Trials with Trains

Discussion in 'Mapping Questions & Discussion' started by Arceus, Jul 22, 2017.

  1. Arceus

    Arceus The equine creator everyone takes for granted.

    Messages:
    43
    Positive Ratings:
    6
    I followed this tutorial for inserting trains, found here, word for word.
    Here are my issues currently:
    • The train does not render. A force "pushes" the player, but the model is not visible. The train model used is urban_subwaycar.mdl . There are multiple train cars, each are the same model. Could this be due to the NoDraw not being rendered?
    • As mentioned above, the player is "pushed" along the track, but the train does not kill the player or cause damage. I have the ABS pack installed, so the damage mode is set to Train and the amount is 9999.
    • No sounds play. The train does not play its ambient sound (wheels moving, etc.) neither does the warning bell sound play. Both sounds are custom .wav files I created via Audacity, moved to the ambient sound folder for TF2. During testing, the console says that the sounds are not found or on the disk, even though they are placed in the tf\sound\vo\ambient directory.

    Please help diagnose what is happening here.
    Pictures, specifications, etc. provided upon request.

    Thank you.

    Below is the compile log.

    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:\Users\Arceusa\Documents\Hammer Autosaves\cp_terminal_001.vmf_autosave"
    
    Valve Software - vbsp.exe (Jun 14 2017)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Arceusa\Documents\Hammer Autosaves\cp_terminal_001.vmf_autosave
    Brush 4583, Side 4: duplicate plane
    Patching WVT material: maps/cp_terminal_001/dev/dev_blendmeasure2_wvt_patch
    Patching WVT material: maps/cp_terminal_001/brick/blendcobbletocobblesnow001_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 366 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Arceusa\Documents\Hammer Autosaves\cp_terminal_001.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_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...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (1) (377927 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 619 texinfos to 349
    Reduced 19 texdatas to 17 (456 bytes to 401)
    Writing C:\Users\Arceusa\Documents\Hammer Autosaves\cp_terminal_001.bsp
    Wrote ZIP buffer, estimated size 1042, actual size 828
    1 second elapsed
      13.780170 3.625153 0.000000
      13.780170 0.438848 0.000000
      13.780170 3.509040 0.000000
      13.001991 3.625151 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    
    ** 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:\Users\Arceusa\Documents\Hammer Autosaves\cp_terminal_001"
    
    Valve Software - vvis.exe (Jun 14 2017)
    8 threads
    reading c:\users\arceusa\documents\hammer autosaves\cp_terminal_001.bsp
    reading c:\users\arceusa\documents\hammer autosaves\cp_terminal_001.prt
    1235 portalclusters
    3862 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 (663)
    Optimized: 12931 visible clusters (1.86%)
    Total clusters visible: 694596
    Average clusters visible: 562
    Building PAS...
    Average clusters audible: 1213
    visdatasize:376984  compressed from 395200
    writing c:\users\arceusa\documents\hammer autosaves\cp_terminal_001.bsp
    11 minutes, 3 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:\Users\Arceusa\Documents\Hammer Autosaves\cp_terminal_001"
    
    Valve Software - vrad.exe SSE (Jun 14 2017)
    
          Valve Radiosity Simulator    
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading c:\users\arceusa\documents\hammer autosaves\cp_terminal_001.bsp
    Setting up ray-trace acceleration structure... Done (1.08 seconds)
    6121 faces
    10 degenerate faces
    3929905 square feet [565906304.00 square inches]
    1 Displacements
    90622 Square Feet [13049601.00 Square Inches]
    6111 patches before subdivision
    zero area child patch
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    zero area child patch
    zero area child patch
    187091 patches after subdivision
    sun extent from map=0.000000
    29 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (15)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (31)
    transfers 34242078, max 1540
    transfer lists: 261.2 megs
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    Build Patch/Sample Hash Table(s).....Done<0.0551 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (5)
    FinalLightFace Done
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    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
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    Level flags = 0
    
    Total triangle count: 19079
    Writing c:\users\arceusa\documents\hammer autosaves\cp_terminal_001.bsp
    1 minute, 4 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Arceusa\Documents\Hammer Autosaves\cp_terminal_001.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_terminal_001.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" -windowed -noborder -w 1920 -h 1200 -novid +map "cp_terminal_001" -steam
     
  2. ics

    aa ics http://ics-base.net

    Messages:
    696
    Positive Ratings:
    422
    Press and hold alt and press p for error dialog. If it looks fine, then fault is somewhere in the tutorial itself if you have triple checked everything. Also, you are using power of 4 displacements. They consume more memory and might cause crashes. I suggest you turn them to power of 3.
     
  3. Arceus

    Arceus The equine creator everyone takes for granted.

    Messages:
    43
    Positive Ratings:
    6
    I used the Problem Checker already.
    Currently turning my displacements into power 3.

    Maybe the tutorial is lacking...?
     
  4. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    337
    There is this error in the compile log:

    Perhaps your compile is failing because of that and you arent actually making any changes to your map? Go to the coordinates and see if there is a brush that might be invalid or a big displacement. Delete them and compile to see if the error is gone
     
  5. Arceus

    Arceus The equine creator everyone takes for granted.

    Messages:
    43
    Positive Ratings:
    6
    I did go to those co-ordinates, earlier.
    It takes me to the middle of a solid brush used as a floor.
    Interestingly, this is also where the map's origin axis (in the 3D view) are located.
    I have tried replacing the floor brush, but the same error is reported.

    Using cordon tools, I discovered the issue only arose if the ceiling was also included in the render.
    Since my ceiling was curved, I assumed this must have been the culprit.
    Since then the ceiling has been replaced with a polygonal arch- not hollowed or carved in any way.
    The triangles error still persists, nonetheless.
     
  6. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    337
    Are you saying you are using carve....? by the gods, don't. Carve is the work of Satan and every use can curse your map to compile improperly.

    Anyway, if the map copiles properly despite the error, and you do see cahnges in-game then I guess it's fine but in my experiences it messes up everything until I can figure out what the offending thing is with cordon.
     
    • Funny Funny x 1
  7. Arceus

    Arceus The equine creator everyone takes for granted.

    Messages:
    43
    Positive Ratings:
    6
    I was laying out ground work and had used Carve.
    Then I realized that it was probably causing the triangles error, so I deleted my Carve, and reconstructed using an arch brush.
    The cordon tools made it seem like the error was due to the ceiling, but there is nothing further I can do.
     
  8. Arceus

    Arceus The equine creator everyone takes for granted.

    Messages:
    43
    Positive Ratings:
    6
    Not sure why my text is struckthrough, but alright then.