Source SDK

Source SDK

I can't run a map.
** Executing...
** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Bedroom.vmf"

Valve Software - vbsp.exe (Feb 17 2025)
12 threads
Using shader api: shaderapiempty.dll
materialPath: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Bedroom.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 D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Bedroom.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) (2292 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 15 texinfos to 4
Reduced 2 texdatas to 2 (46 bytes to 46)
Writing D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Bedroom.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
1 second elapsed

** Executing...
** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Bedroom"

Valve Software - vvis.exe (Feb 17 2025)
12 threads
reading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Bedroom.bsp
reading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Bedroom.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 d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Bedroom.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Bedroom"

Valve Software - vrad.exe SSE (Feb 17 2025)

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

[56 texlights parsed from 'lights.rad']

Loading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Bedroom.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
38 faces
29312 square feet [4220928.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
38 patches before subdivision
2618 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 281966, max 252
transfer lists: 2.2 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<0.0005 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 69/65536 828/786432 ( 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 38/65536 2128/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 29/65536 928/2097152 ( 0.0%)
leaffaces 38/65536 76/131072 ( 0.1%)
leafbrushes 16/65536 32/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 184/512000 736/2048000 ( 0.0%)
edges 105/256000 420/1024000 ( 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 24/65536 48/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 75588/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 343/393216 ( 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] 2292/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 84
Writing d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Bedroom.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Bedroom.bsp" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\Bedroom.bsp"


** Executing...
** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" +map "Bedroom" -steam
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Showing 1-1 of 1 comments
The map itself should probably work, according to the log. Now, I haven't done any TF2 mapping after the switch to 64-bit, so I may be wrong about this, but I'm under the impression that your game parameters are incorrect. At the very end (the last paragraph), the compiler tries to launch "Team Fortress 2\hl2.exe". I don't believe that's the correct executable anymore - TF2 executables are now named "tf.exe" and "tf_win64.exe". I'd recommend looking into how to set up Hammer for TF2 correctly after the 64-bit upgrade.
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Showing 1-1 of 1 comments
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