Source SDK

Source SDK

Hex Oct 30, 2016 @ 5:51am
TF2 Hammer Map Won't Load *FIXED*
I made a map for Team Fortress 2 in the Hammer Editor, but a few problems cropped up that I can't surpass.

Problem 1: When loading TF2 from the Hammer Editor, it takes me to the menu just fine -- except the menu is from the Tough Break update. Oh, and I believe it must have softlocked because I couldn't move my mouse.

Problem 2: When I tried loading the map via command console in the (updated) game--
"map_testme"
The command console would flash up a little message (that I can't remember ver batim) basically saying it had no idea what map I was referring to. I did this again in GMod and still nothing happened.

So, here's the log; I'm hoping that if there is some sort of error, it's in the log.



materialPath: C:\Program Files (x86)\Steam\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\testme.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\testme.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) (2556 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 22 texinfos to 8
Reduced 5 texdatas to 5 (105 bytes to 105)
Writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\testme.bsp
Wrote ZIP buffer, estimated size 105869, actual size 105655
1 second elapsed



2 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\testme.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\testme.prt
4 portalclusters
4 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\testme.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\testme.bsp
22 faces
21783 square feet [3136887.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
22 patches before subdivision
2154 patches after subdivision
0 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 218207, max 254
transfer lists: 1.7 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0016 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 52/65536 416/524288 ( 0.1%)
planes 82/65536 1640/1310720 ( 0.1%)
vertexes 53/65536 636/786432 ( 0.1%)
nodes 26/65536 832/2097152 ( 0.0%)
texinfos 8/12288 576/884736 ( 0.1%)
texdata 5/2048 160/65536 ( 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 22/65536 1232/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 28/65536 896/2097152 ( 0.0%)
leaffaces 22/65536 44/131072 ( 0.0%)
leafbrushes 19/65536 38/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 125/512000 500/2048000 ( 0.0%)
edges 77/256000 308/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2/32768 20/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 27/65536 54/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 89896/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 449/393216 ( 0.1%)
LDR ambient table 28/65536 112/262144 ( 0.0%)
HDR ambient table 28/65536 112/262144 ( 0.0%)
LDR leaf ambient 4/65536 112/1835008 ( 0.0%)
HDR leaf ambient 28/65536 784/1835008 ( 0.0%)
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] 105655/0 ( 0.0%)
physics [variable] 2556/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 57
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\testme.bsp
0 seconds elapsed


Any clue what's keeping me from loading my map?

@Everyone -- If you happen to read this, I figured the whole .bsp was the cause of my problems. I can't respond because of stupid Steam Guard stuff. Thanks for the sentiment.
Last edited by Hex; Nov 3, 2016 @ 4:13pm
< >
Showing 1-15 of 15 comments
Moltard Oct 30, 2016 @ 6:02am 
The console command is
map insert_map_name

When you compile, check the "Dont launch game after compile"
Launch it manually, and type the command in console.

You can even keep the game open, recompile the map, and type again map map_name
Reading your log seems the bsp is not copied to your map folder. Check the hammer option settings, or, just to test if works, copy manually the bsp from (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\testme.bsp to maps folder.
Moltard Oct 30, 2016 @ 11:49am 
just saw your @Moltard at the bottom of your post.

the problem is the bsp is not in "Steam/SteamApps/common/Team Fortress 2/tf2/maps" but
c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\testme.bsp

so do like AlcyToronto said.

one question, do you use Source SDK, or hammer.exe in the bin folder of team fortress 2 ?

Please post an answer, dont edit your post, as it doesnt notify us
any help i can get with this
** 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\PL_matford BETA.vmf"

Valve Software - vbsp.exe (Jan 4 2023)
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\PL_matford BETA.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\PL_matford BETA.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
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) (3341 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 11 texinfos to 4
Reduced 3 texdatas to 3 (88 bytes to 88)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\PL_matford BETA.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
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\PL_matford BETA"

Valve Software - vvis.exe (Jan 4 2023)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\PL_matford BETA.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\PL_matford BETA.prt
4 portalclusters
4 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: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\PL_matford BETA.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
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\PL_matford BETA"

Valve Software - vrad.exe SSE (Jan 4 2023)

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\PL_matford BETA.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
30 faces
30264 square feet [4358144.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
30 patches before subdivision
3298 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 348740, max 240
transfer lists: 2.7 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<0.0010 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 9/8192 108/98304 ( 0.1%)
brushsides 54/65536 432/524288 ( 0.1%)
planes 46/65536 920/1310720 ( 0.1%)
vertexes 64/65536 768/786432 ( 0.1%)
nodes 27/65536 864/2097152 ( 0.0%)
texinfos 4/12288 288/884736 ( 0.0%)
texdata 3/2048 96/65536 ( 0.1%)
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 30/65536 1680/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9/65536 504/3670016 ( 0.0%)
leaves 29/65536 928/2097152 ( 0.0%)
leaffaces 30/65536 60/131072 ( 0.0%)
leafbrushes 20/65536 40/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 166/512000 664/2048000 ( 0.0%)
edges 102/256000 408/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 73968/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 359/393216 ( 0.1%)
LDR ambient table 29/65536 116/262144 ( 0.0%)
HDR ambient table 29/65536 116/262144 ( 0.0%)
LDR leaf ambient 4/65536 112/1835008 ( 0.0%)
HDR leaf ambient 29/65536 812/1835008 ( 0.0%)
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] 54/0 ( 0.0%)
physics [variable] 3341/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 70
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\PL_matford BETA.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\PL_matford BETA.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\PL_matford BETA.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 "PL_matford BETA" -steam



@Moltard HELP!!!
Last edited by TheBloxxer #UnMuteF2P.Tf2; Jan 2, 2024 @ 11:38pm
Infinite_Data Jan 3, 2024 @ 8:55am 
Originally posted by The sentry:
any help i can get with this
For starters, you could stop putting spaces in file names.
i did not i just ctrl+c then ctrl+ved it here
Moltard Jan 5, 2024 @ 2:11pm 
Damn 7 years old post :winter2019surprisedyul:

regarding your problem, the bsp doesnt compile properly ?

"ZIP Output overshot buffer estimate: Estimated 0, actual 54"
I have never seen this error, no idea what can cause it

Other than that, the compilation just seems to be fine ?
Infinite_Data Jan 5, 2024 @ 5:11pm 
Originally posted by Moltard:
Damn 7 years old post :winter2019surprisedyul:

regarding your problem, the bsp doesnt compile properly ?

"ZIP Output overshot buffer estimate: Estimated 0, actual 54"
I have never seen this error, no idea what can cause it

Other than that, the compilation just seems to be fine ?
Yes, the log shows no compilation issues. The zip thing doesn't matter, it happens sometimes. The issue is almost certainly the fact that the file name has a space in it. I don't know why people do that, it's just asking for trouble.
Moltard Jan 6, 2024 @ 10:14am 
@the sentry,

rename the vmf "PL_matford BETA.vmf" change it to "PL_matford_BETA.vmf"
@moltard

Thanks but for some reson now its in garrys mod and i cant change it back any way to fix that?
Fixed :/
Clippy May 3, 2024 @ 4:00pm 
I need help with this pls

** 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\bin\first_map.vmf"

Valve Software - vbsp.exe (Apr 22 2024)
16 threads
Using shader api: shaderapiempty.dll
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\first_map.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\first_map.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
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) (2282 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 14 texinfos to 4
Reduced 2 texdatas to 2 (33 bytes to 33)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\first_map.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
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\bin\first_map"

Valve Software - vvis.exe (Apr 22 2024)
16 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\first_map.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\first_map.prt
4 portalclusters
4 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: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\first_map.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
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\bin\first_map"

Valve Software - vrad.exe SSE (Apr 22 2024)

Valve Radiosity Simulator
16 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\bin\first_map.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
16 faces
23893 square feet [3440640.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
3056 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 322816, max 233
transfer lists: 2.5 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<0.0003 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 40/65536 800/1310720 ( 0.1%)
vertexes 43/65536 516/786432 ( 0.1%)
nodes 27/65536 864/2097152 ( 0.0%)
texinfos 4/12288 288/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
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 16/65536 896/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 29/65536 928/2097152 ( 0.0%)
leaffaces 16/65536 32/131072 ( 0.0%)
leafbrushes 16/65536 32/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 88/512000 352/2048000 ( 0.0%)
edges 57/256000 228/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 57600/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 338/393216 ( 0.1%)
LDR ambient table 29/65536 116/262144 ( 0.0%)
HDR ambient table 29/65536 116/262144 ( 0.0%)
LDR leaf ambient 4/65536 112/1835008 ( 0.0%)
HDR leaf ambient 29/65536 812/1835008 ( 0.0%)
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] 54/0 ( 0.0%)
physics [variable] 2282/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 32
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\first_map.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\first_map.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\first_map.bsp"
Clippy May 3, 2024 @ 4:01pm 
TF2 won't load when i click run.
check if the "run when compiled" is ticked. plus im not the best any ways @Clippy #Save TF2
Clippy May 4, 2024 @ 8:03am 
How would I do that?
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