Valve Maps (Decompiled)

Ferb73Craft

L1: Registered
Dec 16, 2016
5
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?
 

Diva Dan

hello!
aa
Mar 20, 2016
1,024
1,951
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?

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
 

Ferb73Craft

L1: Registered
Dec 16, 2016
5
0
** 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
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
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!

fXfug3B.png
 

Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
You forgot pass_district.
EDIT : Never mind, but you misspelled it.
 

sugarblood

L1: Registered
Jun 5, 2014
37
13
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)
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
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.
 
Last edited:

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
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).
 

Scampi

L4: Comfortable Member
Feb 8, 2017
186
151
When can we expect to see Mercenary Park up here? I'm dying to take a look at its guts!
 

Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
When can we expect to see Mercenary Park up here? I'm dying to take a look at its guts!
I actually decompiled the map for studying the theme
 

Tumby

aa
May 12, 2013
1,084
1,192
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/
To unpack a map, simply omit the -compress from the command.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
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
 
Last edited:

Yem

L1: Registered
Jan 16, 2018
4
1
Does anyone have specifically the koth_product.vmf map? The pro version of Viaduct?
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Does anyone have specifically the koth_product.vmf map? The pro version of Viaduct?
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.