- Jul 4, 2011
- 23
- 2
Whenever I compile my map lately, It starts, then I get a message saying vbsp.exe has crashed, the compile windows stays open, then is done, but when I go and test my map in TF2, It's the same as when it was last sucesfully compiled. Here's this if it's of any help:
** Executing...
** Command: "c:\program files\steam\steamapps\terrorist5150\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\terrorist5150\team fortress 2\tf" "C:\Users\Jake\Desktop\rivervalley.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\terrorist5150\team fortress 2\tf\materials
Loading C:\Users\Jake\Desktop\rivervalley.vmf
Patching WVT material: maps/rivervalley/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
Patching WVT material: maps/rivervalley/swamp/nature/blendswampdirttograss001_wvt_patch
Patching WVT material: maps/rivervalley/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/rivervalley/nature/blendgroundtograss003_nodetail_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity logic_auto (702.85 -529.25 73.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_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...
** Executing...
** Command: "c:\program files\steam\steamapps\terrorist5150\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\terrorist5150\team fortress 2\tf" "C:\Users\Jake\Desktop\rivervalley"
Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\users\jake\desktop\rivervalley.bsp
reading c:\users\jake\desktop\rivervalley.prt
LoadPortals: couldn't read c:\users\jake\desktop\rivervalley.prt
** Executing...
** Command: "c:\program files\steam\steamapps\terrorist5150\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\terrorist5150\team fortress 2\tf" "C:\Users\Jake\Desktop\rivervalley"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\jake\desktop\rivervalley.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.14 seconds)
653 faces
687211 square feet [98958448.00 square inches]
36 Displacements
39572 Square Feet [5698506.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0183 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 (13)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 47/8192 564/98304 ( 0.6%)
brushsides 296/65536 2368/524288 ( 0.5%)
planes 416/65536 8320/1310720 ( 0.6%)
vertexes 1248/65536 14976/786432 ( 1.9%)
nodes 811/65536 25952/2097152 ( 1.2%)
texinfos 88/12288 6336/884736 ( 0.7%)
texdata 20/2048 640/65536 ( 1.0%)
dispinfos 36/0 6336/0 ( 0.0%)
disp_verts 900/0 18000/0 ( 0.0%)
disp_tris 1152/0 2304/0 ( 0.0%)
disp_lmsamples 102624/0 102624/0 ( 0.0%)
faces 653/65536 36568/3670016 ( 1.0%)
hdr faces 653/65536 36568/3670016 ( 1.0%)
origfaces 157/65536 8792/3670016 ( 0.2%)
leaves 816/65536 26112/2097152 ( 1.2%)
leaffaces 677/65536 1354/131072 ( 1.0%)
leafbrushes 562/65536 1124/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3443/512000 13772/2048000 ( 0.7%)
edges 1903/256000 7612/1024000 ( 0.7%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 29/32768 290/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 399/65536 798/131072 ( 0.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1594320/0 ( 0.0%)
HDR lightdata [variable] 1594320/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 21740/393216 ( 5.5%)
LDR ambient table 816/65536 3264/262144 ( 1.2%)
HDR ambient table 816/65536 3264/262144 ( 1.2%)
LDR leaf ambient 451/65536 12628/1835008 ( 0.7%)
HDR leaf ambient 451/65536 12628/1835008 ( 0.7%)
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] 1/472 ( 0.2%)
pakfile [variable] 2049/0 ( 0.0%)
physics [variable] 18331/4194304 ( 0.4%)
physics terrain [variable] 3618/1048576 ( 0.3%)
Level flags = 0
Total triangle count: 1505
Writing c:\users\jake\desktop\rivervalley.bsp
15 seconds elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\jake\desktop\rivervalley.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.14 seconds)
653 faces
687211 square feet [98958448.00 square inches]
36 Displacements
39572 Square Feet [5698506.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0143 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (14)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 47/8192 564/98304 ( 0.6%)
brushsides 296/65536 2368/524288 ( 0.5%)
planes 416/65536 8320/1310720 ( 0.6%)
vertexes 1248/65536 14976/786432 ( 1.9%)
nodes 811/65536 25952/2097152 ( 1.2%)
texinfos 88/12288 6336/884736 ( 0.7%)
texdata 20/2048 640/65536 ( 1.0%)
dispinfos 36/0 6336/0 ( 0.0%)
disp_verts 900/0 18000/0 ( 0.0%)
disp_tris 1152/0 2304/0 ( 0.0%)
disp_lmsamples 102624/0 102624/0 ( 0.0%)
faces 653/65536 36568/3670016 ( 1.0%)
hdr faces 653/65536 36568/3670016 ( 1.0%)
origfaces 157/65536 8792/3670016 ( 0.2%)
leaves 816/65536 26112/2097152 ( 1.2%)
leaffaces 677/65536 1354/131072 ( 1.0%)
leafbrushes 562/65536 1124/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3443/512000 13772/2048000 ( 0.7%)
edges 1903/256000 7612/1024000 ( 0.7%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 29/32768 290/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 399/65536 798/131072 ( 0.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1594320/0 ( 0.0%)
HDR lightdata [variable] 1594320/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 21740/393216 ( 5.5%)
LDR ambient table 816/65536 3264/262144 ( 1.2%)
HDR ambient table 816/65536 3264/262144 ( 1.2%)
LDR leaf ambient 451/65536 12628/1835008 ( 0.7%)
HDR leaf ambient 451/65536 12628/1835008 ( 0.7%)
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] 1/472 ( 0.2%)
pakfile [variable] 2049/0 ( 0.0%)
physics [variable] 18331/4194304 ( 0.4%)
physics terrain [variable] 3618/1048576 ( 0.3%)
Level flags = 0
Total triangle count: 1505
Writing c:\users\jake\desktop\rivervalley.bsp
15 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Jake\Desktop\rivervalley.bsp" "c:\program files\steam\steamapps\terrorist5150\team fortress 2\tf\maps\rivervalley.bsp"
** Executing...
** Command: "c:\program files\steam\steamapps\terrorist5150\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\terrorist5150\team fortress 2\tf" "C:\Users\Jake\Desktop\rivervalley.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\terrorist5150\team fortress 2\tf\materials
Loading C:\Users\Jake\Desktop\rivervalley.vmf
Patching WVT material: maps/rivervalley/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
Patching WVT material: maps/rivervalley/swamp/nature/blendswampdirttograss001_wvt_patch
Patching WVT material: maps/rivervalley/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/rivervalley/nature/blendgroundtograss003_nodetail_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity logic_auto (702.85 -529.25 73.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_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...
** Executing...
** Command: "c:\program files\steam\steamapps\terrorist5150\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\terrorist5150\team fortress 2\tf" "C:\Users\Jake\Desktop\rivervalley"
Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\users\jake\desktop\rivervalley.bsp
reading c:\users\jake\desktop\rivervalley.prt
LoadPortals: couldn't read c:\users\jake\desktop\rivervalley.prt
** Executing...
** Command: "c:\program files\steam\steamapps\terrorist5150\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\terrorist5150\team fortress 2\tf" "C:\Users\Jake\Desktop\rivervalley"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\jake\desktop\rivervalley.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.14 seconds)
653 faces
687211 square feet [98958448.00 square inches]
36 Displacements
39572 Square Feet [5698506.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0183 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 (13)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 47/8192 564/98304 ( 0.6%)
brushsides 296/65536 2368/524288 ( 0.5%)
planes 416/65536 8320/1310720 ( 0.6%)
vertexes 1248/65536 14976/786432 ( 1.9%)
nodes 811/65536 25952/2097152 ( 1.2%)
texinfos 88/12288 6336/884736 ( 0.7%)
texdata 20/2048 640/65536 ( 1.0%)
dispinfos 36/0 6336/0 ( 0.0%)
disp_verts 900/0 18000/0 ( 0.0%)
disp_tris 1152/0 2304/0 ( 0.0%)
disp_lmsamples 102624/0 102624/0 ( 0.0%)
faces 653/65536 36568/3670016 ( 1.0%)
hdr faces 653/65536 36568/3670016 ( 1.0%)
origfaces 157/65536 8792/3670016 ( 0.2%)
leaves 816/65536 26112/2097152 ( 1.2%)
leaffaces 677/65536 1354/131072 ( 1.0%)
leafbrushes 562/65536 1124/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3443/512000 13772/2048000 ( 0.7%)
edges 1903/256000 7612/1024000 ( 0.7%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 29/32768 290/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 399/65536 798/131072 ( 0.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1594320/0 ( 0.0%)
HDR lightdata [variable] 1594320/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 21740/393216 ( 5.5%)
LDR ambient table 816/65536 3264/262144 ( 1.2%)
HDR ambient table 816/65536 3264/262144 ( 1.2%)
LDR leaf ambient 451/65536 12628/1835008 ( 0.7%)
HDR leaf ambient 451/65536 12628/1835008 ( 0.7%)
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] 1/472 ( 0.2%)
pakfile [variable] 2049/0 ( 0.0%)
physics [variable] 18331/4194304 ( 0.4%)
physics terrain [variable] 3618/1048576 ( 0.3%)
Level flags = 0
Total triangle count: 1505
Writing c:\users\jake\desktop\rivervalley.bsp
15 seconds elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\jake\desktop\rivervalley.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.14 seconds)
653 faces
687211 square feet [98958448.00 square inches]
36 Displacements
39572 Square Feet [5698506.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0143 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (14)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 47/8192 564/98304 ( 0.6%)
brushsides 296/65536 2368/524288 ( 0.5%)
planes 416/65536 8320/1310720 ( 0.6%)
vertexes 1248/65536 14976/786432 ( 1.9%)
nodes 811/65536 25952/2097152 ( 1.2%)
texinfos 88/12288 6336/884736 ( 0.7%)
texdata 20/2048 640/65536 ( 1.0%)
dispinfos 36/0 6336/0 ( 0.0%)
disp_verts 900/0 18000/0 ( 0.0%)
disp_tris 1152/0 2304/0 ( 0.0%)
disp_lmsamples 102624/0 102624/0 ( 0.0%)
faces 653/65536 36568/3670016 ( 1.0%)
hdr faces 653/65536 36568/3670016 ( 1.0%)
origfaces 157/65536 8792/3670016 ( 0.2%)
leaves 816/65536 26112/2097152 ( 1.2%)
leaffaces 677/65536 1354/131072 ( 1.0%)
leafbrushes 562/65536 1124/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3443/512000 13772/2048000 ( 0.7%)
edges 1903/256000 7612/1024000 ( 0.7%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 29/32768 290/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 399/65536 798/131072 ( 0.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1594320/0 ( 0.0%)
HDR lightdata [variable] 1594320/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 21740/393216 ( 5.5%)
LDR ambient table 816/65536 3264/262144 ( 1.2%)
HDR ambient table 816/65536 3264/262144 ( 1.2%)
LDR leaf ambient 451/65536 12628/1835008 ( 0.7%)
HDR leaf ambient 451/65536 12628/1835008 ( 0.7%)
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] 1/472 ( 0.2%)
pakfile [variable] 2049/0 ( 0.0%)
physics [variable] 18331/4194304 ( 0.4%)
physics terrain [variable] 3618/1048576 ( 0.3%)
Level flags = 0
Total triangle count: 1505
Writing c:\users\jake\desktop\rivervalley.bsp
15 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Jake\Desktop\rivervalley.bsp" "c:\program files\steam\steamapps\terrorist5150\team fortress 2\tf\maps\rivervalley.bsp"