When I get too close to an object in Hammer it disappears.

GamertheNoobz

L1: Registered
Jul 23, 2018
3
0
Hello, as the title says, whenever I edit my maps in hammer editor and I get too close to the props they just disappear. I don't know what could cause this, it is a fairly new map and just has 2 stair props and a few brushes. I have compiled it once with cordon bounds enabled. here is the last compile log.
** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\Map Saves\Split\split.vmf"

Valve Software - vbsp.exe (Jun 21 2018)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\Map Saves\Split\split.vmf
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\Map Saves\Split\split.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (4080 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 15 texinfos to 10
Reduced 4 texdatas to 4 (66 bytes to 66)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\Map Saves\Split\split.bsp
Wrote ZIP buffer, estimated size 105865, actual size 105651
0 seconds elapsed

** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\Map Saves\Split\split"

Valve Software - vvis.exe (Jun 21 2018)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\map saves\split\split.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\map saves\split\split.prt
48 portalclusters
109 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 (0)
Optimized: 3 visible clusters (0.14%)
Total clusters visible: 2199
Average clusters visible: 45
Building PAS...
Average clusters audible: 48
visdatasize:964 compressed from 768
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\map saves\split\split.bsp
0 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\Map Saves\Split\split"

Valve Software - vrad.exe SSE (Jun 21 2018)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\map saves\split\split.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
188 faces
372202 square feet [53597184.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
188 patches before subdivision
10148 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 105689, max 173
transfer lists: 0.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0049 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 10/8192 120/98304 ( 0.1%)
brushsides 61/65536 488/524288 ( 0.1%)
planes 196/65536 3920/1310720 ( 0.3%)
vertexes 247/65536 2964/786432 ( 0.4%)
nodes 127/65536 4064/2097152 ( 0.2%)
texinfos 10/12288 720/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 188/65536 10528/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 20/65536 1120/3670016 ( 0.0%)
leaves 129/65536 4128/2097152 ( 0.2%)
leaffaces 220/65536 440/131072 ( 0.3%)
leafbrushes 126/65536 252/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 892/512000 3568/2048000 ( 0.2%)
edges 465/256000 1860/1024000 ( 0.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 9/32768 90/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 108/65536 216/131072 ( 0.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 228900/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 964/16777216 ( 0.0%)
entdata [variable] 366/393216 ( 0.1%)
LDR ambient table 129/65536 516/262144 ( 0.2%)
HDR ambient table 129/65536 516/262144 ( 0.2%)
LDR leaf ambient 48/65536 1344/1835008 ( 0.1%)
HDR leaf ambient 129/65536 3612/1835008 ( 0.2%)
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] 1/292 ( 0.3%)
pakfile [variable] 105651/0 ( 0.0%)
physics [variable] 4080/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 436
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\map saves\split\split.bsp
4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\Map Saves\Split\split.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\split.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 -w1600 -900 -novid +map "split" -steam

Thank you for any help you can provide.
 

Tango

Sauce Copter Enthusiast
Jul 10, 2017
198
241
Are you using any custom content for hammer?
 

GamertheNoobz

L1: Registered
Jul 23, 2018
3
0
I am using ABS Resource Pack. I have used it for a while now and it just started when I booted up Hammer this morning.
 

Tango

Sauce Copter Enthusiast
Jul 10, 2017
198
241
Save your work, Delete hammer. Then open steam goto library, right click on properties > Local files Verify integrity of game files. This will reinstall hammer for you. And hopefully rid this problem.