** Executing...** Command: "E:\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"** Parameters: -game "E:\Steam\SteamApps\common\Team Fortress 2\tf" "E:\Steam\SteamApps\common\Team Fortress 2\tf\maps\jump_rope.vmf"Valve Software - vbsp.exe (Aug 26 2014)4 threadsmaterialPath: E:\Steam\SteamApps\common\Team Fortress 2\tf\materialsLoading E:\Steam\SteamApps\common\Team Fortress 2\tf\maps\jump_rope.vmfCan't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_01, using defaultError: displacement found on a(n) trigger_teleport entity - not supported (entity 24, brush 0)** Executing...** Command: "E:\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"** Parameters: -game "E:\Steam\SteamApps\common\Team Fortress 2\tf" "E:\Steam\SteamApps\common\Team Fortress 2\tf\maps\jump_rope"Valve Software - vvis.exe (Aug 26 2014)4 threadsreading e:\steam\steamapps\common\team fortress 2\tf\maps\jump_rope.bspreading e:\steam\steamapps\common\team fortress 2\tf\maps\jump_rope.prtLoadPortals: couldn't read e:\steam\steamapps\common\team fortress 2\tf\maps\jump_rope.prt** Executing...** Command: "E:\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"** Parameters: -game "E:\Steam\SteamApps\common\Team Fortress 2\tf" "E:\Steam\SteamApps\common\Team Fortress 2\tf\maps\jump_rope"Valve Software - vrad.exe SSE (Aug 26 2014) Valve Radiosity Simulator 4 threads[Reading texlights from 'lights.rad'][34 texlights parsed from 'lights.rad']Loading e:\steam\steamapps\common\team fortress 2\tf\maps\jump_rope.bspSetting up ray-trace acceleration structure... Done (0.04 seconds)717 faces568933 square feet [81926368.00 square inches]9 Displacements6937 Square Feet [999024.56 Square Inches]717 patches before subdivision14107 patches after subdivisionsun extent from map=0.0000006 direct lightsBuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)transfers 1431354, max 352transfer lists: 10.9 megsGatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(97170, 56938, 30730)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(29144, 14023, 5318)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(9319, 3547, 860)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(2973, 919, 153)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(984, 241, 26)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(326, 64, 5)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(111, 17, 1)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(38, 5, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(13, 1, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(4, 0, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(2, 0, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(1, 0, 0)Build Patch/Sample Hash Table(s).....Done<0.0088 sec>FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)FinalLightFace Done0 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...doneReady to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 9/1024 432/49152 ( 0.9%) brushes 68/8192 816/98304 ( 0.8%) brushsides 463/65536 3704/524288 ( 0.7%) planes 654/65536 13080/1310720 ( 1.0%) vertexes 1038/65536 12456/786432 ( 1.6%) nodes 416/65536 13312/2097152 ( 0.6%) texinfos 118/12288 8496/884736 ( 1.0%) texdata 19/2048 608/65536 ( 0.9%) dispinfos 9/0 1584/0 ( 0.0%) disp_verts 729/0 14580/0 ( 0.0%) disp_tris 1152/0 2304/0 ( 0.0%) disp_lmsamples 20136/0 20136/0 ( 0.0%) faces 717/65536 40152/3670016 ( 1.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 242/65536 13552/3670016 ( 0.4%) leaves 426/65536 13632/2097152 ( 0.7%) leaffaces 825/65536 1650/131072 ( 1.3%) leafbrushes 302/65536 604/131072 ( 0.5%) areas 2/256 16/2048 ( 0.8%) surfedges 4329/512000 17316/2048000 ( 0.8%) edges 2508/256000 10032/1024000 ( 1.0%) LDR worldlights 6/8192 528/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 75/32768 750/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1206/65536 2412/131072 ( 1.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1940236/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 9947/16777216 ( 0.1%) entdata [variable] 4632/393216 ( 1.2%) LDR ambient table 426/65536 1704/262144 ( 0.7%) HDR ambient table 426/65536 1704/262144 ( 0.7%) LDR leaf ambient 2153/65536 60284/1835008 ( 3.3%) HDR leaf ambient 426/65536 11928/1835008 ( 0.7%) 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] 1/404 ( 0.2%) pakfile [variable] 1278/0 ( 0.0%) physics [variable] 30432/4194304 ( 0.7%) physics terrain [variable] 4329/1048576 ( 0.4%) Level flags = 0Total triangle count: 1925Writing e:\steam\steamapps\common\team fortress 2\tf\maps\jump_rope.bsp2 seconds elapsed** Executing...** Command: Copy File** Parameters: "E:\Steam\SteamApps\common\Team Fortress 2\tf\maps\jump_rope.bsp" "E:\Steam\SteamApps\common\Team Fortress 2\tf\maps\jump_rope.bsp"
Error: displacement found on a(n) trigger_teleport entity - not supported (entity 24, brush 0)
Also, always when there's something wrong, paste your compile log here http://www.interlopers.net/errors/
Turns out, the game does not like when you copy out a piece of world geometry, retexture as a trigger, and tie it to an entity. Damn.
Quote from: BQE on September 04, 2014, 11:44:15 AMTurns out, the game does not like when you copy out a piece of world geometry, retexture as a trigger, and tie it to an entity. Damn. well if it was a displacement then yeah everything would go wrongcopying blocks triangles whatever should be fine