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:
    831
    Positive Ratings:
    1,367
    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:
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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:
    831
    Positive Ratings:
    1,367
  5. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

    Messages:
    772
    Positive Ratings:
    723
    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:
    341
    Positive Ratings:
    168
    You forgot pass_district.
    EDIT : Never mind, but you misspelled it.
     
  7. candygore

    candygore L1: Registered

    Messages:
    37
    Positive Ratings:
    5
    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:
    723
    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:
    723
    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:
    388
    Positive Ratings:
    402
    We're still waiting on the update, so no new maps just yet.
     
    • Agree Agree x 1
  11. Scampi

    Scampi L2: Junior Member

    Messages:
    77
    Positive Ratings:
    57
    When can we expect to see Mercenary Park up here? I'm dying to take a look at its guts!
     
    • Agree Agree x 4
  12. Infomaniac

    Infomaniac L6: Sharp Member

    Messages:
    341
    Positive Ratings:
    168
    I actually decompiled the map for studying the theme
     
  13. Coolchou Zhao

    Coolchou Zhao L1: Registered

    Messages:
    35
    Positive Ratings:
    3
    hi, can you do highertower? I wanna to use it in sfm but i need to fix the hdr
     
  14. Tumbolisu

    aa Tumbolisu  I ⌄ I 

    Messages:
    937
    Positive Ratings:
    905
    Highertower isn't a Valve map.
    You can decompile maps yourself by using software called BSPSource. As most maps are compressed, you will also need to decompress it first. Decompression is as easy as compression, and it's documented in this thread:
    https://tf2maps.net/threads/repacking-your-maps.24822/
     
  15. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,841
    Positive Ratings:
    4,765
    Since I tell people that my VMFs are open but they're not actually anywhere, feel free to put these in the main thread instead. These are to look at and that, but please don't re-release them with modifications or otherwise.

    Mossrock VMF
    Suijin VMF
     
    • Thanks Thanks x 17
  16. Harritron

    Harritron L2: Junior Member

    Messages:
    77
    Positive Ratings:
    31
    Jungle Inferno Maps Please?
     
    • Agree Agree x 1
  17. Yem

    Yem L1: Registered

    Messages:
    4
    Positive Ratings:
    1
    Does anyone have specifically the koth_product.vmf map? The pro version of Viaduct?
     
  18. Crash

    aa Crash func_nerd

    Messages:
    3,148
    Positive Ratings:
    4,746
    This is only for officially added maps, it's not really our place to distribute other mappers' work. I'd suggest seeking them out directly.
     
    • Like Like x 1
  19. Not Big Surprise

    Not Big Surprise L1: Registered

    Messages:
    16
    Positive Ratings:
    2
    I have a question about the logic. Where (or how if there's no known where) can I find it?
     
  20. Tumbolisu

    aa Tumbolisu  I ⌄ I 

    Messages:
    937
    Positive Ratings:
    905
    Use the "Entity Report" to find the logic entities.

    upload_2018-3-2_21-32-9.png
    upload_2018-3-2_21-33-25.png

    Double-click on an item in the list and the camera will jump there.
     
    • Thanks Thanks x 1