez

L1: Registered
Sep 5, 2018
3
0
I just started mapping recently. I tried to press run map on my simple room with a single spawn point and it just launches TF2 and sits there.. my comp should be able to handle it but it seems like it doesnt start the map? Could this be because of my CFGs or something? autoexec.cfg etc?

Thanks in advance! I cant wait to start making maps :D
 

obodobear

L4: Comfortable Member
Mar 15, 2016
172
32
Could you post your compile log? Also how long did you wait on tf2 to load?
 

PabloSanchez

L1: Registered
Sep 5, 2018
3
0
Is this what you mean?



** 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\sourcesdk_content\tf\mapsrc\first_room.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
4 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\sourcesdk_content\tf\mapsrc\first_room.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room.prt...Building visibility clusters...
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) (2295 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8 texinfos to 4
Reduced 2 texdatas to 2 (41 bytes to 41)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room"

Valve Software - vvis.exe (Aug 2 2018)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room.prt
2 portalclusters
1 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: 0 visible clusters (0.00%)
Total clusters visible: 4
Average clusters visible: 2
Building PAS...
Average clusters audible: 2
visdatasize:24 compressed from 32
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room"

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

Valve Radiosity Simulator
4 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\sourcesdk_content\tf\mapsrc\first_room.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
14 faces
23893 square feet [3440640.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
14 patches before subdivision
2550 patches after subdivision
0 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 196264, max 194
transfer lists: 1.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0004 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 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 36/65536 720/1310720 ( 0.1%)
vertexes 42/65536 504/786432 ( 0.1%)
nodes 17/65536 544/2097152 ( 0.0%)
texinfos 4/12288 288/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
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 14/65536 784/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 19/65536 608/2097152 ( 0.0%)
leaffaces 14/65536 28/131072 ( 0.0%)
leafbrushes 10/65536 20/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 82/512000 328/2048000 ( 0.0%)
edges 54/256000 216/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 44624/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 24/16777216 ( 0.0%)
entdata [variable] 345/393216 ( 0.1%)
LDR ambient table 19/65536 76/262144 ( 0.0%)
HDR ambient table 19/65536 76/262144 ( 0.0%)
LDR leaf ambient 2/65536 56/1835008 ( 0.0%)
HDR leaf ambient 19/65536 532/1835008 ( 0.0%)
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] 54/0 ( 0.0%)
physics [variable] 2295/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 30
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\first_room.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "first_room" -steam
 

PabloSanchez

L1: Registered
Sep 5, 2018
3
0
I fixed it! It was because of my CFG trying to load itemtest for my custom animations. Ty for the fast help tho :D