(wow back from the dead)
So I'm remaking jump_onit and I've run into a major problem...I can't add any more jumps! I have been remaking the jumps by pasting them in from jump_onit_a4 and redoing them on a 128x128 grid, and when I got to jump 9 I was able to put the a4 version in just fine, and I remade it and it worked...but after a the jump just disappeared.
I've compiled the jump on its own and it works. The map doesn't have any leaks. I'm not at the brush limit. I copied the entire map into a new file and compiled it under a different name with no luck. I can add new brushes to existing jumps. I compiled with RAD on and had the same results.
The compile log:
** 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\tveilleux\Dropbox\Jump maps\jump onit\jump_onit_a6e.vmf"
Valve Software - vbsp.exe (Sep 6 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\tveilleux\Dropbox\Jump maps\jump onit\jump_onit_a6e.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/jump_onit_a6e/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/jump_onit_a6e/dev/dev_blendmeasure_wvt_patch
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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\tveilleux\Dropbox\Jump maps\jump onit\jump_onit_a6e.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 (5) (230914 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 323 texinfos to 221
Reduced 31 texdatas to 24 (835 bytes to 598)
Writing C:\Users\tveilleux\Dropbox\Jump maps\jump onit\jump_onit_a6e.bsp
Wrote ZIP buffer, estimated size 214076, actual size 212924
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:\Users\tveilleux\Dropbox\Jump maps\jump onit\jump_onit_a6e"
Valve Software - vvis.exe (Sep 6 2016)
4 threads
reading c:\users\tveilleux\dropbox\jump maps\jump onit\jump_onit_a6e.bsp
reading c:\users\tveilleux\dropbox\jump maps\jump onit\jump_onit_a6e.prt
759 portalclusters
1754 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 (1)
Optimized: 7 visible clusters (0.01%)
Total clusters visible: 55218
Average clusters visible: 72
Building PAS...
Average clusters audible: 85
visdatasize:36392 compressed from 145728
writing c:\users\tveilleux\dropbox\jump maps\jump onit\jump_onit_a6e.bsp
1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\tveilleux\Dropbox\Jump maps\jump onit\jump_onit_a6e.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\jump_onit_a6e.bsp"
Map as seen from hammer
Map as seen in game
I haven't tried connecting it to the previous jump, but I want to avoid connecting all the jumps until they're all done and detailed.
Any help would be greatly appreciated.
edit: Thank you RNC for telling me how to fix the issue. I had to place an entity in the room...it works now
« Last Edit: September 10, 2016, 04:04:24 PM by Lopez »
ultimate hammer mapping tutorial
here