map crash on startup?

Oct 6, 2008
1,948
446
Ok everything was working well - then when I did fill compile - vis completed fairly quickly - simple map setup, but it seemed like I had no lighting all of a sudden - map full bright - no leaks.

Now, map crashes on start up - no messages - it loads all the way to the menu stage and then when you see the continue button it crashes.

did alt+p - nothing there, checked my log at interlopers nothing there

any ideas? here's my log:


** Executing...
** Command: "c:\steam\steamapps\kill_the_bug\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\steam\steamapps\kill_the_bug\team fortress 2\tf" "C:\steam\SteamApps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.vmf"

Valve Software - vbsp.exe (Oct 25 2011)
4 threads
materialPath: c:\steam\steamapps\kill_the_bug\team fortress 2\tf\materials
Loading C:\steam\SteamApps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 376 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\steam\SteamApps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_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) (104264 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 865 texinfos to 393
Reduced 26 texdatas to 21 (688 bytes to 533)
Writing C:\steam\SteamApps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.bsp
3 seconds elapsed
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:\steam\steamapps\kill_the_bug\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\steam\steamapps\kill_the_bug\team fortress 2\tf" "C:\steam\SteamApps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1"

Valve Software - vvis.exe (Oct 25 2011)
4 threads
reading c:\steam\steamapps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.bsp
reading c:\steam\steamapps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.prt
186 portalclusters
440 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 (1)
Optimized: 20 visible clusters (0.00%)
Total clusters visible: 14174
Average clusters visible: 76
Building PAS...
Average clusters audible: 155
visdatasize:9678 compressed from 8928
writing c:\steam\steamapps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.bsp
1 second elapsed

** Executing...
** Command: "c:\steam\steamapps\kill_the_bug\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\steam\steamapps\kill_the_bug\team fortress 2\tf" "C:\steam\SteamApps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1"

Valve Software - vrad.exe SSE (Oct 25 2011)

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

Loading c:\steam\steamapps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.bsp
Setting up ray-trace acceleration structure... Done (0.68 seconds)
1341 faces
310441 square feet [44703632.00 square inches]
28 Displacements
40007 Square Feet [5761091.00 Square Inches]
1341 patches before subdivision
27133 patches after subdivision
sun extent from map=0.000000
24 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 2442912, max 476
transfer lists: 18.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(43871, 22092, 8042)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(11842, 2555, 649)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(4018, 323, 64)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1655, 43, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(780, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(395, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(207, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(110, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(59, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(32, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(17, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0160 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (9)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 28/1024 1344/49152 ( 2.7%)
brushes 246/8192 2952/98304 ( 3.0%)
brushsides 2009/65536 16072/524288 ( 3.1%)
planes 2326/65536 46520/1310720 ( 3.5%)
vertexes 2328/65536 27936/786432 ( 3.6%)
nodes 599/65536 19168/2097152 ( 0.9%)
texinfos 393/12288 28296/884736 ( 3.2%)
texdata 21/2048 672/65536 ( 1.0%)
dispinfos 28/0 4928/0 ( 0.0%)
disp_verts 2268/0 45360/0 ( 0.0%)
disp_tris 3584/0 7168/0 ( 0.0%)
disp_lmsamples 72948/0 72948/0 ( 0.0%)
faces 1341/65536 75096/3670016 ( 2.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 806/65536 45136/3670016 ( 1.2%)
leaves 628/65536 20096/2097152 ( 1.0%)
leaffaces 1560/65536 3120/131072 ( 2.4%)
leafbrushes 545/65536 1090/131072 ( 0.8%)
areas 6/256 48/2048 ( 2.3%)
surfedges 9586/512000 38344/2048000 ( 1.9%)
edges 5749/256000 22996/1024000 ( 2.2%)
LDR worldlights 24/8192 2112/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 127/32768 1270/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2112/65536 4224/131072 ( 3.2%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2135004/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 9678/16777216 ( 0.1%)
entdata [variable] 26941/393216 ( 6.9%)
LDR ambient table 628/65536 2512/262144 ( 1.0%)
HDR ambient table 628/65536 2512/262144 ( 1.0%)
LDR leaf ambient 3155/65536 88340/1835008 ( 4.8%)
HDR leaf ambient 628/65536 17584/1835008 ( 1.0%)
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] 1/21468 ( 0.0%)
pakfile [variable] 1115/0 ( 0.0%)
physics [variable] 104264/4194304 ( 2.5%)
physics terrain [variable] 3558/1048576 ( 0.3%)

Level flags = 0

Total triangle count: 3619
Writing c:\steam\steamapps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.bsp
39 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\steam\SteamApps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.bsp" "c:\steam\steamapps\kill_the_bug\team fortress 2\tf\maps\canyon-1.bsp"
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Writing C:\steam\SteamApps\kill_the_bug\sourcesdk_content\ tf\mapsrc\canyon-1.bsp
3 seconds elapsed
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert

The only issue I can see is right here, and even then it isn't a big error. (And it has to do with models, or 4power of 4 displacements.

it may also be an entity issue (which, from your previous threads, I would bet it is the issue. Run the map without entities and see if that helps
 

iCreate

L1: Registered
Jan 31, 2012
6
1
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!

I don't know if that's usual or not, as I haven't gotten much experience with Hammer. But it does say error so it might be worth a look.
 

tyler

aa
Sep 11, 2013
5,102
4,621
ugh

No, that's not the problem, that's never a problem in TF2

I think it probably has to do with your game entities, no other reason for that kind of crash
 
Oct 6, 2008
1,948
446
nope - stripped map right down to the world geography only - still crashes
 
Oct 6, 2008
1,948
446
ok but this time I got a error window it says

36/Stg-1-2aViz - func_respawnroomvisualizer: UTIL_SetModel: not precached: *1

Edit:

Ok just to clarify, I deleted / destroyed all displacements - was just at the point of adding them in

I also deleted the respawn vizualizers.

Map still crashes - I even tried to compile with nothing there except a player point.

But a thought just occurrec to me here at work.

Could the Map Properties window have something to do with it? I think I may have played around with some of them when changing the skybox texture - but that doesn't explain why I could compile with the changed version and have it work right, then all of a sudden get the full bright effect and now the map crashing.

It also might be a Hammer bug - have been looking at UTIL_SetModel: not precached: via google - were there any updates recently that I don't know about?
 
Last edited:
Oct 6, 2008
1,948
446
Ok found the problem and it's solved.

Issue Map properties: I set display map title to yes by accident.

Everything is back to working like a charm!