Team Fortress 2
Hammer++ not compiling
"LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\my_first_room.prt"

What is happening here and can you help me with this? Please? I'm begging you (haven't been able to make TF2 map for 4 months since I started to want to map).
< >
Showing 1-5 of 5 comments
Spartykins Jul 2, 2024 @ 3:58pm 
any leaks in the map?
CorollaGaming Jul 2, 2024 @ 4:13pm 
Not sure. I am 99% sure I put a brush on top of the little room I made as a test.
CorollaGaming Jul 2, 2024 @ 4:16pm 
Got this

-------------------------------------------------------------------------------
Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\x64"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command:

"C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\x64\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\my_first_room"
-------------------------------------------------------------------------------

Valve Software - vbsp.exe (Apr 22 2024)
8 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\tf\maps\my_first_room.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\tf\maps\my_first_room.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) (2346 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8 texinfos to 4
Reduced 2 texdatas to 2 (39 bytes to 39)
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\my_first_room.bsp
Wrote ZIP buffer, estimated size 105897, actual size 105683
0 seconds elapsed

-------------------------------------------------------------------------------
Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\x64"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command:

"C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\x64\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\my_first_room"
-------------------------------------------------------------------------------

Valve Software - vvis.exe (Apr 22 2024)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\my_first_room.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\my_first_room.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\tf\maps\my_first_room.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\x64"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command:

"C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\x64\vrad.exe" -both -final -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\my_first_room"
-------------------------------------------------------------------------------

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

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\tf\maps\my_first_room.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
16 faces
21902 square feet [3153920.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
2032 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 202008, max 228
transfer lists: 1.5 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 39/65536 468/786432 ( 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] 52960/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 345/393216 ( 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] 105683/0 ( 0.0%)
physics [variable] 2346/4194304 ( 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\tf\maps\my_first_room.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Apr 22 2024)

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\tf\maps\my_first_room.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
16 faces
21902 square feet [3153920.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
2032 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 202008, max 228
transfer lists: 1.5 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 39/65536 468/786432 ( 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 16/65536 896/3670016 ( 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] 52960/0 ( 0.0%)
HDR lightdata [variable] 52960/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 345/393216 ( 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 4/65536 112/1835008 ( 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] 105683/0 ( 0.0%)
physics [variable] 2346/4194304 ( 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\tf\maps\my_first_room.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command:

"C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe" -dev -console -allowdebug -hijack -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "my_first_room"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Command failed with return code 0x1! Verify if the exe or script exists at that location.

Please screenshot the WHOLE window when showing this compile log
Or upload the .log file generated beside your VMF
-------------------------------------------------------------------------------
CorollaGaming Jul 2, 2024 @ 4:16pm 
Still failed
CorollaGaming Jul 2, 2024 @ 4:17pm 
The problem was that a giant block was covering the player spawn
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Jul 2, 2024 @ 3:54pm
Posts: 5