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Arceus

The equine creator everyone takes for granted.
Apr 19, 2016
42
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
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
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
0 of 0 (0% of) surface lights went in leaf ambient cubes.
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 
------------       ---------------  ---------------  -------- 
models                   5/1024          240/49152    ( 0.5%) 
brushes                975/8192        11700/98304    (11.9%) 
brushsides           10044/65536       80352/524288   (15.3%) 
planes                7826/65536      156520/1310720  (11.9%) 
vertexes              9043/65536      108516/786432   (13.8%) 
nodes                 2881/65536       92192/2097152  ( 4.4%) 
texinfos               349/12288       25128/884736   ( 2.8%) 
texdata                 17/2048          544/65536    ( 0.8%) 
dispinfos                1/0             176/0        ( 0.0%) 
disp_verts             289/0            5780/0        ( 0.0%) 
disp_tris              512/0            1024/0        ( 0.0%) 
disp_lmsamples       55098/0           55098/0        ( 0.0%) 
faces                 6121/65536      342776/3670016  ( 9.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             2771/65536      155176/3670016  ( 4.2%) 
leaves                2887/65536       92384/2097152  ( 4.4%) 
leaffaces             7568/65536       15136/131072   (11.5%) 
leafbrushes           2744/65536        5488/131072   ( 4.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            42145/512000     168580/2048000  ( 8.2%) 
edges                23851/256000      95404/1024000  ( 9.3%) 
LDR worldlights         29/8192         2552/720896   ( 0.4%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           1040/32768       10400/327680   ( 3.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         17439/65536       34878/131072   (26.6%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     5671788/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      376984/16777216 ( 2.2%) 
entdata               [variable]       22214/393216   ( 5.6%) 
LDR ambient table     2887/65536       11548/262144   ( 4.4%) 
HDR ambient table     2887/65536       11548/262144   ( 4.4%) 
LDR leaf ambient     15009/65536      420252/1835008  (22.9%) 
HDR leaf ambient      2887/65536       80836/1835008  ( 4.4%) 
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]           1/24612    ( 0.0%) 
pakfile               [variable]         828/0        ( 0.0%) 
physics               [variable]      377927/4194304  ( 9.0%) 
physics terrain       [variable]           0/1048576  ( 0.0%) 

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
 

ics

http://ics-base.net
aa
Jun 17, 2010
816
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.
 

Arceus

The equine creator everyone takes for granted.
Apr 19, 2016
42
I used the Problem Checker already.
Currently turning my displacements into power 3.

Maybe the tutorial is lacking...?
 
Mar 23, 2013
1,015
There is this error in the compile log:

1 second elapsed
13.780170 3.625153 0.000000
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make_triangles:calc_triangle_representation: Cannot convert

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
 

Arceus

The equine creator everyone takes for granted.
Apr 19, 2016
42
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.
 
Mar 23, 2013
1,015
not hollowed or carved in any way.

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.
 

Arceus

The equine creator everyone takes for granted.
Apr 19, 2016
42
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.