Engine error with packing props

zahndah

professional letter
aa
Jul 4, 2015
721
642
After i have packed props into my map, when i try to launch it in TF2. my game crashes with the error message "'engine error; failed to lock vertex buffer inCMeshDX8::LockVertexBuffer:nVertexCount=2204, nFirstVertex=0". This same error also happened in the previous iteration of my map when i tried to pack props. I have validated my game files since then.

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.vmf"

Valve Software - vbsp.exe (Oct 29 2015)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_facade_a1a/swamp/nature/blenddirtswampgrass001_wvt_patch
Patching WVT material: maps/cp_facade_a1a/egypt/sand_floor_blend_04_with_grass_wvt_patch
Patching WVT material: maps/cp_facade_a1a/cp_mountainlab/nature/groundtograss001_nodetail_wvt_patch
Patching WVT material: maps/cp_facade_a1a/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/cp_facade_a1a/egypt/sand_floor_blend_03_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 246 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_stormfront_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_stormfront_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 (1) (451549 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 533 texinfos to 312
Reduced 37 texdatas to 29 (1086 bytes to 757)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.bsp
3 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a"

Valve Software - vvis.exe (Oct 29 2015)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.prt
1678 portalclusters
5338 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 37759 visible clusters (1.41%)
Total clusters visible: 2675545
Average clusters visible: 1594
Building PAS...
Average clusters audible: 1677
visdatasize:715468 compressed from 724896
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.bsp
3 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a"

Valve Software - vrad.exe SSE (Oct 29 2015)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.bsp
Setting up ray-trace acceleration structure... Done (0.88 seconds)
4685 faces
452923 square feet [65221040.00 square inches]
13 Displacements
5516 Square Feet [794337.81 Square Inches]
4685 patches before subdivision
48139 patches after subdivision
sun extent from map=0.087156
56 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 (36)
transfers 6286089, max 1351
transfer lists: 48.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(236944, 243961, 244518)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(60066, 60180, 61110)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(16366, 15825, 16159)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4718, 4443, 4533)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1450, 1335, 1353)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(456, 412, 414)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(148, 132, 131)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(49, 43, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(16, 14, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(5, 5, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0244 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
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 (28)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 54/1024 2592/49152 ( 5.3%)
brushes 1385/8192 16620/98304 (16.9%)
brushsides 8939/65536 71512/524288 (13.6%)
planes 2970/65536 59400/1310720 ( 4.5%)
vertexes 8247/65536 98964/786432 (12.6%)
nodes 3283/65536 105056/2097152 ( 5.0%)
texinfos 312/12288 22464/884736 ( 2.5%)
texdata 29/2048 928/65536 ( 1.4%)
dispinfos 13/0 2288/0 ( 0.0%)
disp_verts 325/0 6500/0 ( 0.0%)
disp_tris 416/0 832/0 ( 0.0%)
disp_lmsamples 16800/0 16800/0 ( 0.0%)
faces 4685/65536 262360/3670016 ( 7.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3356/65536 187936/3670016 ( 5.1%)
leaves 3338/65536 106816/2097152 ( 5.1%)
leaffaces 6031/65536 12062/131072 ( 9.2%)
leafbrushes 4364/65536 8728/131072 ( 6.7%)
areas 7/256 56/2048 ( 2.7%)
surfedges 37317/512000 149268/2048000 ( 7.3%)
edges 23552/256000 94208/1024000 ( 9.2%)
LDR worldlights 56/8192 4928/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 636/32768 6360/327680 ( 1.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 12759/65536 25518/131072 (19.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 945892/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 715468/16777216 ( 4.3%)
entdata [variable] 54089/393216 (13.8%)
LDR ambient table 3338/65536 13352/262144 ( 5.1%)
HDR ambient table 3338/65536 13352/262144 ( 5.1%)
LDR leaf ambient 18295/65536 512260/1835008 (27.9%)
HDR leaf ambient 3338/65536 93464/1835008 ( 5.1%)
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] 1/5038 ( 0.0%)
pakfile [variable] 2216/0 ( 0.0%)
physics [variable] 451549/4194304 (10.8%)
physics terrain [variable] 2175/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 14522
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.bsp
1 minute, 26 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_facade_a1a.bsp"

I have looked around and have found no-one with this exact same problem, who has found a fix, so i really hope you can help!
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Well the compile log says you're running VVIS on fast. Interlopers even says "Strange errors in-game (including unexpected crashes)".

Have you tried not running VVIS on fast?
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
No, as my map is badly optimized, trying it now. Thanks!