VBSP.exe crash

Portalboat

L1: Registered
Jul 17, 2010
44
1
I try to compile my map, and vbsp crashes. Not any specific error, just "VBSP.exe has encountered a problem and needs to close" Everything else compiles fine, though. I really can't be more specific then that because my map compiled fine before that and all I changed was a input/output.
 

Portalboat

L1: Registered
Jul 17, 2010
44
1
I already tried that.....I got nothing.

Here's the log:

Code:
** Executing...
** Command: "c:\program files\steam\steamapps\*****\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\*****\team fortress 2\tf" "C:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_lohac.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
1 threads

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

Valve Software - vvis.exe (Jul  7 2010)
1 threads
reading c:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_lohac.bsp
reading c:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_lohac.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_lohac.prt


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

Valve Software - vrad.exe SSE (Jul  7 2010)

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

Loading c:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_lohac.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.22 seconds)
1482 faces
1212156 square feet [174550464.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (19)
Build Patch/Sample Hash Table(s).....Done<0.1600 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
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 (35)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   2/1024           96/49152    ( 0.2%) 
brushes                135/8192         1620/98304    ( 1.6%) 
brushsides             810/65536        6480/524288   ( 1.2%) 
planes                 240/65536        4800/1310720  ( 0.4%) 
vertexes              1827/65536       21924/786432   ( 2.8%) 
nodes                  737/65536       23584/2097152  ( 1.1%) 
texinfos               157/12288       11304/884736   ( 1.3%) 
texdata                  7/2048          224/65536    ( 0.3%) 
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                 1482/65536       82992/3670016  ( 2.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              555/65536       31080/3670016  ( 0.8%) 
leaves                 740/65536       23680/2097152  ( 1.1%) 
leaffaces             1547/65536        3094/131072   ( 2.4%) 
leafbrushes            279/65536         558/131072   ( 0.4%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             9150/512000      36600/2048000  ( 1.8%) 
edges                 4993/256000      19972/1024000  ( 2.0%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            125/32768        1250/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2196/65536        4392/131072   ( 3.4%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1948256/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        1806/393216   ( 0.5%) 
LDR ambient table      740/65536        2960/262144   ( 1.1%) 
HDR ambient table      740/65536        2960/262144   ( 1.1%) 
LDR leaf ambient      3715/65536      104020/1835008  ( 5.7%) 
HDR leaf ambient       740/65536       20720/1835008  ( 1.1%) 
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]           1/208      ( 0.5%) 
pakfile               [variable]          54/0        ( 0.0%) 
physics               [variable]       50888/4194304  ( 1.2%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 3966
Writing c:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_lohac.bsp
59 seconds elapsed

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

Zarokima

L69: Deviant Member
Aug 7, 2010
69
10
Well that's unhelpful. :unsure:

Does it crash every time? Also, check for problems in the map from within Hammer. It's under the "Map" menu as "Check for Problems."
 
Sep 1, 2009
573
323
Are you compiling on 'Fast' per chance?
 

Portalboat

L1: Registered
Jul 17, 2010
44
1
No, I'm not compiling on fast, and the only problem in the map was a "No player spawn" and that was fixed by adding a info_player_spawn.
 

Zarokima

L69: Deviant Member
Aug 7, 2010
69
10
Hmm, it's a longshot, but perhaps there's a leak that's for some reason causing a crash and not getting reported? Under the "Map" menu, choose "Load Pointfile." If it asks about loading default, choose yes, and that was your issue. If it brings up a file chooser dialog, then that's not the problem and I have no idea what it could be.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
I know its already been solved, but running in Win 7 it would say that my vbsp stopped working before. I just clicked ok, and it continued to compile fine. /shrug