MY map keeps crashing my game

Kunny

L2: Junior Member
Jan 2, 2017
80
9
I finally finished the first version ofmy map and everything was going great but then when I did the final compile and loaded up the game. The map crashed my game and I got an error message saying their were too many "indices"
 

Tango

Sauce Copter Enthusiast
Jul 10, 2017
198
241
Try coping and your map make a new map file and paste it onto that. That works for me.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
Could you please post either the compile log or the full error message?
 

henke37

aa
Sep 23, 2011
2,075
515
Or just share the vmf file, then we can compile ourselves and see the issue on our own.
 

Kunny

L2: Junior Member
Jan 2, 2017
80
9
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_swampcanyon_a1/egypt/sand_grass_blend_02_wvt_patch
Patching WVT material: maps/cp_swampcanyon_a1/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 286 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (1272222 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1156 texinfos to 726
Reduced 35 texdatas to 27 (1037 bytes to 660)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.bsp
Wrote ZIP buffer, estimated size 3347, actual size 2463
15 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1"

Valve Software - vvis.exe (Jun 14 2017)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.prt
1621 portalclusters
5038 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (6)
Optimized: 11047 visible clusters (0.43%)
Total clusters visible: 2576778
Average clusters visible: 1589
Building PAS...
Average clusters audible: 1620
visdatasize:670278 compressed from 674336
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.bsp
7 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1"

Valve Software - vrad.exe SSE (Jun 14 2017)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.bsp
Setting up ray-trace acceleration structure... Done (3.46 seconds)
5311 faces
4 degenerate faces
17459820 square feet [2514214144.00 square inches]
18 Displacements
782225 Square Feet [112640520.00 Square Inches]
5307 patches before subdivision
73871 patches after subdivision
sun extent from map=0.008727
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (36)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (100)
transfers 4139085, max 682
transfer lists: 31.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(182872, 126749, 72759)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(19286, 10400, 4994)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3906, 1515, 572)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1101, 301, 93)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(375, 71, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(136, 18, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(50, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(19, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1272 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16)
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 (66)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 25/1024 1200/49152 ( 2.4%)
brushes 528/8192 6336/98304 ( 6.4%)
brushsides 5447/65536 43576/524288 ( 8.3%)
planes 6102/65536 122040/1310720 ( 9.3%)
vertexes 7181/65536 86172/786432 (11.0%)
nodes 3646/65536 116672/2097152 ( 5.6%)
texinfos 726/12288 52272/884736 ( 5.9%)
texdata 27/2048 864/65536 ( 1.3%)
dispinfos 18/0 3168/0 ( 0.0%)
disp_verts 5202/0 104040/0 ( 0.0%)
disp_tris 9216/0 18432/0 ( 0.0%)
disp_lmsamples 438642/0 438642/0 ( 0.0%)
faces 5311/65536 297416/3670016 ( 8.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2079/65536 116424/3670016 ( 3.2%)
leaves 3672/65536 117504/2097152 ( 5.6%)
leaffaces 6196/65536 12392/131072 ( 9.5%)
leafbrushes 3286/65536 6572/131072 ( 5.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 33165/512000 132660/2048000 ( 6.5%)
edges 18379/256000 73516/1024000 ( 7.2%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 6/32768 72/393216 ( 0.0%)
waterstrips 353/32768 3530/327680 ( 1.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6873/65536 13746/131072 (10.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 6/512 2112/180224 ( 1.2%)
LDR lightdata [variable] 3706840/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 670278/16777216 ( 4.0%)
entdata [variable] 22639/393216 ( 5.8%)
LDR ambient table 3672/65536 14688/262144 ( 5.6%)
HDR ambient table 3672/65536 14688/262144 ( 5.6%)
LDR leaf ambient 18270/65536 511560/1835008 (27.9%)
HDR leaf ambient 3672/65536 102816/1835008 ( 5.6%)
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] 1/5532 ( 0.0%)
pakfile [variable] 2463/0 ( 0.0%)
physics [variable] 1272222/4194304 (30.3%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 13883
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.bsp
3 minutes, 47 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_swampcanyon_a1.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -windowed -noborder -w 960 -h 540 +map "cp_swampcanyon_a1" -steam
 
Mar 23, 2013
1,013
347
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.

Not sure if lvl 4 displacements can cause your game to crash but you really shouldn't use them. Just use multiple level 3 ones instead and perhaps this even fixes your issue.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_swampcanyon_a1/egypt/sand_grass_blend_02_wvt_patch
Patching WVT material: maps/cp_swampcanyon_a1/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 286 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (1272222 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1156 texinfos to 726
Reduced 35 texdatas to 27 (1037 bytes to 660)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.bsp
Wrote ZIP buffer, estimated size 3347, actual size 2463
15 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1"

Valve Software - vvis.exe (Jun 14 2017)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.prt
1621 portalclusters
5038 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (6)
Optimized: 11047 visible clusters (0.43%)
Total clusters visible: 2576778
Average clusters visible: 1589
Building PAS...
Average clusters audible: 1620
visdatasize:670278 compressed from 674336
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.bsp
7 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1"

Valve Software - vrad.exe SSE (Jun 14 2017)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.bsp
Setting up ray-trace acceleration structure... Done (3.46 seconds)
5311 faces
4 degenerate faces
17459820 square feet [2514214144.00 square inches]
18 Displacements
782225 Square Feet [112640520.00 Square Inches]
5307 patches before subdivision
73871 patches after subdivision
sun extent from map=0.008727
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (36)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (100)
transfers 4139085, max 682
transfer lists: 31.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(182872, 126749, 72759)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(19286, 10400, 4994)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3906, 1515, 572)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1101, 301, 93)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(375, 71, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(136, 18, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(50, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(19, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1272 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16)
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 (66)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 25/1024 1200/49152 ( 2.4%)
brushes 528/8192 6336/98304 ( 6.4%)
brushsides 5447/65536 43576/524288 ( 8.3%)
planes 6102/65536 122040/1310720 ( 9.3%)
vertexes 7181/65536 86172/786432 (11.0%)
nodes 3646/65536 116672/2097152 ( 5.6%)
texinfos 726/12288 52272/884736 ( 5.9%)
texdata 27/2048 864/65536 ( 1.3%)
dispinfos 18/0 3168/0 ( 0.0%)
disp_verts 5202/0 104040/0 ( 0.0%)
disp_tris 9216/0 18432/0 ( 0.0%)
disp_lmsamples 438642/0 438642/0 ( 0.0%)
faces 5311/65536 297416/3670016 ( 8.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2079/65536 116424/3670016 ( 3.2%)
leaves 3672/65536 117504/2097152 ( 5.6%)
leaffaces 6196/65536 12392/131072 ( 9.5%)
leafbrushes 3286/65536 6572/131072 ( 5.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 33165/512000 132660/2048000 ( 6.5%)
edges 18379/256000 73516/1024000 ( 7.2%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 6/32768 72/393216 ( 0.0%)
waterstrips 353/32768 3530/327680 ( 1.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6873/65536 13746/131072 (10.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 6/512 2112/180224 ( 1.2%)
LDR lightdata [variable] 3706840/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 670278/16777216 ( 4.0%)
entdata [variable] 22639/393216 ( 5.8%)
LDR ambient table 3672/65536 14688/262144 ( 5.6%)
HDR ambient table 3672/65536 14688/262144 ( 5.6%)
LDR leaf ambient 18270/65536 511560/1835008 (27.9%)
HDR leaf ambient 3672/65536 102816/1835008 ( 5.6%)
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] 1/5532 ( 0.0%)
pakfile [variable] 2463/0 ( 0.0%)
physics [variable] 1272222/4194304 (30.3%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 13883
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.bsp
3 minutes, 47 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_swampcanyon_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_swampcanyon_a1.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -windowed -noborder -w 960 -h 540 +map "cp_swampcanyon_a1" -steam
I see your map is saved on the directory created by the Source SDK tool; are you using it to compile the map? (unlikely, since VBSP, VVIS and VRAD are up to date)

Also, try removing the additional launch parameters except the map. I'm certain it's related to that weird resolution of the game.