Source SDK

Source SDK

Hammer loads old version of map during compile
I have Boojum Snarks TF2 resource pack installed for Hammer, and I recently launched the Hammer within Half Life 2's bin to make a Half Life 2 map. Now my map in TF2 wont load properly, and when it does its and old version. Also, the compile either takes forever(during vvis), or takes forever and never finishes compiling and eventually crashes. Could me using the Hammer in HL2s bin to make a map effect the Hammer in TF2s bin? (with the resource pack installed.)

Compile log for ♥♥♥♥♥ n giggles.


** 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:\Users\James\Documents\Hammer Maps\Alleywalker\alleywalker.vmf"

Valve Software - vbsp.exe (May 21 2020)
6 threads
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\James\Documents\Hammer Maps\Alleywalker\alleywalker.log', but we don't own that location. Allowing.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\James\Documents\Hammer Maps\Alleywalker\alleywalker.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/alleywalker/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/alleywalker/concrete/blendstreetfloor_og001_wvt_patch
Patching WVT material: maps/alleywalker/brick/blendcobbletocobblesnow001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-256.00 268.00 48.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sh_starry_sky*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sh_starry_sky*.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) (473779 bytes)
Static prop models/props_soho/door003.mdl outside the map (-488.00, 288.00, 64.00)
Unable to load vertex data "models/props_maritime/bre_window.vvd"


** 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:\Users\James\Documents\Hammer Maps\Alleywalker\alleywalker"

Valve Software - vvis.exe (May 21 2020)
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\james\documents\hammer maps\alleywalker\alleywalker.log', but we don't own that location. Allowing.
6 threads
reading c:\users\james\documents\hammer maps\alleywalker\alleywalker.bsp
reading c:\users\james\documents\hammer maps\alleywalker\alleywalker.prt
LoadPortals: couldn't read c:\users\james\documents\hammer maps\alleywalker\alleywalker.prt


** 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:\Users\James\Documents\Hammer Maps\Alleywalker\alleywalker"

Valve Software - vrad.exe SSE (May 21 2020)

Valve Radiosity Simulator
6 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\james\documents\hammer maps\alleywalker\alleywalker.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\james\documents\hammer maps\alleywalker\alleywalker.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.94 seconds)
11652 faces
5 degenerate faces
3589459 square feet [516882144.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
Build Patch/Sample Hash Table(s).....Done<0.0352 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 (9)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 1254/8192 15048/98304 (15.3%)
brushsides 9177/65536 73416/524288 (14.0%)
planes 4838/65536 96760/1310720 ( 7.4%)
vertexes 15495/65536 185940/786432 (23.6%)
nodes 6794/65536 217408/2097152 (10.4%)
texinfos 1893/12288 136296/884736 (15.4%)
texdata 80/2048 2560/65536 ( 3.9%)
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 11652/65536 652512/3670016 (17.8%)
hdr faces 11652/65536 652512/3670016 (17.8%)
origfaces 4568/65536 255808/3670016 ( 7.0%)
leaves 6796/65536 217472/2097152 (10.4%)
leaffaces 13067/65536 26134/131072 (19.9%)
leafbrushes 3981/65536 7962/131072 ( 6.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 72563/512000 290252/2048000 (14.2%)
edges 40047/256000 160188/1024000 (15.6%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 4/8192 352/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 940/32768 9400/327680 ( 2.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14517/65536 29034/131072 (22.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 56/512 19712/180224 (10.9%)
LDR lightdata [variable] 5678276/0 ( 0.0%)
HDR lightdata [variable] 5678276/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 13071/393216 ( 3.3%)
LDR ambient table 6796/65536 27184/262144 (10.4%)
HDR ambient table 6796/65536 27184/262144 (10.4%)
LDR leaf ambient 6353/65536 177884/1835008 ( 9.7%)
HDR leaf ambient 6353/65536 177884/1835008 ( 9.7%)
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] 1/60746 ( 0.0%)
pakfile [variable] 83134/0 ( 0.0%)
physics [variable] 473890/4194304 (11.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 30778
Writing c:\users\james\documents\hammer maps\alleywalker\alleywalker.bsp
16 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\James\Documents\Hammer Maps\Alleywalker\alleywalker.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\alleywalker.bsp"
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CS_ Nov 3, 2020 @ 5:49pm 
Originally posted by ratmilk, thieving rodent:
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-256.00 268.00 48.00) leaked!

You have a leak. Leaks will cause the compile process to fail. Seal the leak by loading the pointfile and tracing it to where it enters the void.
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