Compiled Map Crashes Game

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
Ok, I compiled my map with no errors (none found in hammer, none from interlopers) and when I load it up to test it my game crashes completely. Not exactly sure why this is happening, but I think it has to do with the make_triangles bit.


Here is the compile log if you would like to take a look at it.

Code:
** Executing...
** Command: "c:\program files\steam\steamapps\jazzy_stick\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\jazzy_stick\team fortress 2\tf" "C:\Users\Mike\Desktop\Maps\pl_wasteland"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\steam\steamapps\jazzy_stick\team fortress 2\tf\materials
Loading C:\Users\Mike\Desktop\Maps\pl_wasteland.vmf
Patching WVT material: maps/pl_wasteland/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/pl_wasteland/nature/blendgroundtograss007_nodetail_wvt_patch
Patching WVT material: maps/pl_wasteland/nature/blendrockground007_wvt_patch
Patching WVT material: maps/pl_wasteland/nature/blendgroundtogravel005_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 (1)
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\Mike\Desktop\Maps\pl_wasteland.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_badlands_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_badlands_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (112456 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 289 texinfos to 184
Reduced 48 texdatas to 37 (1304 bytes to 872)
Writing C:\Users\Mike\Desktop\Maps\pl_wasteland.bsp
13 seconds elapsed
  -0.279400 -2.044524 0.000000
  0.355600 -1.986289 0.000000
  0.355600 -2.044524 0.000000
  -0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -0.279400 -2.044524 0.000000
  0.355600 -1.986289 0.000000
  0.355600 -2.044524 0.000000
  -0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:\program files\steam\steamapps\jazzy_stick\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\jazzy_stick\team fortress 2\tf" -fast "C:\Users\Mike\Desktop\Maps\pl_wasteland"

Valve Software - vvis.exe (Mar 11 2008)
fastvis = true
2 threads
reading c:\users\mike\desktop\maps\pl_wasteland.bsp
reading c:\users\mike\desktop\maps\pl_wasteland.prt
 947 portalclusters
3701 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 9807 visible clusters (0.00%)
Total clusters visible: 832724
Average clusters visible: 879
Building PAS...
Average clusters audible: 946
visdatasize:231967  compressed from 227280
writing c:\users\mike\desktop\maps\pl_wasteland.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\jazzy_stick\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\jazzy_stick\team fortress 2\tf" "C:\Users\Mike\Desktop\Maps\pl_wasteland"

Valve Software - vrad.exe SSE (Mar 11 2008)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\users\mike\desktop\maps\pl_wasteland.bsp
Setting up ray-trace acceleration structure... Done (5.08 seconds)
2644 faces
2 degenerate faces
1147189 square feet [165195312.00 square inches]
150 Displacements
258825 Square Feet [37270896.00 Square Inches]
2642 patches before subdivision
64470 patches after subdivision
sun extent from map=0.000000
23 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (15)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (23)
transfers 3140581, max 656
transfer lists:  24.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(195665, 76233, 47286)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(45545, 13823, 10358)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(13845, 4361, 3932)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(4605, 1692, 1594)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(1719, 722, 692)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(665, 319, 303)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(274, 143, 136)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(115, 65, 61)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(50, 30, 28)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(22, 14, 13)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(10, 6, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #12 added RGB(4, 3, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(2, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #14 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0530 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (13)
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 (15)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   7/1024          336/49152    ( 0.7%) 
brushes                289/8192         3468/98304    ( 3.5%) 
brushsides            2441/65536       19528/524288   ( 3.7%) 
planes                2190/65536       43800/1310720  ( 3.3%) 
vertexes              4116/65536       49392/786432   ( 6.3%) 
nodes                 1708/65536       54656/2097152  ( 2.6%) 
texinfos               184/12288       13248/884736   ( 1.5%) 
texdata                 37/2048         1184/65536    ( 1.8%) 
dispinfos              150/0           26400/0        ( 0.0%) 
disp_verts           43350/0          867000/0        ( 0.0%) 
disp_tris            76800/0          153600/0        ( 0.0%) 
disp_lmsamples      735245/0          735245/0        ( 0.0%) 
faces                 2644/65536      148064/3670016  ( 4.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1226/65536       68656/3670016  ( 1.9%) 
leaves                1716/65536       54912/2097152  ( 2.6%) 
leaffaces             3033/65536        6066/131072   ( 4.6%) 
leafbrushes           1014/65536        2028/131072   ( 1.5%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            17883/512000      71532/2048000  ( 3.5%) 
edges                 9775/256000      39100/1024000  ( 3.8%) 
LDR worldlights         23/8192         2024/720896   ( 0.3%) 

HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            260/32768        2600/327680   ( 0.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          4800/65536        9600/131072   ( 7.3%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 5/512          1760/180224   ( 1.0%) 
LDR lightdata         [variable]     4977872/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      231967/16777216 ( 1.4%) 
entdata               [variable]       17610/393216   ( 4.5%) 
LDR ambient table     1716/65536        6864/262144   ( 2.6%) 
HDR ambient table     1716/65536        6864/262144   ( 2.6%) 
LDR leaf ambient      8332/65536      233296/1835008  (12.7%) 
HDR leaf ambient      1716/65536       48048/1835008  ( 2.6%) 
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]           1/21988    ( 0.0%) 
pakfile               [variable]      214519/0        ( 0.0%) 
physics               [variable]      112456/4194304  ( 2.7%) 
physics terrain       [variable]       45716/1048576  ( 4.4%) 

Level flags = 0

Total triangle count: 7626
Writing c:\users\mike\desktop\maps\pl_wasteland.bsp
1 minute, 16 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Mike\Desktop\Maps\pl_wasteland.bsp" "c:\program files\steam\steamapps\jazzy_stick\team fortress 2\tf\maps\pl_wasteland.bsp"
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
your compile log said:
Processing areas...done (0)
Building Faces...done (0)

Dox said:
Do you have any non-displacement, non-entity walls? I'm not sure if I'm reading that right but I think its saying you don't.
.
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
The number between parentheses is the time (in seconds) that vbsp spent on this particular part of the compile process, it's not the number of areas/walls. Less than one second is not unusual for these.


This problem occurred to me once, it was due to an invalid solid (concave or non-planar, can't remember which) that somehow didn't cause vbsp to fail. Did you try reloading your map in Hammer, Jazz? If this is the case, Hammer will tell you it scrapped the solid on load.
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
The number between parentheses is the time (in seconds) that vbsp spent on this particular part of the compile process, it's not the number of areas/walls. Less than one second is not unusual for these.


This problem occurred to me once, it was due to an invalid solid (concave or non-planar, can't remember which) that somehow didn't cause vbsp to fail. Did you try reloading your map in Hammer, Jazz? If this is the case, Hammer will tell you it scrapped the solid on load.

Everything loaded fine for me just now. Still have no clue what is wrong.

EDIT: Come on guys, I really wanna test my contest map!
 
Last edited:

Apom

L6: Sharp Member
Sep 14, 2008
366
65
Do you have water in your map ? Displacements turned into entities ? Exotic entities (particle systems like smokestack, steam, precipitation...) ? Custom shader materials ?
 

Cerulean

L3: Member
Sep 12, 2008
112
60
I had the same problem when I accidentally had some things visible in my 3d skybox.... or maybe it was a prop in a brush... but the latter would probably show up as an error.
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
Do you have water in your map ? Displacements turned into entities ? Exotic entities (particle systems like smokestack, steam, precipitation...) ? Custom shader materials ?

I have water in my map. None of the other things though.

Could it be because the water goes through some displacement pits? I have 3 bomb / barrel pits in my map and a single water brush that extends through all three of those holes, could that be the problem?
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
Displacements interesecting with water are not a problem, but I guess that if you want to find where the problem comes from, a solution is to delete items one after the other, and starting with water is better than starting with world brushes :closedeyes:

Don't bother with full compiles, just do the BSP step until you find what's crashing your game. If it doesn't crash with BSP only but crashes with vvis/vrad, then you know it's a lighting issue...

Other stuff you can try include zero-space arches and toruses and vertex-edited solids.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
i just noticed something that might be the couse in your compile log:
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...

cant remember that message showing up in my compiles normaly
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
i just noticed something that might be the cause in your compile log:


cant remember that message showing up in my compiles normally

it doesn't, though sometimes you can get away with it. The only fix I know of is to delete the displacement its referring to and redo it.
 
Oct 6, 2008
1,947
445
Ok is your computer bep you when you crash with a memory reference line?

Here's what I found with my recent map issues - hammer:

1. Game crashes when you join - look fo entity outside in the void or in brush connecting the void - mine was an water controller just outside in the void.
2. Bad brushes other issues press alt+P to see if you find any errors
3. If its a PL map and this is key - you have to make sure that EVERYTHING regarding the PL - bomb, trainwatcher, relays, etc, etc ARE CODED ABSOLUTELY CORRECTLY. if they're not, then map will crash evertime you try and load it.