Engine error with packing props

Discussion in 'Mapping Questions & Discussion' started by zahndah, Oct 31, 2015.

  1. zahndah

    aa zahndah professional letter

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    After i have packed props into my map, when i try to launch it in TF2. my game crashes with the error message "'engine error; failed to lock vertex buffer inCMeshDX8::LockVertexBuffer:nVertexCount=2204, nFirstVertex=0". This same error also happened in the previous iteration of my map when i tried to pack props. I have validated my game files since then.

    ** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.vmf"

    Valve Software - vbsp.exe (Oct 29 2015)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/cp_facade_a1a/swamp/nature/blenddirtswampgrass001_wvt_patch
    Patching WVT material: maps/cp_facade_a1a/egypt/sand_floor_blend_04_with_grass_wvt_patch
    Patching WVT material: maps/cp_facade_a1a/cp_mountainlab/nature/groundtograss001_nodetail_wvt_patch
    Patching WVT material: maps/cp_facade_a1a/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/cp_facade_a1a/egypt/sand_floor_blend_03_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 246 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_stormfront_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_stormfront_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) (451549 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 533 texinfos to 312
    Reduced 37 texdatas to 29 (1086 bytes to 757)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.bsp
    3 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" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a"

    Valve Software - vvis.exe (Oct 29 2015)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.prt
    1678 portalclusters
    5338 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
    Optimized: 37759 visible clusters (1.41%)
    Total clusters visible: 2675545
    Average clusters visible: 1594
    Building PAS...
    Average clusters audible: 1677
    visdatasize:715468 compressed from 724896
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.bsp
    3 seconds elapsed

    ** 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" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a"

    Valve Software - vrad.exe SSE (Oct 29 2015)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.bsp
    Setting up ray-trace acceleration structure... Done (0.88 seconds)
    4685 faces
    452923 square feet [65221040.00 square inches]
    13 Displacements
    5516 Square Feet [794337.81 Square Inches]
    4685 patches before subdivision
    48139 patches after subdivision
    sun extent from map=0.087156
    56 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (36)
    transfers 6286089, max 1351
    transfer lists: 48.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(236944, 243961, 244518)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(60066, 60180, 61110)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(16366, 15825, 16159)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(4718, 4443, 4533)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(1450, 1335, 1353)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(456, 412, 414)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(148, 132, 131)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(49, 43, 42)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(16, 14, 14)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(5, 5, 5)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(2, 2, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(1, 1, 1)
    Build Patch/Sample Hash Table(s).....Done<0.0244 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
    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 (28)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 54/1024 2592/49152 ( 5.3%)
    brushes 1385/8192 16620/98304 (16.9%)
    brushsides 8939/65536 71512/524288 (13.6%)
    planes 2970/65536 59400/1310720 ( 4.5%)
    vertexes 8247/65536 98964/786432 (12.6%)
    nodes 3283/65536 105056/2097152 ( 5.0%)
    texinfos 312/12288 22464/884736 ( 2.5%)
    texdata 29/2048 928/65536 ( 1.4%)
    dispinfos 13/0 2288/0 ( 0.0%)
    disp_verts 325/0 6500/0 ( 0.0%)
    disp_tris 416/0 832/0 ( 0.0%)
    disp_lmsamples 16800/0 16800/0 ( 0.0%)
    faces 4685/65536 262360/3670016 ( 7.1%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 3356/65536 187936/3670016 ( 5.1%)
    leaves 3338/65536 106816/2097152 ( 5.1%)
    leaffaces 6031/65536 12062/131072 ( 9.2%)
    leafbrushes 4364/65536 8728/131072 ( 6.7%)
    areas 7/256 56/2048 ( 2.7%)
    surfedges 37317/512000 149268/2048000 ( 7.3%)
    edges 23552/256000 94208/1024000 ( 9.2%)
    LDR worldlights 56/8192 4928/720896 ( 0.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 636/32768 6360/327680 ( 1.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 12759/65536 25518/131072 (19.5%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 945892/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 715468/16777216 ( 4.3%)
    entdata [variable] 54089/393216 (13.8%)
    LDR ambient table 3338/65536 13352/262144 ( 5.1%)
    HDR ambient table 3338/65536 13352/262144 ( 5.1%)
    LDR leaf ambient 18295/65536 512260/1835008 (27.9%)
    HDR leaf ambient 3338/65536 93464/1835008 ( 5.1%)
    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] 1/5038 ( 0.0%)
    pakfile [variable] 2216/0 ( 0.0%)
    physics [variable] 451549/4194304 (10.8%)
    physics terrain [variable] 2175/1048576 ( 0.2%)

    Level flags = 0

    Total triangle count: 14522
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.bsp
    1 minute, 26 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_facade_a1a.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_facade_a1a.bsp"

    I have looked around and have found no-one with this exact same problem, who has found a fix, so i really hope you can help!
     
  2. Vel0city

    aa Vel0city func_fish

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    Well the compile log says you're running VVIS on fast. Interlopers even says "Strange errors in-game (including unexpected crashes)".

    Have you tried not running VVIS on fast?
     
    • Thanks Thanks x 1
  3. zahndah

    aa zahndah professional letter

    Messages:
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    Positive Ratings:
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    No, as my map is badly optimized, trying it now. Thanks!