Sfm error map

I have decided to remake a map that has custom textures and I cant open the map anymore. SFM crashes due to too many custom files and TF2 says the map is invalid. The custom textures are in usermod and hammer uses them without a problem but durring compiling it doesnt find them. Can anyone guide...

Herobrine24


  • #1

I have decided to remake a map that has custom textures and I cant open the map anymore.
SFM crashes due to too many custom files and TF2 says the map is invalid.
The custom textures are in usermod and hammer uses them without a problem but durring compiling it doesnt find them.
Can anyone guide me through fixing the issue?

  • jb_minecraft_night_final_d-log.txt

    34.3 KB · Views: 168

Last edited: Feb 12, 2017

worMatty

  • 72hr Jam Medal


  • #2

The log file you linked is confusing. It seems to suggest Hammer is looking in your SFM directory for game files, which might explain why it couldn’t find your custom materials. I haven’t used SFM so I don’t know what’s going on there. Are you compiling the map in TF2 Hammer?

There is an error message I have seen before, but I don’t know what causes it.

Code:

can't solve quadratic for light 200.000000 200.000000

If you upload the VMF and the materials/custom assets in a ZIP I will take a look.

Vel0city

  • 72hr Jam Medal


  • #3

SFM has its own Hammer, but you shouldn’t use it. Use the TF2 Hammer found in tf/bin, compile with that and make sure the custom assets are in TF2’s folder system.

Herobrine24


  • #4

while i was trying to do it with the SDK’s Hammer i messed something up and it wouldnt let me load the map because of 4 broken solids. The TF2 Hammer solved that. But where do i put the custom textures in?

EDIT: Nvm i found it

Last edited: Feb 12, 2017

Herobrine24


  • #5

Hammer still tells me that it cant find the textures and TF2 says its invalid. Should they be in the official material library or the downloaded ones?

worMatty

  • 72hr Jam Medal


  • #6

Hi again.

Custom assets need to be in here…

SteamApps/common/Team Fortress 2/ …

tf/materials/*.vmt *.vtf
tf/models/*.mdl etc
tf/materials/models/*.vtf *.vmt
tf/sounds/*.wav *.mp3

You can put stuff in subfolders if you like, as long as you make sure you put it in the file location for any entities you use, and in the case of material VMTs, include it in the path.

if you don’t want to put custom stuff in the main TF2 root dirs you can put it in tf/custom/mystuff/materials and so on.

So if I made a custom material, I would put it in tf/custom/wormatty/materials/wormatty/mymaterial.vmt. In Hammer it would show up as wormatty/mymaterial as anything in tf/custom/whatever is mounted to the game root when it’s run.

Micnax

Micnax

Back from the dead (again)

  • 72hr Jam Medal


  • #7

Also a head’s up, even if you put things in the tf/custom folder in your TF2 game directory, they won’t show up in SFM because it makes a duplicate of the TF2 files rather than referencing the actual TF2 game files.

So if you’d want them to show up in SFM after seeing it work in TF2, either copy the files over into SFM’s tf directory, or pack them into your map using PakRat or CompilePal (don’t repack the map as SFM cannot load them)

Herobrine24


Herobrine24


  • #9

how do i fix this? i dont have anything there

Code:

(0)
**** leaked ****
Entity  (-1418.00 1930.00 -206.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 5632.0 -6352.5)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7680.0 6144.0 -6352.5)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6656.0 6144.0 -6352.5)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 4608.0 -6352.5)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 3584.0 -6352.5)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 2560.0 -6352.5)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7216.0 1024.0 3383.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7184.0 1024.0 3383.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 

*** Suppressing further FindPortalSide errors.... ***
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 (1)
Too many brush models in map, max = 1024

Vel0city

  • 72hr Jam Medal


  • #10

You have a leak. In Hammer, go to map->load pointfile, click yes, then search for a red line. It’ll point you to an entity that’s touching the void (the blackness outside the map). Seal the leak, compile again. If you get a ****leaked**** error again, repeat the previous.

The VDC page on leaks: https://developer.valvesoftware.com/wiki/Leak

Herobrine24


  • #11

There is no leak. the line ends and starts in the void.
The place is empty

iiboharz


  • #12

SFM has its own Hammer, but you shouldn’t use it. Use the TF2 Hammer found in tf/bin, compile with that and make sure the custom assets are in TF2’s folder system.

SFM’s Hammer is fine.

Herobrine24


  • #13

i opened the vmf with notepad and found a trigger at the coordinates the log put out
should i delete it or is there another way arround cuz i fear that it will delete an actuall trigger

killohurtz


  • #14

There is no leak. the line ends and starts in the void.
The place is empty

This means the trigger’s origin is out there in the void. If you select your entire map and turn on helpers :helpers:, you should see a small circle at one end of the red line. Then you can click Tools > Center Origins or drag the origin back inside the map to fix the leak. Leaks don’t prevent a map from running, but they should be fixed regardless.

The actual problem is described here:

Too many brush models in map, max = 1024

I believe this is referring to brush entities, like func_doors and func_breakables. Not entirely sure though. If it is, then you’ll need to trim down on the number of brush entities you’re using.

Herobrine24


  • #15

How do i select the entire map?

killohurtz


  • #16

Use the selection tool, drag a box across the entire map in one of the 2D views, and then hit enter.

Herobrine24


Herobrine24


  • #18

Do you mean all the brushes or brushes with purpose?

Fully appreciating the powerful role played by the Structure from Motion (SfM) technique in the mapping revolution, we understand that embedded in the fiber of an SfM produced map are some very important quality characteristics which, when not specifically disclosed and effectively displayed, will remain hidden to the user of the map. These characteristics can be understood as the quality DNA of the individual map. A responsible map maker should thus proactively determine and display this DNA for each of the maps he or she makes, thereby providing the individual map with an authentic certification that is much more relevant and meaningful than the credentials of the map maker himself.

One way to display horizontal errors is to plot them at a much larger scale than the map itself, as shown in the figure below.

Horizontal Error Visualization

The advantage of this type of error visualization is that it would very efficiently expose bias in position or rotation across the mapping domain. The disadvantage is that it is not all that easy to visualize the magnitudes of the errors.

So we are looking for effective ways to attach a clear picture of the true DNA to each of the maps we make. In the figure below there is another example of error reporting that may communicate better than numerical tables of errors or statements regarding the “class of accuracy” as defined by some or other organization. Here we show the “true” location of check points – determined to 10mm accuracy by total station – superimposed as yellow dots over the corresponding targets in the Ortho Photo. The distance between dot and target center represents the local horizontal mapping error.

Computed Errors

For a realistic understanding of the significance of these errors all the reader has to know is that the square targets have dimensions 20cm x 20cm and that the round white targets have a radius of 5cm.

Aren’t these “error-pictures” much more realistic and relevant than all the other ancillary, albeit interesting information such as the flying height of 50m, the wind speed of 5m/s, the GSD of 13mm, the MAP-M4 multirotor platform, the airframe mounted Sony a6000 camera with 14mm lens that was connected to a dual frequency on board V-Map GNSS receiver weighing only 130g (www.v-map.net), the average estimated 3D camera position accuracy of 3cm and the combined number of more than 50 man-years of experience in mapping under the belt of the map makers?

Oh, and never mind the fact that no Ground Control Points were used to make this map!

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Neptynko

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Neptynko

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Выдает ошибку:
Map ‘maps/dota.bsp’ bsp version 23, expecting 21
В интернете ничего не нашел, помогите жопорукому новичку

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