I need help making a past time map. IT always crashes

Eagle

L1: Registered
Nov 12, 2018
13
1
Im super new and i started making a passtime map i have the trigger the master and ballspawner
But it keeps crashing idk how to fix this so heres the weird thingie magigie


** Executing...
** Command: "E:\steamapps\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\steamapps\steamapps\common\Team Fortress 2\tf" "C:\Users\Logan\Desktop\PASSTIMESkyCitybeta.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
2 threads
materialPath: E:\steamapps\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Logan\Desktop\PASSTIMESkyCitybeta.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Logan\Desktop\PASSTIMESkyCitybeta.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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) (23484 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 101 texinfos to 83
Reduced 14 texdatas to 14 (349 bytes to 349)
Writing C:\Users\Logan\Desktop\PASSTIMESkyCitybeta.bsp
Wrote ZIP buffer, estimated size 105921, actual size 105707
1 second elapsed

** Executing...
** Command: "E:\steamapps\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\steamapps\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\Logan\Desktop\PASSTIMESkyCitybeta"

Valve Software - vvis.exe (Aug 2 2018)
fastvis = true
2 threads
reading c:\users\logan\desktop\PASSTIMESkyCitybeta.bsp
reading c:\users\logan\desktop\PASSTIMESkyCitybeta.prt
249 portalclusters
715 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 806 visible clusters (1.36%)
Total clusters visible: 59371
Average clusters visible: 238
Building PAS...
Average clusters audible: 249
visdatasize:17936 compressed from 15936
writing c:\users\logan\desktop\PASSTIMESkyCitybeta.bsp
0 seconds elapsed

** Executing...
** Command: "E:\steamapps\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "E:\steamapps\steamapps\common\Team Fortress 2\tf" -noextra "C:\Users\Logan\Desktop\PASSTIMESkyCitybeta"

Valve Software - vrad.exe SSE (Jul 18 2018)

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\logan\desktop\PASSTIMESkyCitybeta.bsp
Setting up ray-trace acceleration structure... Done (0.02 seconds)
974 faces
3261316 square feet [469629568.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
974 patches before subdivision
28306 patches after subdivision
66 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 1005672, max 438
transfer lists: 7.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(30067, 24071, 19512)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(7282, 4526, 2941)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2296, 1119, 588)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(851, 320, 135)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(338, 97, 33)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(138, 30, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(58, 9, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(24, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(10, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0151 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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 61/8192 732/98304 ( 0.7%)
brushsides 384/65536 3072/524288 ( 0.6%)
planes 308/65536 6160/1310720 ( 0.5%)
vertexes 1228/65536 14736/786432 ( 1.9%)
nodes 666/65536 21312/2097152 ( 1.0%)
texinfos 83/12288 5976/884736 ( 0.7%)
texdata 14/2048 448/65536 ( 0.7%)
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 974/65536 54544/3670016 ( 1.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 230/65536 12880/3670016 ( 0.4%)
leaves 680/65536 21760/2097152 ( 1.0%)
leaffaces 1038/65536 2076/131072 ( 1.6%)
leafbrushes 337/65536 674/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5186/512000 20744/2048000 ( 1.0%)
edges 2702/256000 10808/1024000 ( 1.1%)
LDR worldlights 66/8192 5808/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 93/32768 930/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1152/65536 2304/131072 ( 1.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 694000/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 17936/16777216 ( 0.1%)
entdata [variable] 18236/393216 ( 4.6%)
LDR ambient table 680/65536 2720/262144 ( 1.0%)
HDR ambient table 680/65536 2720/262144 ( 1.0%)
LDR leaf ambient 2599/65536 72772/1835008 ( 4.0%)
HDR leaf ambient 680/65536 19040/1835008 ( 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] 1/12 ( 8.3%)
pakfile [variable] 105707/0 ( 0.0%)
physics [variable] 23484/4194304 ( 0.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2328
Writing c:\users\logan\desktop\PASSTIMESkyCitybeta.bsp
9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Logan\Desktop\PASSTIMESkyCitybeta.bsp" "E:\steamapps\steamapps\common\Team Fortress 2\tf\maps\PASSTIMESkyCitybeta.bsp"


** Executing...
** Command: "E:\steamapps\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "E:\steamapps\steamapps\common\Team Fortress 2\tf" +map "PASSTIMESkyCitybeta" -steam

Here is also the map if any one wants to edit it to work for me
 

Attachments

  • PASSTIME_Sky_City_beta.bsp
    1.1 MB · Views: 162

Eagle

L1: Registered
Nov 12, 2018
13
1
HEres the vmf too
 

Attachments

  • PASSTIME_Sky_City_beta.vmf
    134.8 KB · Views: 77

Eagle

L1: Registered
Nov 12, 2018
13
1
Thanks the map does not crash now but the pass time seems to not be spawning
 

Eagle

L1: Registered
Nov 12, 2018
13
1
Btw i also dont know where to put the linked file in the thing you sent me