Crash investigation [Hammer]

Discussion in 'Mapping Questions & Discussion' started by Sonitrok, Jul 3, 2017.

  1. Sonitrok

    Sonitrok L1: Registered

    Messages:
    21
    Positive Ratings:
    2
    When i launch my map, the game just close. No error message or anything. The compilation and the hammer view works pretty well.

    Here's the last compilation log.


    ** 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:\Users\sebas_000\Desktop\my tf2 maps\sl_mann_warehouse\sl_mann_warehouse.vmf"

    Valve Software - vbsp.exe (Jun 14 2017)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\sebas_000\Desktop\my tf2 maps\sl_mann_warehouse\sl_mann_warehouse.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 (-6012.00 -4396.00 129.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 -6144.0 412.0)
    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 (4608.0 -6144.0 -1140.0)
    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 (4152.0 -6144.0 2174.0)
    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 (4664.0 -6144.0 2174.0)
    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 (5120.0 -6656.0 622.0)
    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 (5120.0 -7680.0 622.0)
    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 (3584.0 -6144.0 344.0)
    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 (3584.0 -6144.0 2174.0)
    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:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    *** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_nightfall_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) (411606 bytes)
    Error! To use model "models/weapons/w_models/w_nail.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/weapons/w_models/w_nail.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 2756 texinfos to 2020
    Reduced 43 texdatas to 42 (924 bytes to 871)
    Writing C:\Users\sebas_000\Desktop\my tf2 maps\sl_mann_warehouse\sl_mann_warehouse.bsp
    Wrote ZIP buffer, estimated size 476, actual size 396
    12 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" "C:\Users\sebas_000\Desktop\my tf2 maps\sl_mann_warehouse\sl_mann_warehouse"

    Valve Software - vvis.exe (Jun 14 2017)
    8 threads
    reading c:\users\sebas_000\desktop\my tf2 maps\sl_mann_warehouse\sl_mann_warehouse.bsp
    reading c:\users\sebas_000\desktop\my tf2 maps\sl_mann_warehouse\sl_mann_warehouse.prt
    LoadPortals: couldn't read c:\users\sebas_000\desktop\my tf2 maps\sl_mann_warehouse\sl_mann_warehouse.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:\Users\sebas_000\Desktop\my tf2 maps\sl_mann_warehouse\sl_mann_warehouse"

    Valve Software - vrad.exe SSE (Jun 14 2017)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\sebas_000\desktop\my tf2 maps\sl_mann_warehouse\sl_mann_warehouse.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (8.98 seconds)
    16180 faces
    7 degenerate faces
    7021832 square feet [1011143872.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    65 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
    Build Patch/Sample Hash Table(s).....Done<0.0962 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (22)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 166/1024 7968/49152 (16.2%)
    brushes 1019/8192 12228/98304 (12.4%)
    brushsides 8269/65536 66152/524288 (12.6%)
    planes 8116/65536 162320/1310720 (12.4%)
    vertexes 22798/65536 273576/786432 (34.8%)
    nodes 9119/65536 291808/2097152 (13.9%)
    texinfos 2020/12288 145440/884736 (16.4%)
    texdata 42/2048 1344/65536 ( 2.1%)
    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 16180/65536 906080/3670016 (24.7%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 4845/65536 271320/3670016 ( 7.4%)
    leaves 9286/65536 297152/2097152 (14.2%)
    leaffaces 18440/65536 36880/131072 (28.1%)
    leafbrushes 4585/65536 9170/131072 ( 7.0%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 95480/512000 381920/2048000 (18.6%)
    edges 50703/256000 202812/1024000 (19.8%)
    LDR worldlights 65/8192 5720/720896 ( 0.8%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1650/32768 16500/327680 ( 5.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 25368/65536 50736/131072 (38.7%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 30/512 10560/180224 ( 5.9%)
    LDR lightdata [variable] 36910540/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 215678/393216 (54.8%)
    LDR ambient table 9286/65536 37144/262144 (14.2%)
    HDR ambient table 9286/65536 37144/262144 (14.2%)
    LDR leaf ambient 5770/65536 161560/1835008 ( 8.8%)
    HDR leaf ambient 9286/65536 260008/1835008 (14.2%)
    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] 1/296 ( 0.3%)
    dtl prp lght [variable] 1/19 ( 5.3%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/352310 ( 0.0%)
    pakfile [variable] 396/0 ( 0.0%)
    physics [variable] 411606/4194304 ( 9.8%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 43714
    Writing c:\users\sebas_000\desktop\my tf2 maps\sl_mann_warehouse\sl_mann_warehouse.bsp
    40 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\sebas_000\Desktop\my tf2 maps\sl_mann_warehouse\sl_mann_warehouse.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\sl_mann_warehouse.bsp"


    Does anyone find something important in this log ? :c
     
  2. AlexCookie

    aa AlexCookie Suspect of eating cookies alive

    Messages:
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  3. Vel0city

    aa Vel0city func_fish

    Messages:
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    Positive Ratings:
    1,540
    Hoppa:

    **** leaked ****
    Entity prop_static (-6012.00 -4396.00 129.00) leaked!


    Oh, and please use http://interlopers.net/errors?page=errors for automatic compile log checking in case something messes up.
     
  4. Sonitrok

    Sonitrok L1: Registered

    Messages:
    21
    Positive Ratings:
    2
    oh, i didn't knew this tool

    Also, is it possible to have two separate skyboxes on the same map ?
     
  5. Crowbar

    aa Crowbar perfektoberfest

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    Positive Ratings:
    1,192
    Very Trickily, yes; you can have a sky_camera surrounded with a cube, textured with the skybox texture; so you can make these cubes dynamic and toggle between them when needed.
     
  6. henke37

    aa henke37

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    456
    Of course, that isn't quite perfect. The 2d skybox behaves differently than the 3d skybox.
     
  7. Crowbar

    aa Crowbar perfektoberfest

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    Positive Ratings:
    1,192
    Sure not, it's not going to be static relative to each player - but I think it's as close as you can get.
    Also, the bigger the cube, the less apparent is this effect.
     
  8. Lampenpam

    aa Lampenpam

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    Positive Ratings:
    337
    Alternativly you could make a cube made of a material that only shows a cubemap. Then outside of the map you make a cube with a cubemap in it and you asign the cubemap reflection to the box in the 3D skybox. Now the 3D skybox will show the cubemap reflection and it won't look as artifical when moving through the map because the cubemap looks like it has a "fixed angle" like the 2D skybox texture.
    The downside is that you need a very high resolution cubemap and it still doesn't look quite as good, so it's better in a map with a less visible sky (tall buildings or indoors)
     
    • Agree Agree x 1