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Have you tried to click up the properties of the entity and click on the tab "Flags" and make sure that it should start?
Sometimes it's default to start silent, since they think you might want to trigger it with something else.
Keep in touch!
I do only have one abitient_genaric in my map and it's set to triggered so that one is suppose to start silent, but the sound won't play when i press the button that triggers a open door and the sound to play. The rest in my map is env_soundscapes and thoose do not have the flag option enable, there is no flags in soundscapes for me and possibly for others too.
** 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:\HammerAutosave\TF2_map_003_002_001_004.vmf_autosave"
Valve Software - vbsp.exe (Sep 9 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\HammerAutosave\TF2_map_003_002_001_004.vmf_autosave
Patching WVT material: maps/tf2_map_003_002_001_004/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/tf2_map_003_002_001_004/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/tf2_map_003_002_001_004/winter/blendgrasstograss001_wvt_patch
Patching WVT material: maps/tf2_map_003_002_001_004/nature/blendrockgroundwallforest_reducedetail_wvt_patch
Patching WVT material: maps/tf2_map_003_002_001_004/cp_mountainlab/nature/groundtograss001_nodetail_wvt_patch
Patching WVT material: maps/tf2_map_003_002_001_004/winter/blendgrasstograss002_wvt_patch
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 (1)
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:\HammerAutosave\TF2_map_003_002_001_004.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_night_01 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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (1874689 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 2611 texinfos to 1537
Reduced 97 texdatas to 77 (3049 bytes to 2331)
Writing C:\HammerAutosave\TF2_map_003_002_001_004.bsp
8 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:\HammerAutosave\TF2_map_003_002_001_004"
Valve Software - vvis.exe (Sep 9 2014)
4 threads
reading c:\hammerautosave\TF2_map_003_002_001_004.bsp
reading c:\hammerautosave\TF2_map_003_002_001_004.prt
3429 portalclusters
11882 numportals
LoadPortals: reading portal 8100
** 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:\HammerAutosave\TF2_map_003_002_001_004"
Valve Software - vrad.exe SSE (Sep 9 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\hammerautosave\TF2_map_003_002_001_004.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.60 seconds)
9369 faces
16 degenerate faces
2032981 square feet [292749312.00 square inches]
24 Displacements
19264 Square Feet [2774058.25 Square Inches]
sun extent from map=0.000000
142 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (50)
Build Patch/Sample Hash Table(s).....Done<0.0548 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 (9)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 67/1024 3216/49152 ( 6.5%)
brushes 1315/8192 15780/98304 (16.1%)
brushsides 10270/65536 82160/524288 (15.7%)
planes 8648/65536 172960/1310720 (13.2%)
vertexes 14324/65536 171888/786432 (21.9%)
nodes 5968/65536 190976/2097152 ( 9.1%)
texinfos 1537/12288 110664/884736 (12.5%)
texdata 77/2048 2464/65536 ( 3.8%)
dispinfos 24/0 4224/0 ( 0.0%)
disp_verts 6936/0 138720/0 ( 0.0%)
disp_tris 12288/0 24576/0 ( 0.0%)
disp_lmsamples 53473/0 53473/0 ( 0.0%)
faces 9369/65536 524664/3670016 (14.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4428/65536 247968/3670016 ( 6.8%)
leaves 6036/65536 193152/2097152 ( 9.2%)
leaffaces 12251/65536 24502/131072 (18.7%)
leafbrushes 3707/65536 7414/131072 ( 5.7%)
areas 15/256 120/2048 ( 5.9%)
surfedges 62122/512000 248488/2048000 (12.1%)
edges 34147/256000 136588/1024000 (13.3%)
LDR worldlights 142/8192 12496/720896 ( 1.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 658/32768 6580/327680 ( 2.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11076/65536 22152/131072 (16.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10700400/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 153442/393216 (39.0%)
LDR ambient table 6036/65536 24144/262144 ( 9.2%)
HDR ambient table 6036/65536 24144/262144 ( 9.2%)
LDR leaf ambient 23546/65536 659288/1835008 (35.9%)
HDR leaf ambient 6036/65536 169008/1835008 ( 9.2%)
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] 1/44802 ( 0.0%)
pakfile [variable] 6994/0 ( 0.0%)
physics [variable] 1874689/4194304 (44.7%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 25728
Writing c:\hammerautosave\TF2_map_003_002_001_004.bsp
1 minute, 10 seconds elapsed
Valve Software - vrad.exe SSE (Sep 9 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\hammerautosave\TF2_map_003_002_001_004.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.62 seconds)
9369 faces
16 degenerate faces
2032981 square feet [292749312.00 square inches]
24 Displacements
19264 Square Feet [2774058.25 Square Inches]
sun extent from map=0.000000
142 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (51)
Build Patch/Sample Hash Table(s).....Done<0.0620 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (9)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 67/1024 3216/49152 ( 6.5%)
brushes 1315/8192 15780/98304 (16.1%)
brushsides 10270/65536 82160/524288 (15.7%)
planes 8648/65536 172960/1310720 (13.2%)
vertexes 14324/65536 171888/786432 (21.9%)
nodes 5968/65536 190976/2097152 ( 9.1%)
texinfos 1537/12288 110664/884736 (12.5%)
texdata 77/2048 2464/65536 ( 3.8%)
dispinfos 24/0 4224/0 ( 0.0%)
disp_verts 6936/0 138720/0 ( 0.0%)
disp_tris 12288/0 24576/0 ( 0.0%)
disp_lmsamples 53473/0 53473/0 ( 0.0%)
faces 9369/65536 524664/3670016 (14.3%)
hdr faces 9369/65536 524664/3670016 (14.3%)
origfaces 4428/65536 247968/3670016 ( 6.8%)
leaves 6036/65536 193152/2097152 ( 9.2%)
leaffaces 12251/65536 24502/131072 (18.7%)
leafbrushes 3707/65536 7414/131072 ( 5.7%)
areas 15/256 120/2048 ( 5.9%)
surfedges 62122/512000 248488/2048000 (12.1%)
edges 34147/256000 136588/1024000 (13.3%)
LDR worldlights 142/8192 12496/720896 ( 1.7%)
HDR worldlights 142/8192 12496/720896 ( 1.7%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 658/32768 6580/327680 ( 2.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11076/65536 22152/131072 (16.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10700400/0 ( 0.0%)
HDR lightdata [variable] 10700400/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 153442/393216 (39.0%)
LDR ambient table 6036/65536 24144/262144 ( 9.2%)
HDR ambient table 6036/65536 24144/262144 ( 9.2%)
LDR leaf ambient 23546/65536 659288/1835008 (35.9%)
HDR leaf ambient 23546/65536 659288/1835008 (35.9%)
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] 1/44802 ( 0.0%)
pakfile [variable] 6994/0 ( 0.0%)
physics [variable] 1874689/4194304 (44.7%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 25728
Writing c:\hammerautosave\TF2_map_003_002_001_004.bsp
1 minute, 10 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\HammerAutosave\TF2_map_003_002_001_004.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\TF2_map_003_002_001_004.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 "TF2_map_003_002_001_004" -steam
Ambient_Generic
------------------------
- Sound Name has a space in it
- Sound Name has a capital letter
- Custom Sound is in the root sound directory
- Sound radius too low to hear it
- Sound too quiet to hear
Env_Soundscape
------------------------
- Soundscape starts enabled (soundscapes MUST start disabled)
- Soundscape has no LOS of player
- If the soundscape is to be triggered, use an env_soundscape_triggerable
- Don't use an env_soundscape with the same soundscape more than once, use an env_soundscape_proxy for any others
Also, ingame try the snd_rebuildaudiocache and snd_updateaudiocache commands. If it still doesnt work I would recommend taking all your custom assets and their folder and packing them in a .vpk file then placing in your tf folder
("C:/Program Files (x86)/Steam/SteamApps/common/Team Fortress 2/tf")
EDIT: Don't worry about the vvis error, if you werent sure,
vvis handles what to render and when
vrad handles radiosity lighting
vbsp handles about everything (sound included)
The error is most likely in your game than Hammer