- Sep 28, 2012
- 12
- 0
Exactly that, no clue why.
I was not doing anything at the time of the crash.
Will provide more info if any is needed.
I was not doing anything at the time of the crash.
Code:
materialPath: c:\program files (x86)\steam\steamapps\hypernova1234\team fortress 2\tf\materials
Loading C:\Users\Sgt. Pepper\Desktop\Mappling\Pootisworld\(DAY) pootisworld\pootisworldv3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default
Patching WVT material: maps/pootisworldv3/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/pootisworldv3/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/pootisworldv3/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/pootisworldv3/egypt/sky_sand_grass_01_wvt_patch
Patching WVT material: maps/pootisworldv3/egypt/sand_floor_blend_04_with_grass_wvt_patch
Patching WVT material: maps/pootisworldv3/egypt/sand_floor_blend_03_wvt_patch
Patching WVT material: maps/pootisworldv3/egypt/sand_floor_blend_04_wvt_patch
Patching WVT material: maps/pootisworldv3/egypt/sand_grass_blend_01_wvt_patch
Patching WVT material: maps/pootisworldv3/egypt/sand_grass_blend_02_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 24 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Sgt. Pepper\Desktop\Mappling\Pootisworld\(DAY) pootisworld\pootisworldv3.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (1) (648378 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 3137 texinfos to 1965
Reduced 215 texdatas to 171 (7856 bytes to 5900)
Writing C:\Users\Sgt. Pepper\Desktop\Mappling\Pootisworld\(DAY) pootisworld\pootisworldv3.bsp
16 seconds elapsed
4 threads
reading c:\users\sgt. pepper\desktop\mappling\pootisworld\(day) pootisworld\pootisworldv3.bsp
reading c:\users\sgt. pepper\desktop\mappling\pootisworld\(day) pootisworld\pootisworldv3.prt
4780 portalclusters
14992 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 974156 visible clusters (10.72%)
Total clusters visible: 9091469
Average clusters visible: 1901
Building PAS...
Average clusters audible: 3687
visdatasize:4691616 compressed from 5736000
writing c:\users\sgt. pepper\desktop\mappling\pootisworld\(day) pootisworld\pootisworldv3.bsp
19 seconds elapsed
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\sgt. pepper\desktop\mappling\pootisworld\(day) pootisworld\pootisworldv3.bsp
18065 faces
19926810 square feet [2869460480.00 square inches]
1 Displacements
144 Square Feet [20756.34 Square Inches]
18065 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
537307 patches after subdivision
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 754.000000 but _zero_percent_distance of 0.000000
472 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8..
Will provide more info if any is needed.