First things first, i am really new to hammer. The map with which this problem accured is my first one.
First everything was fine, but after i did the displacements, tf2 opened an older version of my map after the compiling. Probably it was because of a non-quad displacement. After i changed all my displacements to normal brushes, the compilelog still tells me there is an non-quad displacement and tf2 is still opening an older version of the map after the compiling.
The ID of the brush which should be the non-quad diplacement according to the compilelog does not even exist. I did the compiling with normal BSP, fast VIS and fast RAD.
This is my compilelog:
I really hope someone could help me out.
First everything was fine, but after i did the displacements, tf2 opened an older version of my map after the compiling. Probably it was because of a non-quad displacement. After i changed all my displacements to normal brushes, the compilelog still tells me there is an non-quad displacement and tf2 is still opening an older version of the map after the compiling.
The ID of the brush which should be the non-quad diplacement according to the compilelog does not even exist. I did the compiling with normal BSP, fast VIS and fast RAD.
This is my compilelog:
Code:
** 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\koth_parana_a1.vmf"
Valve Software - vbsp.exe (Jan 19 2016)
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\koth_parana_a1.vmf
Trying to create a non-quad displacement! (entity 0, brush 567)
** 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" -fast "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1"
Valve Software - vvis.exe (Jan 19 2016)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1.prt
** 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" -noextra "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1"
Valve Software - vrad.exe SSE (Jan 19 2016)
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\koth_parana_a1.bsp
Setting up ray-trace acceleration structure... Done (1.22 seconds)
5267 faces
4674735 square feet [673161920.00 square inches]
11 Displacements
10257 Square Feet [1477141.13 Square Inches]
5267 patches before subdivision
338819 patches after subdivision
sun extent from map=0.087156
44 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (26)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (105)
transfers 140558996, max 2408
transfer lists: 1072.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(7299549, 1954236, 472742)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2089242, 197325, 33801)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(768691, 23396, 3395)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(260961, 2561, 411)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(98522, 325, 56)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(35928, 37, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(13802, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(5259, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(2059, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(808, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(322, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(129, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(52, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(21, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1943 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 (8)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 20/1024 960/49152 ( 2.0%)
brushes 751/8192 9012/98304 ( 9.2%)
brushsides 4824/65536 38592/524288 ( 7.4%)
planes 1210/65536 24200/1310720 ( 1.8%)
vertexes 6905/65536 82860/786432 (10.5%)
nodes 1975/65536 63200/2097152 ( 3.0%)
texinfos 381/12288 27432/884736 ( 3.1%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 11/0 1936/0 ( 0.0%)
disp_verts 891/0 17820/0 ( 0.0%)
disp_tris 1408/0 2816/0 ( 0.0%)
disp_lmsamples 26832/0 26832/0 ( 0.0%)
faces 5267/65536 294952/3670016 ( 8.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1834/65536 102704/3670016 ( 2.8%)
leaves 1996/65536 63872/2097152 ( 3.0%)
leaffaces 6963/65536 13926/131072 (10.6%)
leafbrushes 2282/65536 4564/131072 ( 3.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 30955/512000 123820/2048000 ( 6.0%)
edges 17227/256000 68908/1024000 ( 6.7%)
LDR worldlights 44/8192 3872/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 364/32768 3640/327680 ( 1.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5877/65536 11754/131072 ( 9.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 8057000/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 174005/16777216 ( 1.0%)
entdata [variable] 32972/393216 ( 8.4%)
LDR ambient table 1996/65536 7984/262144 ( 3.0%)
HDR ambient table 1996/65536 7984/262144 ( 3.0%)
LDR leaf ambient 13072/65536 366016/1835008 (19.9%)
HDR leaf ambient 1996/65536 55888/1835008 ( 3.0%)
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] 1/4742 ( 0.0%)
pakfile [variable] 106203/0 ( 0.0%)
physics [variable] 274601/4194304 ( 6.5%)
physics terrain [variable] 2139/1048576 ( 0.2%)
Level flags = 0
Total triangle count: 13226
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1.bsp
2 minutes, 36 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\koth_parana_a1.bsp"
I really hope someone could help me out.