Do I have texture issues or a graphics card issue?

Discussion in 'Mapping Questions & Discussion' started by Hyce777, Jun 16, 2009.

  1. Hyce777

    Hyce777 L2: Junior Member

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    Hi,

    Every time I load my map to test it, these weapons make the game crash:
    Shotguns
    The Engineer's Destroy thing
    The Demoman's Bottle
    The Spy's Knife, Sapper, and Disguise thing
    The Sniper's Rifle

    And I think that's it. They always make the game crash... Is it something wrong with my textures? I've tried multiple textures and skyboxes but nothing fixes it.... What am I doing wrong?
     
  2. The Political Gamer

    aa The Political Gamer

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  3. DJive

    aa DJive Cake or Death?

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    First your trouble shooting shouldn't be limited to changing a sky box or different textures.


    does it crash on an official map?
    does it ONLY crash on those weapons in those Official map?
    does it crash other games?
    Does it cut to desktop or does it lock up the PC.

    If you can run other games or run tf2 on a regular map that its not your card, its your map.
     
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  4. Hyce777

    Hyce777 L2: Junior Member

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    It's only on my map... so yeah, I guess it's the map. Here's the compile list:


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\hyce777\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\hyce777\team fortress 2\tf" "C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\dm_duel_corridor_x2"

    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: c:\program files\steam\steamapps\hyce777\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\dm_duel_corridor_x2.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 infodecal (512.00 -407.61 -44.48) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    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 (0) (33298 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 123 texinfos to 115
    Reduced 3 texdatas to 3 (83 bytes to 83)
    Writing C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\dm_duel_corridor_x2.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\hyce777\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\hyce777\team fortress 2\tf" "C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\dm_duel_corridor_x2"

    Valve Software - vvis.exe (May 19 2009)
    2 threads
    reading c:\program files\steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\dm_duel_corridor_x2.bsp
    reading c:\program files\steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\dm_duel_corridor_x2.prt
    LoadPortals: couldn't read c:\program files\steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\dm_duel_corridor_x2.prt


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\hyce777\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\hyce777\team fortress 2\tf" "C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\dm_duel_corridor_x2"

    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\hyce777\sourcesdk_content\tf\mapsrc\dm_duel_corridor_x2.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.05 seconds)
    835 faces
    563761 square feet [81181696.00 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 (0)
    Build Patch/Sample Hash Table(s).....Done<0.0193 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 7/1024 336/49152 ( 0.7%)
    brushes 89/8192 1068/98304 ( 1.1%)
    brushsides 534/65536 4272/524288 ( 0.8%)
    planes 290/65536 5800/1310720 ( 0.4%)
    vertexes 1222/65536 14664/786432 ( 1.9%)
    nodes 481/65536 15392/2097152 ( 0.7%)
    texinfos 115/12288 8280/884736 ( 0.9%)
    texdata 3/2048 96/65536 ( 0.1%)
    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 835/65536 46760/3670016 ( 1.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 300/65536 16800/3670016 ( 0.5%)
    leaves 489/65536 15648/2097152 ( 0.7%)
    leaffaces 917/65536 1834/131072 ( 1.4%)
    leafbrushes 193/65536 386/131072 ( 0.3%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 5108/512000 20432/2048000 ( 1.0%)
    edges 2795/256000 11180/1024000 ( 1.1%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 37/32768 370/327680 ( 0.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 555/65536 1110/131072 ( 0.8%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 679912/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 3750/393216 ( 1.0%)
    LDR ambient table 489/65536 1956/262144 ( 0.7%)
    HDR ambient table 489/65536 1956/262144 ( 0.7%)
    LDR leaf ambient 301/65536 8428/1835008 ( 0.5%)
    HDR leaf ambient 489/65536 13692/1835008 ( 0.7%)
    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] 33298/4194304 ( 0.8%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 2238
    Writing c:\program files\steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\dm_duel_corridor_x2.bsp
    4 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\hyce777\sourcesdk_content\tf\mapsrc\dm_duel_corridor_x2.bsp" "c:\program files\steam\steamapps\hyce777\team fortress 2\tf\maps\dm_duel_corridor_x2.bsp"
     
  5. The Political Gamer

    aa The Political Gamer

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    You have a big leak.
    [​IMG]
     
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  6. Hyce777

    Hyce777 L2: Junior Member

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    Okay, I'm looking for the leak. The only one I've found so far would be when I'm at one end of the map in the editor, the other end is just black void. But if I go to that end, it isn't.
     
  7. Pianodan

    Pianodan L3: Member

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    That's not a leak, that's just the draw distance in the editor. To find the leak, go to Tools->Load Pointfile. If there is a pointfile present, you have a leak. Once you load the file, there will be a big red line from some random point inside your map, through the leak, and out into the void. Fix this leak, run just vbsp, and see if you can still load the point file. If you can, fix THAT leak.

    Lather, rinse, repeat.
     
  8. Sgt Frag

    Sgt Frag L14: Epic Member

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    That's not a leak. That's the brushes being not drawn in editor due to distance settings to save resources (Hammer is a hog).
    You can change that distance in tools>options...

    To find your leak go the the map menu> load pointfile.
    It'll pick an entity and draw a red line from it to the leak. Fix it, compile again WITHOUT vrad and without going in game.
    reload point file. If it can't find one you have no more leaks. If it loads you have another.
    repeat until all leaks are fixed.

    I've never seen a leak cause a crash but I suppose it could. You need to fix that anyway so it's a start

    damn, ninja'ed
     
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  9. Hyce777

    Hyce777 L2: Junior Member

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    I fixed the leak that it showed (I think, because now when I try to load the pointfile it asks me to open it and it isn't there), and I still have the problem. I noticed on the Medic's bonesaw it had the purple grid texture... It only happens with shiny/reflective weapons. And the shotguns, for some reason.
     
  10. The Political Gamer

    aa The Political Gamer

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    You have no env_cubemaps. ;)
     
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  11. Hyce777

    Hyce777 L2: Junior Member

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    This is my first map... Do I need cubemaps? I've figured out that they are entities... so I'll add one and see if it helps.
     
  12. Hyce777

    Hyce777 L2: Junior Member

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    I got it to work. Thanks guys for the help... My map works now. Hopefully I can test it with some friends later today.
     
  13. Pianodan

    Pianodan L3: Member

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    Just so you're aware, you generally need more than one cubemap. Typically you place them at head height anywhere there's a major change of lighting. Also, if you're using water, you need one associated with the surface of the water.

    There's LOTS more information out there on cubemaps, look in the tutorials forum.