Graphics card crashing!

face-melter

L1: Registered
Oct 3, 2009
11
0
first off my first post on here :D
and my question, so like every time i build a map whenever i plat it through TF2 i can generally play for about 1 minute and as soon as i look at an entity or reload a shotgun(shotgun shells in the air) it crashes and recovers.
i have a idea that it's something i am doing wrong with adding entity's,i have gone through compile log, and have no errors.
and my graphics work with any other user created maps.
thanx for the help, and sorry if my english sux...not my first language :)
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Better post your compilelog, maybe other people can find something in it. And look into the console, if there are any error messages.
 

face-melter

L1: Registered
Oct 3, 2009
11
0
k here is the compile process and something else i noticed is the dev console says something along the lines of "color not found" when i crash.



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\vick2121\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\vick2121\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\vick2121\sourcesdk_content\tf\mapsrc\work_cuz_i_love_you_SDK"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\vick2121\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\vick2121\sourcesdk_content\tf\mapsrc\work_cuz_i_love_you_SDK.vmf
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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\vick2121\sourcesdk_content\tf\mapsrc\work_cuz_i_love_you_SDK.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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) (3062 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 15 texinfos to 8
Reduced 1 texdatas to 1 (18 bytes to 18)
Writing C:\Program Files (x86)\Steam\steamapps\vick2121\sourcesdk_content\tf\mapsrc\work_cuz_i_love_you_SDK.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\vick2121\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\vick2121\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\vick2121\sourcesdk_content\tf\mapsrc\work_cuz_i_love_you_SDK"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files (x86)\steam\steamapps\vick2121\sourcesdk_content\tf\mapsrc\work_cuz_i_love_you_SDK.bsp
reading c:\program files (x86)\steam\steamapps\vick2121\sourcesdk_content\tf\mapsrc\work_cuz_i_love_you_SDK.prt
11 portalclusters
15 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 85
Average clusters visible: 7
Building PAS...
Average clusters audible: 11
visdatasize:136 compressed from 176
writing c:\program files (x86)\steam\steamapps\vick2121\sourcesdk_content\tf\mapsrc\work_cuz_i_love_you_SDK.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\vick2121\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\vick2121\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\vick2121\sourcesdk_content\tf\mapsrc\work_cuz_i_love_you_SDK"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:\program files (x86)\steam\steamapps\vick2121\sourcesdk_content\tf\mapsrc\work_cuz_i_love_you_SDK.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
69 faces
60993 square feet [8783072.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
69 patches before subdivision
6079 patches after subdivision
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 657213, max 300
transfer lists: 5.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2683, 1439, 1069)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(269, 77, 43)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(27, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0039 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 1/1024 48/49152 ( 0.1%)
brushes 8/8192 96/98304 ( 0.1%)
brushsides 48/65536 384/524288 ( 0.1%)
planes 54/65536 1080/1310720 ( 0.1%)
vertexes 113/65536 1356/786432 ( 0.2%)
nodes 39/65536 1248/2097152 ( 0.1%)
texinfos 8/12288 576/884736 ( 0.1%)
texdata 1/2048 32/65536 ( 0.0%)
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 69/65536 3864/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 12/65536 672/3670016 ( 0.0%)
leaves 41/65536 1312/2097152 ( 0.1%)
leaffaces 81/65536 162/131072 ( 0.1%)
leafbrushes 24/65536 48/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 352/512000 1408/2048000 ( 0.1%)
edges 196/256000 784/1024000 ( 0.1%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 5/32768 50/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 63/65536 126/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 161332/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 136/16777216 ( 0.0%)
entdata [variable] 3198/393216 ( 0.8%)
LDR ambient table 41/65536 164/262144 ( 0.1%)
HDR ambient table 41/65536 164/262144 ( 0.1%)
LDR leaf ambient 153/65536 4284/1835008 ( 0.2%)
HDR leaf ambient 41/65536 1148/1835008 ( 0.1%)
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] 1/532 ( 0.2%)
pakfile [variable] 105723/0 ( 0.0%)
physics [variable] 3062/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 166
Writing c:\program files (x86)\steam\steamapps\vick2121\sourcesdk_content\tf\mapsrc\work_cuz_i_love_you_SDK.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\vick2121\sourcesdk_content\tf\mapsrc\work_cuz_i_love_you_SDK.bsp" "c:\program files (x86)\steam\steamapps\vick2121\team fortress 2\tf\maps\work_cuz_i_love_you_SDK.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\vick2121\team fortress 2\tf" -dev -console +map "work_cuz_i_love_you_SDK"
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
I'm sure I remember many threads like this where the game would crash while reloading or firing etc. The cure seemed to be something to do with cubemaps...any in the map? What's the crash? Any console messages when you load the map? Any hammer problems (alt+p)? etc etc.
 

face-melter

L1: Registered
Oct 3, 2009
11
0
these are all the errors dev console gives me, and no cubemaps.
also i don't really understand y it can't find "flamethrower" seeing as when i load there is nothing to do with the flame thrower.




--- Missing Vgui material vgui/../vgui/icon_con_low.vmt
material "vgui/../vgui/icon_con_medium" not found.

Node Graph out of Date. Rebuilding...
material "vgui/../vgui/icon_con_high" not found.
--- Missing Vgui material vgui/..\vgui\icon_con_high


ShaderAPIDX8::CreateD3DTexture: Invalid color format!

ShaderAPIDX8::CreateD3DTexture: Invalid color format!
ShaderAPIDX8::CreateD3DTexture: Invalid color format!
ConVarRef cl_forwardspeed doesn't point to an existing ConVar



material "effects/pyroflame1/flamethrowerfire" not found.
 

face-melter

L1: Registered
Oct 3, 2009
11
0
oh and this is what i am getting after reloading a shotgun on scout, this is were it breaks also.
ShaderAPIDX8::CreateD3DTexture: Invalid color format!
and running through it agian i just noticed that my CP(which i crash when i look at it) has a ring of rainbow colors arround it, by that point i have to turn off TF2 or my comp restarts, which is no bueno
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
Are you using any custom materials in the map?

However, if it actually is your graphics card freaking out (you mention screwy colors in-game) then it's not really the map's fault and your hardware is just too old or failing.
 

face-melter

L1: Registered
Oct 3, 2009
11
0
yeah seeing as i am running with intergrated graphics right now i thought that to be the case,but! i can run anyone elses maps, and regular maps at 70+ FPS with no problems at all. and no i have no custom skins
if it is the hardware i'll just have to wait a few weeks till my new GPU comes