buildcubemaps crash

Lange

L1: Registered
Jun 21, 2009
2
0
I edited arena_ravine using the recently released offical .vmf to remove the arena logic, making it a map that can be played properly with the tf2dm plugin. I removed the 2 entities I saw that had the words "arena" and "logic" in them. These are the only changes I have made. Running buildcubemaps (in 1024x768 fullscreen, also tried 1280x1024) causes a crash. Here is the compile log:

Code:
** Executing...
** Command: "c:\program files\steam\steamapps\zeratul114\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\zeratul114\team fortress 2\tf" "C:\Program Files\Steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\zeratul114\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.vmf
Patching WVT material: maps/dm_ravine/nature/blendrockground006_wvt_patch
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)
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1064 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_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 (2) (839105 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6820 texinfos to 3725
Reduced 151 texdatas to 140 (2987 bytes to 2676)
Writing C:\Program Files\Steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.bsp
18 seconds elapsed
  -0.050800 -1.690353 0.000000
  0.101600 -1.690353 0.000000
  -0.101600 -1.690353 0.000000
  -0.101600 -1.370356 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:\program files\steam\steamapps\zeratul114\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\zeratul114\team fortress 2\tf" "C:\Program Files\Steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.bsp
reading c:\program files\steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.prt
 608 portalclusters
1500 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (80)
Optimized: 691 visible clusters (0.00%)
Total clusters visible: 226797
Average clusters visible: 373
Building PAS...
Average clusters audible: 597
visdatasize:94239  compressed from 97280
writing c:\program files\steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.bsp
1 minute, 20 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\zeratul114\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\zeratul114\team fortress 2\tf" "C:\Program Files\Steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine"

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

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

Loading c:\program files\steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.bsp
Setting up ray-trace acceleration structure... Done (9.01 seconds)
7054 faces
637945 square feet [91864160.00 square inches]
291 Displacements
132498 Square Feet [19079718.00 Square Inches]
7054 patches before subdivision
72498 patches after subdivision
sun extent from map=0.087156
76 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (72)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (80)
transfers 6215238, max 1014
transfer lists:  47.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(243435, 150045, 106562)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(33255, 16636, 10743)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(5685, 2473, 1466)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(1106, 437, 237)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(240, 88, 44)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(56, 19, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(14, 4, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(3, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0708 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (31)
FinalLightFace Done
0 of 4 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (27)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  15/1024          720/49152    ( 1.5%) 
brushes               2360/8192        28320/98304    (28.8%) 
brushsides           16286/65536      130288/524288   (24.9%) 
planes                6612/65536      132240/1310720  (10.1%) 
vertexes             14963/65536      179556/786432   (22.8%) 
nodes                 1188/65536       38016/2097152  ( 1.8%) 
texinfos              3725/12288      268200/884736   (30.3%) 
texdata                140/2048         4480/65536    ( 6.8%) 
dispinfos              291/0           51216/0        ( 0.0%) 
disp_verts           10915/0          218300/0        ( 0.0%) 
disp_tris            15552/0           31104/0        ( 0.0%) 
disp_lmsamples      350480/0          350480/0        ( 0.0%) 
faces                 7054/65536      395024/3670016  (10.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             6053/65536      338968/3670016  ( 9.2%) 
leaves                1204/65536       38528/2097152  ( 1.8%) 
leaffaces             9897/65536       19794/131072   (15.1%) 
leafbrushes           5551/65536       11102/131072   ( 8.5%) 
areas                    9/256            72/2048     ( 3.5%) 
surfedges            62066/512000     248264/2048000  (12.1%) 
edges                42688/256000     170752/1024000  (16.7%) 
LDR worldlights         76/8192         6688/720896   ( 0.9%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips           1204/32768       12040/327680   ( 3.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         26031/65536       52062/131072   (39.7%) 
cubemapsamples          52/1024          832/16384    ( 5.1%) 
overlays               129/512         45408/180224   (25.2%) 
LDR lightdata         [variable]     3580028/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       94239/16777216 ( 0.6%) 
entdata               [variable]       72299/393216   (18.4%) 
LDR ambient table     1204/65536        4816/262144   ( 1.8%) 
HDR ambient table     1204/65536        4816/262144   ( 1.8%) 
LDR leaf ambient      7692/65536      215376/1835008  (11.7%) 
HDR leaf ambient      1204/65536       33712/1835008  ( 1.8%) 
occluders               10/0             400/0        ( 0.0%) 
occluder polygons       30/0             360/0        ( 0.0%) 
occluder vert ind      120/0             480/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/62102    ( 0.0%) 
pakfile               [variable]        3219/0        ( 0.0%) 
physics               [variable]      839105/4194304  (20.0%) 
physics terrain       [variable]       59595/1048576  ( 5.7%) 

Level flags = 0

Total triangle count: 23759
Writing c:\program files\steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.bsp
3 minutes, 43 seconds elapsed
Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:\program files\steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.bsp
Setting up ray-trace acceleration structure... Done (8.97 seconds)
7054 faces
637945 square feet [91864160.00 square inches]
291 Displacements
132498 Square Feet [19079718.00 Square Inches]
7054 patches before subdivision
72498 patches after subdivision
sun extent from map=0.087156
76 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (70)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (74)
transfers 6215238, max 1014
transfer lists:  47.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(236158, 143913, 101668)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(32155, 15847, 10194)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(5503, 2358, 1393)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(1075, 419, 227)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(234, 85, 42)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(55, 19, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(13, 4, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(3, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0728 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (31)
FinalLightFace Done
0 of 4 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (25)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  15/1024          720/49152    ( 1.5%) 
brushes               2360/8192        28320/98304    (28.8%) 
brushsides           16286/65536      130288/524288   (24.9%) 
planes                6612/65536      132240/1310720  (10.1%) 
vertexes             14963/65536      179556/786432   (22.8%) 
nodes                 1188/65536       38016/2097152  ( 1.8%) 
texinfos              3725/12288      268200/884736   (30.3%) 
texdata                140/2048         4480/65536    ( 6.8%) 
dispinfos              291/0           51216/0        ( 0.0%) 
disp_verts           10915/0          218300/0        ( 0.0%) 
disp_tris            15552/0           31104/0        ( 0.0%) 
disp_lmsamples      350480/0          350480/0        ( 0.0%) 
faces                 7054/65536      395024/3670016  (10.8%) 
hdr faces             7054/65536      395024/3670016  (10.8%) 
origfaces             6053/65536      338968/3670016  ( 9.2%) 
leaves                1204/65536       38528/2097152  ( 1.8%) 
leaffaces             9897/65536       19794/131072   (15.1%) 
leafbrushes           5551/65536       11102/131072   ( 8.5%) 
areas                    9/256            72/2048     ( 3.5%) 
surfedges            62066/512000     248264/2048000  (12.1%) 
edges                42688/256000     170752/1024000  (16.7%) 
LDR worldlights         76/8192         6688/720896   ( 0.9%) 
HDR worldlights         76/8192         6688/720896   ( 0.9%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips           1204/32768       12040/327680   ( 3.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         26031/65536       52062/131072   (39.7%) 
cubemapsamples          52/1024          832/16384    ( 5.1%) 
overlays               129/512         45408/180224   (25.2%) 
LDR lightdata         [variable]     3580028/0        ( 0.0%) 
HDR lightdata         [variable]     3580028/0        ( 0.0%) 
visdata               [variable]       94239/16777216 ( 0.6%) 
entdata               [variable]       72299/393216   (18.4%) 
LDR ambient table     1204/65536        4816/262144   ( 1.8%) 
HDR ambient table     1204/65536        4816/262144   ( 1.8%) 
LDR leaf ambient      7692/65536      215376/1835008  (11.7%) 
HDR leaf ambient      7692/65536      215376/1835008  (11.7%) 
occluders               10/0             400/0        ( 0.0%) 
occluder polygons       30/0             360/0        ( 0.0%) 
occluder vert ind      120/0             480/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/62102    ( 0.0%) 
pakfile               [variable]        3219/0        ( 0.0%) 
physics               [variable]      839105/4194304  (20.0%) 
physics terrain       [variable]       59595/1048576  ( 5.7%) 

Level flags = 0

Total triangle count: 23759
Writing c:\program files\steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.bsp
3 minutes, 34 seconds elapsed
  -0.050800 -1.690353 0.000000
  0.101600 -1.690353 0.000000
  -0.101600 -1.690353 0.000000
  -0.101600 -1.370356 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -0.050800 -1.690353 0.000000
  0.101600 -1.690353 0.000000
  -0.101600 -1.690353 0.000000
  -0.101600 -1.370356 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.bsp" "c:\program files\steam\steamapps\zeratul114\team fortress 2\tf\maps\dm_ravine.bsp"


** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files\steam\steamapps\zeratul114\team fortress 2\tf"  +map "dm_ravine"

Any ideas on what can be done to fix this?
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
Don't recompile a valve map? Occluders can be really messy in them for some wierd reason

Oh wait, sorry, I'll see if I can help.

I think the Occluders are screaming at me.

Hmm, I have no idea why it would crash. Are you sure it crashed? Wait, dumb question. It might just be trying to render too much. Reduce the resolution on the cubemaps just in case.
 
Last edited:

zornor

L4: Comfortable Member
Jan 14, 2009
195
23
Post how you built your cubemaps (what commands you put into console)
 
Aug 19, 2008
1,011
1,158
i had the same problem, but it wasn´t map-specific, i had to reinstall steam+tf2 and it was gone

but, the cubemaps are still built even if the game crashes after the buildcubemaps

just check your tf/materials/maps/your_mapname folder
there should be the built cubemap vtfs
just pakrat them and everything is fine

did so on cashworks_rc without problems
 

FaTony

Banned
Mar 25, 2008
901
160
Lmao guys, u can't read compile log.

-0.050800 -1.690353 0.000000
0.101600 -1.690353 0.000000
-0.101600 -1.690353 0.000000
-0.101600 -1.370356 0.000000
make_triangles:calc_triangle_representation: Cannot convert

Blame valve.
 

Lange

L1: Registered
Jun 21, 2009
2
0
I fixed the problem. My configs (probably my fps config) was causing the crash. Renaming my cfg folder to something else then adding "-autoconfig" to my launch options enabled it to all run flawlessly.

Even after building the cubemaps, they kept coming up purple (yes, specular was off.) The solution to this was to change the skybox from the goldrush one (which gives errors) to something else.
 
Last edited: