TF2 Mapping Question / Problem

mdpenguino

L1: Registered
Jan 4, 2015
26
4
Hello! I have a problem. And to put it simply: Area Portals and LIghts don't work. I know this is a bit vague but I can give you a compile log if needed. I have checked through interlopers and there is no leaks, nor a pointfile within of Hammer.
 

mdpenguino

L1: Registered
Jan 4, 2015
26
4
** Executing...
** Command: "D:\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" "D:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_sewer_a1.vmf"

Valve Software - vbsp.exe (Feb 1 2015)
4 threads
materialPath: D:\SteamLibrary\SteamApps\common\Team Fortress 2\tf\materials
Loading D:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_sewer_a1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_sewer_a1/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/koth_sewer_a1/dev/dev_blendmeasure2_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 28 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_sewer_a1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 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) (75451 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 148 texinfos to 68
Reduced 19 texdatas to 14 (475 bytes to 367)
Writing D:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_sewer_a1.bsp
1 second elapsed

** Executing...
** Command: "D:\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" "D:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_sewer_a1"

Valve Software - vvis.exe (Feb 1 2015)
4 threads
reading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_sewer_a1.bsp
reading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_sewer_a1.prt
137 portalclusters
313 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: 34 visible clusters (0.34%)
Total clusters visible: 10067
Average clusters visible: 73
Building PAS...
Average clusters audible: 134
visdatasize:5963 compressed from 6576
writing d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_sewer_a1.bsp
0 seconds elapsed

** Executing...
** Command: "D:\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" "D:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_sewer_a1"

Valve Software - vrad.exe SSE (Feb 1 2015)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[37 texlights parsed from 'lights.rad']

Loading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_sewer_a1.bsp
Setting up ray-trace acceleration structure... Done (0.08 seconds)
1176 faces
763264 square feet [109910080.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1176 patches before subdivision
49316 patches after subdivision
sun extent from map=0.008727
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 6068616, max 459
transfer lists: 46.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(63804, 44668, 48875)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4064, 2752, 3135)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(310, 209, 232)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(27, 18, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0234 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 186/8192 2232/98304 ( 2.3%)
brushsides 1378/65536 11024/524288 ( 2.1%)
planes 764/65536 15280/1310720 ( 1.2%)
vertexes 1863/65536 22356/786432 ( 2.8%)
nodes 438/65536 14016/2097152 ( 0.7%)
texinfos 68/12288 4896/884736 ( 0.6%)
texdata 14/2048 448/65536 ( 0.7%)
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 1176/65536 65856/3670016 ( 1.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 489/65536 27384/3670016 ( 0.7%)
leaves 449/65536 14368/2097152 ( 0.7%)
leaffaces 1356/65536 2712/131072 ( 2.1%)
leafbrushes 500/65536 1000/131072 ( 0.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7530/512000 30120/2048000 ( 1.5%)
edges 4166/256000 16664/1024000 ( 1.6%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 98/32768 980/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1380/65536 2760/131072 ( 2.1%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1265156/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 5963/16777216 ( 0.0%)
entdata [variable] 14575/393216 ( 3.7%)
LDR ambient table 449/65536 1796/262144 ( 0.7%)
HDR ambient table 449/65536 1796/262144 ( 0.7%)
LDR leaf ambient 1920/65536 53760/1835008 ( 2.9%)
HDR leaf ambient 449/65536 12572/1835008 ( 0.7%)
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] 736/0 ( 0.0%)
physics [variable] 75451/4194304 ( 1.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3110
Writing d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_sewer_a1.bsp
12 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_sewer_a1.bsp" "D:\SteamLibrary\SteamApps\common\Team Fortress 2\tf\maps\koth_sewer_a1.bsp"
 

henke37

aa
Sep 23, 2011
2,075
515
That's strange, there are none of the usual errors there. Or any errors at all for the matter.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
That means the area you're blocking off with areaportals isn't sealed. You must use them so that there is no way to get from one side of an areaportal to the other without going through a world brush or another areaportal. The dev wiki explains this pretty well.