tf2 wont open the map

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temanator

L1: Registered
Jan 26, 2021
13
0
when i compile my map either in hammer or compilepal, when tf2 loads, it doesnt open my map. instead it just opens tf2 and thats all. and im sitting there, in the main menu. the main reason i trying to solve it is that probably because of it i think compilepal's nav process doesn't work. since to do nav process compilepal needs to open my map and generate it through a command. and since my tf2 doesnt open it, if i close tf2 the compilepal just crashes, or loads (i think) infinetly if i open the map myself.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
88
Compile the map again and see what's being reported into console if the map fails to load automatically. Could be that the map file isn't being copied into the game's folder or, if compiling in Expert mode, the command for loading the map in-game isn't properly configured.
 

temanator

L1: Registered
Jan 26, 2021
13
0
ok, heres a compilepal log:


Starting a 'Publish - HDR' compile.
Starting compilation of koth_vaultfree_a1
Setting up ray-trace acceleration structure... Valve Software - vbsp.exe (Jun 18 2021)
4 threads
MSG_FILEWRITE - Filesystem was asked to write to 'E:\koth_vaultfree_a1.log', but we don't own that location. Allowing.
materialPath: E:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading E:\koth_vaultfree_a1.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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\koth_vaultfree_a1.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) (244435 bytes)
Error! To use model "models/kwvance/props/oven.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/kwvance/props/oven.mdl"!
Error! To use model "models/kwvance/props/toilet.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/kwvance/props/toilet.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1194 texinfos to 540
Reduced 20 texdatas to 17 (486 bytes to 415)
Writing E:\koth_vaultfree_a1.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'E:\koth_vaultfree_a1.bsp', but we don't own that location. Allowing.
Wrote ZIP buffer, estimated size 509, actual size 429
2 seconds elapsed
Valve Software - vvis.exe (Jun 18 2021)
MSG_FILEWRITE - Filesystem was asked to write to 'e:\koth_vaultfree_a1.log', but we don't own that location. Allowing.
4 threads
reading e:\koth_vaultfree_a1.bsp
reading e:\koth_vaultfree_a1.prt
541 portalclusters
1307 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 (1)
Optimized: 461 visible clusters (0.82%)
Total clusters visible: 56056
Average clusters visible: 103
Building PAS...
Average clusters audible: 323
visdatasize:55831 compressed from 77904
writing e:\koth_vaultfree_a1.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'e:\koth_vaultfree_a1.bsp', but we don't own that location. Allowing.
1 second elapsed
Valve Software - vrad.exe SSE (Jun 18 2021)

Valve Radiosity Simulator
4 threads
MSG_FILEWRITE - Filesystem was asked to write to 'e:\koth_vaultfree_a1.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading e:\koth_vaultfree_a1.bsp
Setting up ray-trace acceleration structure... Done (11.49 seconds)
3054 faces
4 degenerate faces
214653 square feet [30910108.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3050 patches before subdivision
46646 patches after subdivision
168 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 5272517, max 618
transfer lists: 40.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(367805, 445245, 343992)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(95609, 111709, 85989)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(25201, 29035, 22340)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(6575, 7444, 5723)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1719, 1946, 1499)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(455, 511, 395)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(120, 136, 105)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(32, 36, 28)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(9, 10, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0314 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 (2)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (4)

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 28/1024 1344/49152 ( 2.7%)
brushes 665/8192 7980/98304 ( 8.1%)
brushsides 5012/65536 40096/524288 ( 7.6%)
planes 4176/65536 83520/1310720 ( 6.4%)
vertexes 6154/65536 73848/786432 ( 9.4%)
nodes 1810/65536 57920/2097152 ( 2.8%)
texinfos 540/12288 38880/884736 ( 4.4%)
texdata 17/2048 544/65536 ( 0.8%)
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 3054/65536 171024/3670016 ( 4.7%)
hdr faces 3054/65536 171024/3670016 ( 4.7%)
origfaces 1368/65536 76608/3670016 ( 2.1%)
leaves 1839/65536 58848/2097152 ( 2.8%)
leaffaces 3560/65536 7120/131072 ( 5.4%)
leafbrushes 2913/65536 5826/131072 ( 4.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 20280/512000 81120/2048000 ( 4.0%)
edges 11483/256000 45932/1024000 ( 4.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 168/8192 14784/720896 ( 2.1%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 465/32768 4650/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6525/65536 13050/131072 (10.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 1197232/0 ( 0.0%)
visdata [variable] 55831/16777216 ( 0.3%)
entdata [variable] 84187/393216 (21.4%)
LDR ambient table 1839/65536 7356/262144 ( 2.8%)
HDR ambient table 1839/65536 7356/262144 ( 2.8%)
LDR leaf ambient 1839/65536 51492/1835008 ( 2.8%)
HDR leaf ambient 6333/65536 177324/1835008 ( 9.7%)
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] 1/30230 ( 0.0%)
pakfile [variable] 1862553/0 ( 0.0%)
physics [variable] 244435/4194304 ( 5.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 2

Total triangle count: 8710
Writing e:\koth_vaultfree_a1.bsp
28 seconds elapsed
CompilePal - Nav Generator
Generating...



after that, it either crashes when i close tf2 or just doesn't nothing (i think)
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
88
Error! To use model "models/kwvance/props/oven.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/kwvance/props/oven.mdl"!
Error! To use model "models/kwvance/props/toilet.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/kwvance/props/toilet.mdl"!
You've got models that should be used with prop_dynamic instead, and a model that doesn't even exit. However, I doubt that's the problem since, as you say, loading the map manually works. Please check whether the console reports something if it fails to load the map automatically.
 

temanator

L1: Registered
Jan 26, 2021
13
0
i checked console reports and theres nothing that can interupt the map opening or is not stated in map's compile log. any more ideas why this happens or how to fix this?
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
88
i checked console reports and theres nothing that can interupt the map opening or is not stated in map's compile log. any more ideas why this happens or how to fix this?
Then it could be the other cause which is Hammer-related; make sure that both "Copy file" and "$game_exe" commands are checked, with their respective parameters being:

Code:
Copy file: $path\$file.bsp $bspdir\$file.bsp
$game_exe: -dev -console -allowdebug -game $gamedir +map $file