The TF2 break game with my bsp file

valentin1000

L1: Registered
Sep 20, 2009
3
0
Greetings to all.

I'm a real rookie when it comes to creating maps for TF2.

Everyone has a first start! :blushing:

I have a problem with a map I'm beginning to create.

Once the map is compiled without errors, when trying to test it locally on my pc, always gives me this error. :(

645301hl2error.png


The map can be accessed correctly with Crafty.

cp_mediterraneo.bsp

Here is the vmf file

cp_mediterraneo.vmf

And here the log file of compilation

Code:
materialPath: c:\archivos de programa\valve\steam\steamapps\valentin1000\team fortress 2\tf\materials
Loading d:\mapping\team fortress2\mapsrc\cp_mediterraneo.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing d:\mapping\team fortress2\mapsrc\cp_mediterraneo.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_hydro_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_hydro_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) (522601 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 222 texinfos to 172
Reduced 42 texdatas to 38 (999 bytes to 924)
Writing d:\mapping\team fortress2\mapsrc\cp_mediterraneo.bsp
3 seconds elapsed



2 threads
reading d:\mapping\team fortress2\mapsrc\cp_mediterraneo.bsp
reading d:\mapping\team fortress2\mapsrc\cp_mediterraneo.prt
1620 portalclusters
5124 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 5905 visible clusters (0.00%)
Total clusters visible: 617588
Average clusters visible: 381
Building PAS...
Average clusters audible: 1249
visdatasize:492180  compressed from 673920
writing d:\mapping\team fortress2\mapsrc\cp_mediterraneo.bsp
36 minutes, 9 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading d:\mapping\team fortress2\mapsrc\cp_mediterraneo.bsp
5190 faces
5 degenerate faces
394395 square feet [56792984.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5185 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
47793 patches after subdivision
30 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4942415, max 777
transfer lists:  37.7 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(228401, 143186, 33196)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(64373, 32230, 5368)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(18826, 7778, 1006)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(5744, 1997, 214)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(1793, 539, 52)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(575, 152, 14)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(188, 45, 4)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(63, 13, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(21, 4, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(7, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(3, 0, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0214 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  11/1024          528/49152    ( 1.1%) 
brushes               1502/8192        18024/98304    (18.3%) 
brushsides            9955/65536       79640/524288   (15.2%) 
planes                3698/65536       73960/1310720  ( 5.6%) 
vertexes              9176/65536      110112/786432   (14.0%) 
nodes                 3428/65536      109696/2097152  ( 5.2%) 
texinfos               172/12288       12384/884736   ( 1.4%) 
texdata                 38/2048         1216/65536    ( 1.9%) 
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                 5190/65536      290640/3670016  ( 7.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3312/65536      185472/3670016  ( 5.1%) 
leaves                3440/65536      110080/2097152  ( 5.2%) 
leaffaces             6059/65536       12118/131072   ( 9.2%) 
leafbrushes           3896/65536        7792/131072   ( 5.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            38453/512000     153812/2048000  ( 7.5%) 
edges                22984/256000      91936/1024000  ( 9.0%) 
LDR worldlights         30/8192         2640/720896   ( 0.4%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            553/32768        5530/327680   ( 1.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          8739/65536       17478/131072   (13.3%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     2555568/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      492180/16777216 ( 2.9%) 
entdata               [variable]       17062/393216   ( 4.3%) 
LDR ambient table     3440/65536       13760/262144   ( 5.2%) 
HDR ambient table     3440/65536       13760/262144   ( 5.2%) 
LDR leaf ambient     14627/65536      409556/1835008  (22.3%) 
HDR leaf ambient      3440/65536       96320/1835008  ( 5.2%) 
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]      212337/0        ( 0.0%) 
physics               [variable]      522601/4194304  (12.5%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 14832
Writing d:\mapping\team fortress2\mapsrc\cp_mediterraneo.bsp
2 minutes, 27 seconds elapsed

With this commands of compilation:

PHP:
$bsp_exe -low -game $gamedir $path\$file
$vis_exe -low -game $gamedir $path\$file
$light_exe -ldr -final -low -game $gamedir $path\$file

I do not know where to look to resolve this error.

Would welcome any help in this regard.
Thank you.
 
Last edited:

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
5 degenerate faces

I give high odds this is the problem...
press alt p, it should give you a list of problems in your map, and from there it should direct you to the degenerate faces...then from there you should only need to recreate the brushes
 

valentin1000

L1: Registered
Sep 20, 2009
3
0
Thanks for your quick response MrAlBobo.

Before asking for help, I tried to locate the problem anyway.

I had checked the option that told me.

No errors.

644642altp.png


Are there any other alternative way to locate the 5 degenerate faces?

A greeting
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
In your map properties, have you edited stuff there? Like "show title on start".. That may be the problem.
 
Last edited:

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
I highly doubt that degenerate faces are going to cause a crash because they never have done on my maps. It must be something else and I suspect it's something to do with your entity setup.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
I highly doubt that degenerate faces are going to cause a crash because they never have done on my maps. It must be something else and I suspect it's something to do with your entity setup.

still stands that they should get fixed <_<
 

Bockagon

L3: Member
Jul 15, 2009
147
72
interlopers.net said:
zero area child patch

Description:
A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?

Solution:
First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.

Compile Log Error Checker - interlopers.net
 

valentin1000

L1: Registered
Sep 20, 2009
3
0
In your map properties, have you edited stuff there? Like "show title on start".. That may be the problem.

Oh my god. :)

This is the solution to my problem. :p

I modified these two values and no longer gives me the error.

644801solucionado.png


Thank you very much for your help.

Greetings

spimage.php


33_random.png
 
Last edited: