Map will not run in TF2. Help meh.

Bya

Newbie
Joined
Jul 5, 2009
Messages
33
Reaction score
0
I've made maps before, and they all run fine.
I made this one, it has no leaks, no skyboxes, no fancy stuff.
It compiles nicely, and has no problems. TF2 will start up, but it will go to 'loading resources' and just stay there. I tried just loading TF2 normally, and using 'create server', but the same problem happened. I hit ctrl-alt-del, and it takes me to the desktop, where I get the 'hl2.exe has stopped working'. I let it 'load resources' for at least 45 minutes.
Help please.
 
Compile Log:

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_1"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity sky_camera (-1711.62 -325.71 258.06) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 263.0 8.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 263.0 256.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 263.0 504.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 775.0 256.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 1024.0 256.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 -512.0 119.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 -440.7 273.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 -736.5 273.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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 (1) (78416 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 196 texinfos to 142
Reduced 25 texdatas to 25 (561 bytes to 561)
Writing C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_1.bsp
3 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_1"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_1.bsp
reading c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_1.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_1.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_1"

Valve Software - vrad.exe SSE (May 19 2009)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_1.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.31 seconds)
2154 faces
485773 square feet [69951360.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0398 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 (18)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 25/1024 1200/49152 ( 2.4%)
brushes 199/8192 2388/98304 ( 2.4%)
brushsides 1222/65536 9776/524288 ( 1.9%)
planes 918/65536 18360/1310720 ( 1.4%)
vertexes 3451/65536 41412/786432 ( 5.3%)
nodes 1304/65536 41728/2097152 ( 2.0%)
texinfos 142/12288 10224/884736 ( 1.2%)
texdata 25/2048 800/65536 ( 1.2%)
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 2154/65536 120624/3670016 ( 3.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 794/65536 44464/3670016 ( 1.2%)
leaves 1330/65536 42560/2097152 ( 2.0%)
leaffaces 2651/65536 5302/131072 ( 4.0%)
leafbrushes 640/65536 1280/131072 ( 1.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 13672/512000 54688/2048000 ( 2.7%)
edges 7614/256000 30456/1024000 ( 3.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 255/32768 2550/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3909/65536 7818/131072 ( 6.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 3/512 1056/180224 ( 0.6%)
LDR lightdata [variable] 1641092/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 62937/393216 (16.0%)
LDR ambient table 1330/65536 5320/262144 ( 2.0%)
HDR ambient table 1330/65536 5320/262144 ( 2.0%)
LDR leaf ambient 854/65536 23912/1835008 ( 1.3%)
HDR leaf ambient 1330/65536 37240/1835008 ( 2.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 105659/0 ( 0.0%)
physics [variable] 78416/4194304 ( 1.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 6188
Writing c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_1.bsp
24 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_1.bsp" "c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf\maps\Swift_1.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf" +map "Swift_1"
 
**** leaked ****
Entity sky_camera (-1711.62 -325.71 258.06) leaked!
 
The map didn't run before that.
I just recently added that skybox, infact after my first post but before the second.
 
Regardless, that entity is causing a leak. Try removing it or moving it to an area you're 100% sure isn't in the void and try again.
 
I fixed it.
Are there any problems with my compile log, otherwise?
 
I fixed the leak. The problem remains; I can't play my map.
 
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity sky_camera (-1711.62 -325.71 258.06) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 263.0 8.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 263.0 256.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 263.0 504.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 775.0 256.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 1024.0 256.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 -512.0 114.3)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 -440.7 268.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 -736.5 268.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (82078 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 222 texinfos to 167
Reduced 26 texdatas to 26 (589 bytes to 589)
Writing C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.bsp
3 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.bsp
reading c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2"

Valve Software - vrad.exe SSE (May 19 2009)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.33 seconds)
2214 faces
478965 square feet [68971072.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0385 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (14)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 27/1024 1296/49152 ( 2.6%)
brushes 207/8192 2484/98304 ( 2.5%)
brushsides 1286/65536 10288/524288 ( 2.0%)
planes 1026/65536 20520/1310720 ( 1.6%)
vertexes 3639/65536 43668/786432 ( 5.6%)
nodes 1346/65536 43072/2097152 ( 2.1%)
texinfos 167/12288 12024/884736 ( 1.4%)
texdata 26/2048 832/65536 ( 1.3%)
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 2214/65536 123984/3670016 ( 3.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 823/65536 46088/3670016 ( 1.3%)
leaves 1374/65536 43968/2097152 ( 2.1%)
leaffaces 2752/65536 5504/131072 ( 4.2%)
leafbrushes 667/65536 1334/131072 ( 1.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 14032/512000 56128/2048000 ( 2.7%)
edges 7776/256000 31104/1024000 ( 3.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 249/32768 2490/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3840/65536 7680/131072 ( 5.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 3/512 1056/180224 ( 0.6%)
LDR lightdata [variable] 1632312/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 76112/393216 (19.4%)
LDR ambient table 1374/65536 5496/262144 ( 2.1%)
HDR ambient table 1374/65536 5496/262144 ( 2.1%)
LDR leaf ambient 874/65536 24472/1835008 ( 1.3%)
HDR leaf ambient 1374/65536 38472/1835008 ( 2.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 105659/0 ( 0.0%)
physics [variable] 82078/4194304 ( 2.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 6312
Writing c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.bsp
19 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.bsp" "c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf\maps\Swift_2.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf" +map "Swift_2"


I tried saving to a different file, and recompiling.
Same problem
Anybody want to bother to help?
 
I fixed the leak this time, the problem persists.


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.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 (1) (80406 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 219 texinfos to 165
Reduced 26 texdatas to 26 (589 bytes to 589)
Writing C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.bsp
3 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.bsp
reading c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.prt
1 portalclusters
0 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2"

Valve Software - vrad.exe SSE (May 19 2009)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.bsp
Setting up ray-trace acceleration structure... Done (0.33 seconds)
2083 faces
357830 square feet [51527656.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2083 patches before subdivision
35331 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25)
transfers 2761130, max 466
transfer lists: 21.1 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<0.0454 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (11)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 27/1024 1296/49152 ( 2.6%)
brushes 202/8192 2424/98304 ( 2.5%)
brushsides 1281/65536 10248/524288 ( 2.0%)
planes 1052/65536 21040/1310720 ( 1.6%)
vertexes 3456/65536 41472/786432 ( 5.3%)
nodes 1273/65536 40736/2097152 ( 1.9%)
texinfos 165/12288 11880/884736 ( 1.3%)
texdata 26/2048 832/65536 ( 1.3%)
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 2083/65536 116648/3670016 ( 3.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 791/65536 44296/3670016 ( 1.2%)
leaves 1301/65536 41632/2097152 ( 2.0%)
leaffaces 2535/65536 5070/131072 ( 3.9%)
leafbrushes 693/65536 1386/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 13280/512000 53120/2048000 ( 2.6%)
edges 7365/256000 29460/1024000 ( 2.9%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 251/32768 2510/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3813/65536 7626/131072 ( 5.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 3/512 1056/180224 ( 0.6%)
LDR lightdata [variable] 1152020/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 88109/393216 (22.4%)
LDR ambient table 1301/65536 5204/262144 ( 2.0%)
HDR ambient table 1301/65536 5204/262144 ( 2.0%)
LDR leaf ambient 771/65536 21588/1835008 ( 1.2%)
HDR leaf ambient 1301/65536 36428/1835008 ( 2.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 105659/0 ( 0.0%)
physics [variable] 80406/4194304 ( 1.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 5950
Writing c:\program files (x86)\steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.bsp
45 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\shlnespark\sourcesdk_content\tf\mapsrc\Swift_2.bsp" "c:\program files (x86)\steam\steamapps\shlnespark\team fortress 2\tf\maps\Swift_2.bsp"
 
can't be arsed to read all - why don't you upload your map so we can find the bug - or whatever it is
 
what the hell? how do you expect us to fix a bsp file?
 
wow, your ground is a func_detail. no wonder why your map has leaks. you can't use special brushes to close your map, nor something transparent (like water). your brushes are extremely thin. maybe you should check example maps provided in sdk before mapping again.
 
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