TF2 crashes at the very end of buildcubemaps

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
No, but important question: when you reload map have the cubemaps been built and are working?
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Happened to me yesterday. I just replaced all my cubemaps because it was something that needed doing anyway. When I selected all my cubemaps and looked at the properties, some of their sizes were different, so maybe just double check that they are all default. And if it's not too much work (i.e. there are only a few cubemaps) then just delete them and add new ones and see if still crashes.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
To clarify, they have to be smaller than a fourth of your resolution. But I would suggest seeing if they actually are in the BSP too. Open in the GCFscape and go to materials/maps/mapname and count the VTFs and see if it's the same as the number of env_cubemaps (not counting the fact they'll be doubled if you did hdr and ldr)
 

matou

L2: Junior Member
Oct 25, 2008
86
20
Buildcubemaps will cause a crash if your resolution is below 800x600 (something like that) so if you're running it at a low resolution up just a tad
 

XFunc_CaRteR

L5: Dapper Member
May 14, 2009
248
17
Open in the GCFscape and go to materials/maps/mapname and count the VTFs and see if it's the same as the number of env_cubemaps (not counting the fact they'll be doubled if you did hdr and ldr)

In that path, are you talking about VMT files? There aren't any VTF's in the bsp but there are VMT's. Are those VMT's references to the cubemap textures?

There are 38 "items" in that folder, with folders of textures that seem to be the specular textures.
 
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XFunc_CaRteR

L5: Dapper Member
May 14, 2009
248
17
Update:

Still crashes on the last cube build. It gives this error: "The instruction at "0x151c5792" referenced memory at "0x16188d1c". The memory could not be "read". Click OK to terminate the program."

I've figured out an ugly, quick-and-dirty workaround. I make sure the last env_cubemap entity is in a sealed room that is not accessible to the rest of the level. On running buildcubemaps it tries to build that cubemap, but crashes and doesn't build it. But that doesn't leave any purple checkerboard textures anywhere.