Valve Maps(Decompiled)

Discussion in 'Tutorials & Resources' started by Xi.Cynx, Mar 18, 2009.

  1. Ferb73Craft

    Ferb73Craft L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    I edited the map (plr_hightower_d) to test something, but every time I run the map, it just loads normal hightower. Anyone know how to fix this?
     
  2. Diva Dan

    aa Diva Dan hello!

    Messages:
    781
    Positive Ratings:
    1,055
    Chances are it's loading a previous version because it's unable to completely compile. This could be caused by numerous issues. Copy your compile log and put it in http://www.interlopers.net/errors/ and press alt+P in hammer to see any issues
     
    • Agree Agree x 1
  3. Ferb73Craft

    Ferb73Craft L1: Registered

    Messages:
    5
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    ** 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\josep_000\Desktop\plr_hightilt\plr_hightilt.vmf"
    Valve Software - vbsp.exe (Feb 17 2017)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\josep_000\Desktop\plr_hightilt\plr_hightilt.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Brush 5949: MAX_MAP_PLANES
    Side 5
    Texture: TOOLS/TOOLSSKYBOX

    ** 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\josep_000\Desktop\plr_hightilt\plr_hightilt"
    Valve Software - vvis.exe (Feb 17 2017)
    8 threads
    reading c:\users\josep_000\desktop\plr_hightilt\plr_hightilt.bsp
    reading c:\users\josep_000\desktop\plr_hightilt\plr_hightilt.prt
    LoadPortals: couldn't read c:\users\josep_000\desktop\plr_hightilt\plr_hightilt.prt

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\josep_000\Desktop\plr_hightilt\plr_hightilt"
    Valve Software - vrad.exe SSE (Feb 17 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\josep_000\desktop\plr_hightilt\plr_hightilt.bsp
    Setting up ray-trace acceleration structure... Done (2.57 seconds)
    11023 faces
    5 degenerate faces
    2155229 square feet [310353088.00 square inches]
    564 Displacements
    1178220 Square Feet [169663712.00 Square Inches]
    11018 patches before subdivision
    141554 patches after subdivision
    sun extent from map=0.087156
    187 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (51)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (42)
    transfers 18717201, max 1647
    transfer lists: 142.8 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(754094, 480602, 367146)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(99327, 51944, 38990)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(14569, 7312, 5668)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(2418, 1322, 1089)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(440, 297, 261)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(91, 77, 72)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(21, 22, 21)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(5, 7, 7)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(1, 2, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(0, 1, 1)
    Build Patch/Sample Hash Table(s).....Done<0.0570 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
    Writing leaf ambient...done
    Ready to Finish
    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 121/1024 5808/49152 (11.8%)
    brushes 4334/8192 52008/98304 (52.9%)
    brushsides 30829/65536 246632/524288 (47.0%)
    planes 16078/65536 321560/1310720 (24.5%)
    vertexes 22779/65536 273348/786432 (34.8%)
    nodes 4228/65536 135296/2097152 ( 6.5%)
    texinfos 4886/12288 351792/884736 (39.8%)
    texdata 139/2048 4448/65536 ( 6.8%)
    dispinfos 564/0 99264/0 ( 0.0%)
    disp_verts 15668/0 313360/0 ( 0.0%)
    disp_tris 20736/0 41472/0 ( 0.0%)
    disp_lmsamples 2354060/0 2354060/0 ( 0.0%)
    faces 11023/65536 617288/3670016 (16.8%)
    hdr faces 11023/65536 617288/3670016 (16.8%)
    origfaces 8963/65536 501928/3670016 (13.7%)
    leaves 4350/65536 139200/2097152 ( 6.6%)
    leaffaces 14469/65536 28938/131072 (22.1%)
    leafbrushes 9869/65536 19738/131072 (15.1%)
    areas 25/256 200/2048 ( 9.8%)
    surfedges 89309/512000 357236/2048000 (17.4%)
    edges 60806/256000 243224/1024000 (23.8%)
    LDR worldlights 187/8192 16456/720896 ( 2.3%)
    HDR worldlights 187/8192 16456/720896 ( 2.3%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1287/32768 12870/327680 ( 3.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 25452/65536 50904/131072 (38.8%)
    cubemapsamples 19/1024 304/16384 ( 1.9%)
    overlays 216/512 76032/180224 (42.2%)
    LDR lightdata [variable] 13735108/0 ( 0.0%)
    HDR lightdata [variable] 13735108/0 ( 0.0%)
    visdata [variable] 440809/16777216 ( 2.6%)
    entdata [variable] 286153/393216 (72.8%)
    LDR ambient table 4350/65536 17400/262144 ( 6.6%)
    HDR ambient table 4350/65536 17400/262144 ( 6.6%)
    LDR leaf ambient 17537/65536 491036/1835008 (26.8%)
    HDR leaf ambient 18532/65536 518896/1835008 (28.3%)
    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] 1/94064 ( 0.0%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/78010 ( 0.0%)
    pakfile [variable] 2115414/0 ( 0.0%)
    physics [variable] 1536356/4194304 (36.6%)
    physics terrain [variable] 90346/1048576 ( 8.6%)
    Level flags = 0
    Total triangle count: 31402
    Writing c:\users\josep_000\desktop\plr_hightilt\plr_hightilt.bsp
    1 minute, 56 seconds elapsed
    Valve Software - vrad.exe SSE (Feb 17 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\josep_000\desktop\plr_hightilt\plr_hightilt.bsp
    Setting up ray-trace acceleration structure... Done (2.54 seconds)
    11023 faces
    5 degenerate faces
    2155229 square feet [310353088.00 square inches]
    564 Displacements
    1178220 Square Feet [169663712.00 Square Inches]
    11018 patches before subdivision
    141554 patches after subdivision
    sun extent from map=0.087156
    187 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (50)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (41)
    transfers 18717201, max 1647
    transfer lists: 142.8 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(817401, 494054, 366811)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(103562, 48349, 34430)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(14419, 5992, 4346)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(2265, 953, 734)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(382, 193, 160)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(74, 47, 42)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(15, 13, 12)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(4, 4, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(1, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0570 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (8)
    Writing leaf ambient...done
    Ready to Finish
    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 121/1024 5808/49152 (11.8%)
    brushes 4334/8192 52008/98304 (52.9%)
    brushsides 30829/65536 246632/524288 (47.0%)
    planes 16078/65536 321560/1310720 (24.5%)
    vertexes 22779/65536 273348/786432 (34.8%)
    nodes 4228/65536 135296/2097152 ( 6.5%)
    texinfos 4886/12288 351792/884736 (39.8%)
    texdata 139/2048 4448/65536 ( 6.8%)
    dispinfos 564/0 99264/0 ( 0.0%)
    disp_verts 15668/0 313360/0 ( 0.0%)
    disp_tris 20736/0 41472/0 ( 0.0%)
    disp_lmsamples 2354060/0 2354060/0 ( 0.0%)
    faces 11023/65536 617288/3670016 (16.8%)
    hdr faces 11023/65536 617288/3670016 (16.8%)
    origfaces 8963/65536 501928/3670016 (13.7%)
    leaves 4350/65536 139200/2097152 ( 6.6%)
    leaffaces 14469/65536 28938/131072 (22.1%)
    leafbrushes 9869/65536 19738/131072 (15.1%)
    areas 25/256 200/2048 ( 9.8%)
    surfedges 89309/512000 357236/2048000 (17.4%)
    edges 60806/256000 243224/1024000 (23.8%)
    LDR worldlights 187/8192 16456/720896 ( 2.3%)
    HDR worldlights 187/8192 16456/720896 ( 2.3%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1287/32768 12870/327680 ( 3.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 25452/65536 50904/131072 (38.8%)
    cubemapsamples 19/1024 304/16384 ( 1.9%)
    overlays 216/512 76032/180224 (42.2%)
    LDR lightdata [variable] 13735108/0 ( 0.0%)
    HDR lightdata [variable] 13735108/0 ( 0.0%)
    visdata [variable] 440809/16777216 ( 2.6%)
    entdata [variable] 286153/393216 (72.8%)
    LDR ambient table 4350/65536 17400/262144 ( 6.6%)
    HDR ambient table 4350/65536 17400/262144 ( 6.6%)
    LDR leaf ambient 17537/65536 491036/1835008 (26.8%)
    HDR leaf ambient 18532/65536 518896/1835008 (28.3%)
    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] 1/94064 ( 0.0%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/78010 ( 0.0%)
    pakfile [variable] 2115414/0 ( 0.0%)
    physics [variable] 1536356/4194304 (36.6%)
    physics terrain [variable] 90346/1048576 ( 8.6%)
    Level flags = 0
    Total triangle count: 31402
    Writing c:\users\josep_000\desktop\plr_hightilt\plr_hightilt.bsp
    1 minute, 54 seconds elapsed
    -0.050800 -1.690353 0.000000
    0.101600 -1.690353 0.000000
    -0.101600 -1.690353 0.000000
    -0.101600 -1.370356 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    -0.050800 -1.690353 0.000000
    0.101600 -1.690353 0.000000
    -0.101600 -1.690353 0.000000
    -0.101600 -1.370356 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\josep_000\Desktop\plr_hightilt\plr_hightilt.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\plr_hightilt.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 "plr_hightilt" -steam
     
  4. Diva Dan

    aa Diva Dan hello!

    Messages:
    781
    Positive Ratings:
    1,055
  5. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

    Messages:
    772
    Positive Ratings:
    716
    Please make sure to create your own thread under the help section for things like this in the future though, as this really isn't a support thread. Thanks!

    [​IMG]
     
    • Agree Agree x 1
  6. Infomaniac

    Infomaniac L6: Sharp Member

    Messages:
    330
    Positive Ratings:
    158
    You forgot pass_district.
    EDIT : Never mind, but you misspelled it.
     
  7. corrupted bunny

    corrupted bunny L1: Registered

    Messages:
    30
    Positive Ratings:
    3
    District is typo'd.
    Also, King/koth_king is officially titled Kong King and it makes it hard to ctrl_f for it if it's just King on this post. (Source: Official Wiki, Official News)
     
  8. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

    Messages:
    772
    Positive Ratings:
    716
    Thanks for the updates, I'll fix these when I get home tonight. I didn't realize these things changed after I initially uploaded them. The feedback is greatly appreciated. :) (sorry about the typo!)


    Edit: I had some extra time now to make the changes and everything should be corrected now.
     
    • Thanks Thanks x 2
    Last edited: Sep 1, 2017
  9. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

    Messages:
    772
    Positive Ratings:
    716
    Also, are there any new maps that are missing that should be on there. I've taken another hiatus from TF2 for a bit and haven't kept up in the past 2-3 months. If so, I'll make sure to add the new maps tonight (or any map updates).
     
  10. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

    Messages:
    349
    Positive Ratings:
    344
    We're still waiting on the update, so no new maps just yet.
     
    • Agree Agree x 1
  11. Scampi

    Scampi L1: Registered

    Messages:
    47
    Positive Ratings:
    27
    When can we expect to see Mercenary Park up here? I'm dying to take a look at its guts!
     
    • Agree Agree x 3
  12. Infomaniac

    Infomaniac L6: Sharp Member

    Messages:
    330
    Positive Ratings:
    158
    I actually decompiled the map for studying the theme