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.
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!
** 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"
** 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!