TF2 crashes upon trying to load compiled map

[GoR]spider

L1: Registered
Jun 29, 2011
11
0
hey when i start my map up in tf2 it shows the menu then says HL2.exe not responding it only does it with my map im working on i used compile log checker and still i cant find the problem heres my log


Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\spiderslasher\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.vmf
Patching WVT material: maps/quitefuckingshitupdammit/harvest/blendgrassground001_nosprites_wvt_patch
Patching WVT material: maps/quitefuckingshitupdammit/swamp/nature/blendswampmudtodirt001_wvt_patch
Patching WVT material: maps/quitefuckingshitupdammit/egypt/sand_floor_blend_04_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5Brush 89218: WARNING, microbrush
.Brush 112484: WARNING, microbrush
..6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5Brush 89218: WARNING, microbrush
.Brush 112484: WARNING, microbrush
..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\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_halloween to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_halloween 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) (73663 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 374 texinfos to 281
Reduced 34 texdatas to 28 (1033 bytes to 768)
Writing C:\Program Files (x86)\Steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.bsp
1 second elapsed

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

Valve Software - vvis.exe (Jul  7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.bsp
reading c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.prt
 391 portalclusters
1081 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 (2)
Optimized: 545 visible clusters (0.00%)
Total clusters visible: 46350
Average clusters visible: 118
Building PAS...
Average clusters audible: 327
visdatasize:38933  compressed from 43792
writing c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\spiderslasher\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit"

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

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

Loading c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.bsp
Setting up ray-trace acceleration structure... Done (0.11 seconds)
2269 faces
1268762 square feet [182701744.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2269 patches before subdivision
108659 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.017452
44 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (11)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 16700560, max 698
transfer lists: 127.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(40023, 39124, 32792)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(6008, 4715, 2986)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(1577, 950, 430)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(503, 248, 86)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(178, 73, 20)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(66, 22, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(25, 7, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(10, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(4, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0547 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  25/1024         1200/49152    ( 2.4%) 
brushes                200/8192         2400/98304    ( 2.4%) 
brushsides            1352/65536       10816/524288   ( 2.1%) 
planes                1472/65536       29440/1310720  ( 2.2%) 
vertexes              3558/65536       42696/786432   ( 5.4%) 
nodes                 1025/65536       32800/2097152  ( 1.6%) 
texinfos               281/12288       20232/884736   ( 2.3%) 
texdata                 28/2048          896/65536    ( 1.4%) 
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                 2269/65536      127064/3670016  ( 3.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              586/65536       32816/3670016  ( 0.9%) 
leaves                1051/65536       33632/2097152  ( 1.6%) 
leaffaces             2530/65536        5060/131072   ( 3.9%) 
leafbrushes            715/65536        1430/131072   ( 1.1%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            12884/512000      51536/2048000  ( 2.5%) 
edges                 6871/256000      27484/1024000  ( 2.7%) 
LDR worldlights         43/8192         3784/720896   ( 0.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            231/32768        2310/327680   ( 0.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          3171/65536        6342/131072   ( 4.8%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     6877528/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       38933/16777216 ( 0.2%) 
entdata               [variable]       72176/393216   (18.4%) 
LDR ambient table     1051/65536        4204/262144   ( 1.6%) 
HDR ambient table     1051/65536        4204/262144   ( 1.6%) 
LDR leaf ambient      3642/65536      101976/1835008  ( 5.6%) 
HDR leaf ambient      1051/65536       29428/1835008  ( 1.6%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]        2548/0        ( 0.0%) 
physics               [variable]       73663/4194304  ( 1.8%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 6007
Writing c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.bsp
28 seconds elapsed
Valve Software - vrad.exe SSE (Jul  7 2010)

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

Loading c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.bsp
Setting up ray-trace acceleration structure... Done (0.11 seconds)
2269 faces
1268762 square feet [182701744.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2269 patches before subdivision
108659 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.017452
44 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (11)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 16700560, max 698
transfer lists: 127.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(40023, 39124, 32792)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(6008, 4715, 2986)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(1577, 950, 430)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(503, 248, 86)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(178, 73, 20)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(66, 22, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(25, 7, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(10, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(4, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0612 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  25/1024         1200/49152    ( 2.4%) 
brushes                200/8192         2400/98304    ( 2.4%) 
brushsides            1352/65536       10816/524288   ( 2.1%) 
planes                1472/65536       29440/1310720  ( 2.2%) 
vertexes              3558/65536       42696/786432   ( 5.4%) 
nodes                 1025/65536       32800/2097152  ( 1.6%) 
texinfos               281/12288       20232/884736   ( 2.3%) 
texdata                 28/2048          896/65536    ( 1.4%) 
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                 2269/65536      127064/3670016  ( 3.5%) 
hdr faces             2269/65536      127064/3670016  ( 3.5%) 
origfaces              586/65536       32816/3670016  ( 0.9%) 
leaves                1051/65536       33632/2097152  ( 1.6%) 
leaffaces             2530/65536        5060/131072   ( 3.9%) 
leafbrushes            715/65536        1430/131072   ( 1.1%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            12884/512000      51536/2048000  ( 2.5%) 
edges                 6871/256000      27484/1024000  ( 2.7%) 
LDR worldlights         43/8192         3784/720896   ( 0.5%) 
HDR worldlights         43/8192         3784/720896   ( 0.5%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            231/32768        2310/327680   ( 0.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          3171/65536        6342/131072   ( 4.8%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     6877528/0        ( 0.0%) 
HDR lightdata         [variable]     6877528/0        ( 0.0%) 
visdata               [variable]       38933/16777216 ( 0.2%) 
entdata               [variable]       72176/393216   (18.4%) 
LDR ambient table     1051/65536        4204/262144   ( 1.6%) 
HDR ambient table     1051/65536        4204/262144   ( 1.6%) 
LDR leaf ambient      3642/65536      101976/1835008  ( 5.6%) 
HDR leaf ambient      3641/65536      101948/1835008  ( 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]           1/12       ( 8.3%) 
pakfile               [variable]        2548/0        ( 0.0%) 
physics               [variable]       73663/4194304  ( 1.8%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 6007
Writing c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf\maps\quitefuckingshitupdammit.bsp
29 seconds elapsed

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


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\spiderslasher\team fortress 2\tf"  +map "quitefuckingshitupdammit"
 
Last edited:

Wander

L3: Member
Sep 16, 2010
148
55
It warns about microbrushes, so brushes that are so small it makes the engine go kaboom

Have you used the carve tool somewhere? If so, look there to try and find the tiny brushes and remove them
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
iirc, you can't locate a microbrush, you can just avoid creating them.... carving, clipping things that are offgrid, making brushes based off prop size then carving/clipping those... all these can cause microbrushes (which are usually 1hu or less in any dimension, I once had a .4x.5x50 hu wide triangle microbrush...

Small things like these causes the hammer compiler to either compeltely crash, or not respond. The latter being more typical because it takes a bajillion more calculations and Hammer just likes to say "shut up let me work" when it compiles.

Using VBCT, the Valve Batch Compiling tool, is a great way to help locate errors, it shows what/were it is in real time, so you can tell where an error may be occuring (for example, if its a micro brush VVIS would take forever, and if its a small map on a decent computer, you shouldn't take more than 10 minutes (no detailing that is))


ProcessBlock_Thread: 0...1...2...3...4...5Brush 89218: WARNING, microbrush
.Brush 112484: WARNING, microbrush
..6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5Brush 89218: WARNING, microbrush
.Brush 112484: WARNING, microbrush
..6...7...8...9...10 (0)

Go to view, then "go to brush" and put in 89218 and 112484 ... these are the brush numbers with your issues (it appears)
 
Last edited:

phantombadger

L2: Junior Member
Sep 20, 2008
56
1
well it gives the brush numbers in the error. 112484. has he tried locating the brush? he might wanna use Cordon too to isolate the problem area. those windows might not be it.
 

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
Go to view, then "go to brush" and put in 89218 and 112484 ... these are the brush numbers with your issues (it appears)
What Fr0z3n said will fix that particular error. Using go to brush will select the brush in question so if you do it then hit delete it will be removed from the map.

EDIT: On a side note you'll notice the only errors are in the vbsp section of the compile. Since map breaking errors usually occur in this phase of the compile it's prudent to turn off vvis and vrad in the compile options until you're sure that vbsp is compiling without errors. It makes the difference between a 1 minute compile and a 10 minute compile.
 
Last edited: