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Compiled an update successfully, tf2 refused to play new version

BQE · 7 · 1933

BQE

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I made only a couple cosmetic and trigger changes, and it compiles successfully.  But tf2 still loads an old version before the compile.  I tried saving the vmf as a different name but it didn't compile correctly.  Here's the log:

Quote
** 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 threads
materialPath: E:\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading E:\Steam\SteamApps\common\Team Fortress 2\tf\maps\jump_rope.vmf
Can't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_01, using default
Error: 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 threads
reading e:\steam\steamapps\common\team fortress 2\tf\maps\jump_rope.bsp
reading e:\steam\steamapps\common\team fortress 2\tf\maps\jump_rope.prt
LoadPortals: 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.bsp
Setting up ray-trace acceleration structure... Done (0.04 seconds)
717 faces
568933 square feet [81926368.00 square inches]
9 Displacements
6937 Square Feet [999024.56 Square Inches]
717 patches before subdivision
14107 patches after subdivision
sun extent from map=0.000000
6 direct lights
BuildFacelights:     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 352
transfer lists:  10.9 megs
GatherLight:         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 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                   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 = 0

Total triangle count: 1925
Writing e:\steam\steamapps\common\team fortress 2\tf\maps\jump_rope.bsp
2 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"

Anyone know what's up?  I've tried saving and reloading Hammer and restarting tf2.  No luck. 


Sausage

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Might be this
Quote
Error: displacement found on a(n) trigger_teleport entity - not supported (entity 24, brush 0)

Find your displacement and de-entify it pressing the "To World" button on the right.


sitood

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BQE

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BQE

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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. 


John

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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.

well if it was a displacement then yeah everything would go wrong

copying blocks triangles whatever should be fine


BQE

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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.

well if it was a displacement then yeah everything would go wrong

copying blocks triangles whatever should be fine

I copied some mountains from a decompiled valve map.  I was attempting to create a teleport trigger in the same shape by copying it out and retexturing. 

I figured out a work around though, but if I could do it like I described, even better.