Problem With Compiling

Discussion in 'Mapping Questions & Discussion' started by Chuckles the Pyro, Apr 24, 2016.

  1. Chuckles the Pyro

    Chuckles the Pyro L1: Registered

    Messages:
    8
    Positive Ratings:
    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.
     
  2. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,699
    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.
     
  3. Chuckles the Pyro

    Chuckles the Pyro L1: Registered

    Messages:
    8
    Positive Ratings:
    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.
     
  4. sooshey

    aa sooshey :3c

    Messages:
    522
    Positive Ratings:
    418
    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.
     
  5. Chuckles the Pyro

    Chuckles the Pyro L1: Registered

    Messages:
    8
    Positive Ratings:
    1
    That was exactly it, when I found a randomly placed block out in the void I slapped myself, thank you very much.