TF2 just quits whenever I try to compile my map?

yung pikchu

L1: Registered
Apr 10, 2017
6
0
So this only started today, and I dont know what to do.. I press "Run Map" with everything on normal, TF2 opens, says loading for a few seconds then just closes by itself. Here is the compile thing..


** 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\test_2.vmf"
Valve Software - vbsp.exe (Feb 13 2017)
8 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\test_2.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)
**** leaked ****
Entity func_respawnroomvisualizer (-718.00 -672.00 -418.21) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1280.0 -72.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1280.0 552.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1792.0 240.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 2048.0 240.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 1536.0 240.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 320.0 -72.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 320.0 552.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 832.0 -72.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (17328 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 77 texinfos to 53
Reduced 10 texdatas to 10 (240 bytes to 240)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test_2.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
1 second 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test_2"
Valve Software - vvis.exe (Feb 13 2017)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_2.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_2.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_2.prt

** 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test_2"
Valve Software - vrad.exe SSE (Feb 13 2017)
Valve Radiosity Simulator
8 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\test_2.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.01 seconds)
317 faces
281270 square feet [40502900.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0030 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 44/8192 528/98304 ( 0.5%)
brushsides 264/65536 2112/524288 ( 0.4%)
planes 174/65536 3480/1310720 ( 0.3%)
vertexes 450/65536 5400/786432 ( 0.7%)
nodes 256/65536 8192/2097152 ( 0.4%)
texinfos 53/12288 3816/884736 ( 0.4%)
texdata 10/2048 320/65536 ( 0.5%)
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 317/65536 17752/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 146/65536 8176/3670016 ( 0.2%)
leaves 267/65536 8544/2097152 ( 0.4%)
leaffaces 329/65536 658/131072 ( 0.5%)
leafbrushes 106/65536 212/131072 ( 0.2%)
areas 4/256 32/2048 ( 1.6%)
surfedges 1976/512000 7904/2048000 ( 0.4%)
edges 1105/256000 4420/1024000 ( 0.4%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 3/32768 30/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 45/65536 90/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 387044/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 11513/393216 ( 2.9%)
LDR ambient table 267/65536 1068/262144 ( 0.4%)
HDR ambient table 267/65536 1068/262144 ( 0.4%)
LDR leaf ambient 1239/65536 34692/1835008 ( 1.9%)
HDR leaf ambient 267/65536 7476/1835008 ( 0.4%)
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] 54/0 ( 0.0%)
physics [variable] 17328/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 758
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_2.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test_2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\test_2.bsp"

Thank you in advance if you have a solution.. :)

**EDIT**
nevermine lol i figured it out..
 

nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Use this website to check for errors. It's very useful!
 

obodobear

L4: Comfortable Member
Mar 15, 2016
172
32
I had the same problem last week but it just kind of fixed itself and no further problems have come up.
 

yung pikchu

L1: Registered
Apr 10, 2017
6
0
the leak in my map is completly out of place?? its underneath the map, i have no idea how to fix it??
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
Click on your func_respawnroomvisualizer entities one by one and check that their origins (It's a blue sphere in 3D view, and a circle - I think it's white or red - in the 2D views) are inside your map. Looking at the compile log I think one of the origins is at one end of the red line.

If not, then remake some brushes around the outside of your map, recompile and see if that makes the leak line start somewhere more sensible.
 

Tumby

aa
May 12, 2013
1,084
1,193
You can also select everything, move your mouse to a 2D view, right click, and choose "center origins".
The origin of a brush entity is used for all kinds of things. In the case of the func_respawnroomvisualizer entity, it controls where the center of the fading effect is. That means the texture fades out if you get too far from that.
The origin of every entity is also used to check for leaks. As this origin is outside the map, VBSP thinks it must be leaking.
 

Billo

aa
Feb 8, 2016
921
404
**** leaked ****
Entity func_respawnroomvisualizer (-718.00 -672.00 -418.21) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1280.0 -72.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID

thats your problem. try to see if your map has a leak such as the skybox - i mean there is a hole or something there.
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Just a tip for the future, you should probably look at your compile log and try to figure out what's wrong yourself before relying on others. It helps a lot being able to diagnose and resolve issues yourself.
 

Billo

aa
Feb 8, 2016
921
404
and also crash has a video about errors you should probably take a look,it helped me a lot