- Jan 13, 2010
- 370
- 225
I was adding in a new section in place of the large placeholder tower in my ctf map just before, adding in a couple of props to fill it in + the usual playerclip/nobuild trigger needed.
The map compiles fine, Hammer returns no problems (nor does Interloper mention anything that could crash the client), yet when I load the map in a created server for testing, the initialising Resources/Loading Resources bit crashes TF2 to desktop.
VBCT Compile log below:
The map compiles fine, Hammer returns no problems (nor does Interloper mention anything that could crash the client), yet when I load the map in a created server for testing, the initialising Resources/Loading Resources bit crashes TF2 to desktop.
VBCT Compile log below:
(yes, I know how to fix the sprite issue too so don't worry about that. :3)VBSP Started, Please Wait!
VBSP: c:\program files\steam\steamapps\<rawr>\sourcesdk\bin\orangebox\bin\vbsp.exe -game "c:\program files\steam\steamapps\<rawr>\team fortress 2\tf" "C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10"
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files\steam\steamapps\<rawr>\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10.vmf
Patching WVT material: maps/ctf_rippleside_a10/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/ctf_rippleside_a10/nature/blendgroundtograss007_nodetail_wvt_patch
Patching WVT material: maps/ctf_rippleside_a10/nature/blendgroundtograss007_reducedetail_wvt_patch
Patching WVT material: maps/ctf_rippleside_a10/winter/blendgraveltogravel001_wvt_patch
Patching WVT material: maps/ctf_rippleside_a10/nature/blendrockgroundwallforest_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...
Merged 26 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10.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...
done (0) (199275 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...
9Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1389 texinfos to 736
Reduced 61 texdatas to 47 (2002 bytes to 1321)
Writing C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10.bsp
9 seconds elapsed
Compile Complete for this module.
VBSP Completed: Saturday, 20 February 2010, 2:15:14 AM
VBSP: Placing detail props : 0...1...2...3...4...5...6...7...8...
VBSP: 9Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
VBSP: Compile time: 9 seconds elapsed
-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!
VVIS: c:\program files\steam\steamapps\<rawr>\sourcesdk\bin\orangebox\bin\vvis.exe -game "c:\program files\steam\steamapps\<rawr>\team fortress 2\tf" "C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10"
Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files\steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10.bsp
reading c:\program files\steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10.prt
871 portalclusters
2600 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 (111)
Optimized: 3317 visible clusters (0.00%)
Total clusters visible: 302420
Average clusters visible: 347
Building PAS...
Average clusters audible: 851
visdatasize:183026 compressed from 195104
writing c:\program files\steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10.bsp
1 minute, 51 seconds elapsed
Compile Complete for this module.
VVIS Completed: Saturday, 20 February 2010, 2:17:08 AM
VVIS: Compile time: 1 minute, 51 seconds elapsed
-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!
VRAD: c:\program files\steam\steamapps\<rawr>\sourcesdk\bin\orangebox\bin\vrad.exe -game "c:\program files\steam\steamapps\<rawr>\team fortress 2\tf" "C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10.bsp
Setting up ray-trace acceleration structure... Done (1.67 seconds)
2941 faces
7 degenerate faces
1080397 square feet [155577216.00 square inches]
94 Displacements
303771 Square Feet [43743096.00 Square Inches]
2934 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
51734 patches after subdivision
sun extent from map=0.258819
48 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14)
transfers 4122594, max 666
transfer lists: 31.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(224359, 198482, 163762)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(27853, 17717, 12545)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(4540, 2157, 1281)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(740, 265, 141)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(134, 37, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(24, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0450 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (20)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 47/1024 2256/49152 ( 4.6%)
brushes 545/8192 6540/98304 ( 6.7%)
brushsides 3632/65536 29056/524288 ( 5.5%)
planes 2004/65536 40080/1310720 ( 3.1%)
vertexes 5157/65536 61884/786432 ( 7.9%)
nodes 1890/65536 60480/2097152 ( 2.9%)
texinfos 736/12288 52992/884736 ( 6.0%)
texdata 47/2048 1504/65536 ( 2.3%)
dispinfos 94/0 16544/0 ( 0.0%)
disp_verts 6270/0 125400/0 ( 0.0%)
disp_tris 9728/0 19456/0 ( 0.0%)
disp_lmsamples 358304/0 358304/0 ( 0.0%)
faces 2941/65536 164696/3670016 ( 4.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1687/65536 94472/3670016 ( 2.6%)
leaves 1938/65536 62016/2097152 ( 3.0%)
leaffaces 4437/65536 8874/131072 ( 6.8%)
leafbrushes 2943/65536 5886/131072 ( 4.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 20955/512000 83820/2048000 ( 4.1%)
edges 12648/256000 50592/1024000 ( 4.9%)
LDR worldlights 48/8192 4224/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 442/32768 4420/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7581/65536 15162/131072 (11.6%)
cubemapsamples 23/1024 368/16384 ( 2.2%)
overlays 18/512 6336/180224 ( 3.5%)
LDR lightdata [variable] 3044392/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 183026/16777216 ( 1.1%)
entdata [variable] 43639/393216 (11.1%)
LDR ambient table 1938/65536 7752/262144 ( 3.0%)
HDR ambient table 1938/65536 7752/262144 ( 3.0%)
LDR leaf ambient 11063/65536 309764/1835008 (16.9%)
HDR leaf ambient 1938/65536 54264/1835008 ( 3.0%)
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] 1/9186 ( 0.0%)
pakfile [variable] 5959/0 ( 0.0%)
physics [variable] 199275/4194304 ( 4.8%)
physics terrain [variable] 7014/1048576 ( 0.7%)
Level flags = 0
Total triangle count: 8354
Writing c:\program files\steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10.bsp
1 minute, 7 seconds elapsed
Compile Complete for this module.
VRAD Completed: Saturday, 20 February 2010, 2:18:17 AM
VRAD: Compile time: 1 minute, 7 seconds elapsed
One Line Summary: 20/02/2010 2:18:17 AM, ctf_rippleside_a10.vmf, Team Fortress 2, normal , normal, normal, 00:00:12, 00:01:53, 00:01:09, 00:03:16
History.csv was updated.
Compile Summary - job mode: FULL
Map Name: ctf_rippleside_a10.vmf
VBSP - mode:normal , 9 seconds, 00:00:12 elapsed
VVIS - mode:normal, 1 minute, 51 seconds, 00:01:53 elapsed
VRAD - mode:normal, 1 minute, 7 seconds(LDR), n/a(HDR), 00:01:09 elapsed
Total Compile time: 00:03:16