Help - My Map Crashes TF2

Undead Axe

L1: Registered
Jun 20, 2009
2
0
I have already posted this on the TF2 forums with no avail so I came here looking for help:

I started my TF2 map about 2 months ago, worked on it for a week then stopped. I came back a few days ago to start work on it again.

It was all working fine until, at one point, I loaded up my map using 'File/Run Map' and it launched TF2 and reached the part where it sais loading the the bottom right and nothing else. It then crashed to desktop.

This keeps happening and I have tried rebooting the computer. I googled the problem and came up with the same issue although all relating to different programs and giving me different instructions.

I would be grateful for any help you could provide me with.

Below is the error details I get on the crash to desktop.



Problem signature:
Problem Event Name: APPCRASH
Application Name: hl2.exe
Application Version: 0.0.0.0
Application Timestamp: 470c11ae
Fault Module Name: StackHash_fd00
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 00000000
Exception Code: c0000005
Exception Offset: 0001012f
OS Version: 6.0.6001.2.1.0.256.6
Locale Id: 2057
Additional Information 1: fd00
Additional Information 2: ea6f5fe8924aaa756324d57f87834160
Additional Information 3: fd00
Additional Information 4: ea6f5fe8924aaa756324d57f87834160

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Another thing I noticed is that when I press run and the compile process window comes up it has about 70 of this error:

error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a $bottommaterial
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
Post your compile log (The log that comes out after you did run map)

The whole one, then it'd probably some error that you missed.

Also, If you set some stuff in "Map Properties" like map names or something like that, It can be the reason, that was the crash reason for one of my map crashes.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
"error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a $bottommaterial "

You're using the wrong water material. Do NOT use a water material that has suffixes (_beneath, _dx##, and others). They are supporting sub-materials for the main one (water_2fort), which is the one you should be using in Hammer.

However, this probably shouldn't be crashing you. Map based crashes have the most varied and numerous causes of any error, you'd need to give more information.
 

Undead Axe

L1: Registered
Jun 20, 2009
2
0
I did run it through the checker thing but it didnt make any sense to me.
Sorry If I am missing somthing obvious but I am kind of overwhelmed at the moment.

** Executing...
** Command: "c:program filessteamsteamappsalunhersourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsalunherteam fortress 2tf" "C:UsersJamesDesktopStufftestmapfortf2"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:program filessteamsteamappsalunherteam fortress 2tfmaterials
Loading C:UsersJamesDesktopStufftestmapfortf2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-8168.00 2352.00 24.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 9728.0 -40.0)
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 (1536.0 10240.0 -40.0)
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 (0.0 9728.0 -40.0)
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 (512.0 10240.0 -40.0)
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 8704.0 -40.0)
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 (0.0 8704.0 -40.0)
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 (2048.0 7680.0 -40.0)
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 (0.0 7680.0 -40.0)
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...error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
error: material WATER/WATER_2FORT_BENEATH_DX80 doesn't have a
done (2)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (139028 bytes)
Static prop models/props_forest/roof_tiles1.mdl outside the map (-6880.00, 2912.00, -117.70)
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 885 texinfos to 735
Reduced 30 texdatas to 26 (836 bytes to 595)
Writing C:UsersJamesDesktopStufftestmapfortf2.bsp
3 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsalunhersourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsalunherteam fortress 2tf" "C:UsersJamesDesktopStufftestmapfortf2"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:usersjamesdesktopstufftestmapfortf2.bsp
reading c:usersjamesdesktopstufftestmapfortf2.prt
LoadPortals: couldn't read c:usersjamesdesktopstufftestmapfortf2.prt


** Executing...
** Command: "c:program filessteamsteamappsalunhersourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsalunherteam fortress 2tf" "C:UsersJamesDesktopStufftestmapfortf2"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:usersjamesdesktopstufftestmapfortf2.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.01 seconds)
9671 faces
7 degenerate faces
4281829 square feet [616583424.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<0.2585 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
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 (12)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 16/1024 768/49152 ( 1.6%)
brushes 366/8192 4392/98304 ( 4.5%)
brushsides 3670/65536 29360/524288 ( 5.6%)
planes 4686/65536 93720/1310720 ( 7.2%)
vertexes 13317/65536 159804/786432 (20.3%)
nodes 4962/65536 158784/2097152 ( 7.6%)
texinfos 735/12288 52920/884736 ( 6.0%)
texdata 26/2048 832/65536 ( 1.3%)
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 9671/65536 541576/3670016 (14.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1465/65536 82040/3670016 ( 2.2%)
leaves 4979/65536 159328/2097152 ( 7.6%)
leaffaces 10755/65536 21510/131072 (16.4%)
leafbrushes 4442/65536 8884/131072 ( 6.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 50278/512000 201112/2048000 ( 9.8%)
edges 26340/256000 105360/1024000 (10.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 726/32768 7260/327680 ( 2.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9846/65536 19692/131072 (15.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 22315508/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 15524/393216 ( 3.9%)
LDR ambient table 4979/65536 19916/262144 ( 7.6%)
HDR ambient table 4979/65536 19916/262144 ( 7.6%)
LDR leaf ambient 2560/65536 71680/1835008 ( 3.9%)
HDR leaf ambient 4979/65536 139412/1835008 ( 7.6%)
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] 1/7684 ( 0.0%)
pakfile [variable] 107046/0 ( 0.0%)
physics [variable] 139028/4194304 ( 3.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 25008
Writing c:usersjamesdesktopstufftestmapfortf2.bsp
25 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:UsersJamesDesktopStufftestmapfortf2.bsp" "c:program filessteamsteamappsalunherteam fortress 2tfmapstestmapfortf2.bsp"
 
Last edited:

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
You need to fix that water. That's an obvious error so a good place to start.

You have alot of these too
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 10240.0 -40.0)
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:


It doesn't give a brush id so you have to search by coords. I highlighted them, they are very close to the center of the grid. Just move your mouse over the viewport and look in lower right hand corner, you'll see the mouse coords. Once you match them up you'll know where to look for problems.

Fix the water first, it could be the problem.