Problem With Compiling

Chuckles the Pyro

L1: Registered
Apr 17, 2016
8
1
So im fairly new to making maps and completely new to this website so please be patient with me, whenever I hit 'run map' in the Hammer tool it will load up TF2 but not my map and keeps me in the loading screen, im able to use the menu and all that but my map doesn't load (like with a test map I did yesturday) so I have no idea whats wrong and I had the compiler checked and it didnt have anything strange in it


** 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_newton.vmf"

Valve Software - vbsp.exe (Mar 2 2016)
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\sourcesdk_content\tf\mapsrc\koth_newton.vmf
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_newton.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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) (30466 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 111 texinfos to 43
Reduced 5 texdatas to 5 (100 bytes to 100)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_newton.bsp
Wrote ZIP buffer, estimated size 105889, actual size 105675
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\koth_newton"

Valve Software - vvis.exe (Mar 2 2016)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_newton.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_newton.prt
44 portalclusters
90 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: 1 visible clusters (0.08%)
Total clusters visible: 1303
Average clusters visible: 29
Building PAS...
Average clusters audible: 44
visdatasize:896 compressed from 704
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_newton.bsp
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\koth_newton"

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 c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_newton.bsp
Setting up ray-trace acceleration structure... Done (0.02 seconds)
210 faces
57662 square feet [8303457.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
210 patches before subdivision
5090 patches after subdivision
sun extent from map=0.008727
2 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 365923, max 265
transfer lists: 2.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(34730, 13035, 7652)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(5919, 1064, 206)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1110, 83, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(248, 8, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(64, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(20, 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(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0010 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 2/1024 96/49152 ( 0.2%)
brushes 87/8192 1044/98304 ( 1.1%)
brushsides 679/65536 5432/524288 ( 1.0%)
planes 436/65536 8720/1310720 ( 0.7%)
vertexes 415/65536 4980/786432 ( 0.6%)
nodes 135/65536 4320/2097152 ( 0.2%)
texinfos 43/12288 3096/884736 ( 0.3%)
texdata 5/2048 160/65536 ( 0.2%)
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 210/65536 11760/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 132/65536 7392/3670016 ( 0.2%)
leaves 138/65536 4416/2097152 ( 0.2%)
leaffaces 254/65536 508/131072 ( 0.4%)
leafbrushes 210/65536 420/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1517/512000 6068/2048000 ( 0.3%)
edges 938/256000 3752/1024000 ( 0.4%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 12/32768 120/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 162/65536 324/131072 ( 0.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 107144/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 896/16777216 ( 0.0%)
entdata [variable] 3496/393216 ( 0.9%)
LDR ambient table 138/65536 552/262144 ( 0.2%)
HDR ambient table 138/65536 552/262144 ( 0.2%)
LDR leaf ambient 599/65536 16772/1835008 ( 0.9%)
HDR leaf ambient 138/65536 3864/1835008 ( 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] 1/12 ( 8.3%)
pakfile [variable] 105675/0 ( 0.0%)
physics [variable] 30466/4194304 ( 0.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 570
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_newton.bsp
0 seconds elapsed

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


Any help would be nice, thank you.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
Instead of launching the game from the compiler, try just compiling, then closing hammer, and launching Team Fortress 2 manually via a shortcut or your steam library. To not have the compiler launch the game right after it is done, check this box in the compile window:

Screenshot (84).png


I've found launching the game from the compiler to cause problems, so I always launch it manually.
 

Chuckles the Pyro

L1: Registered
Apr 17, 2016
8
1
I've tried launching the map through the console and it gave me this message

Connection to game coordinator established.
tf_server_identity_account_id not set; not logging into registered account
Host_EndGame: Map coordinate extents are too large!!
Check for errors!

Received 3627097 bytes item schema version 057035F7 direct data; update is queued.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
Host_EndGame: Map coordinate extents are too large!!
I know this means there's something outside the hammer grid boundaries. If there doesn't appear to be anything out there, try using alt+p to check for errors like invalid solids. Maybe even restart hammer or load the last working autosave. Sometimes brushes just become wonky for no reason.