- Nov 10, 2017
- 38
- 12
Hello, this is my first post on this forum, so tell me if I did something wrong.
I'm developing a PASS Time map called pass_deathball. I've created the barebones version with nothing too advanced, compiled it, and when I run it, TF2 crashes. I'm fairly new to mapping, but I know there's no leaks, no pointfiles generated, alt-P finds no errors, and Interlopers doesn't show any errors, so I don't know where else to look.
I'm developing a PASS Time map called pass_deathball. I've created the barebones version with nothing too advanced, compiled it, and when I run it, TF2 crashes. I'm fairly new to mapping, but I know there's no leaks, no pointfiles generated, alt-P finds no errors, and Interlopers doesn't show any errors, so I don't know where else to look.
Code:
** 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\sourcesdk_content\tf\pass_deathball.vmf"
Valve Software - vbsp.exe (Oct 14 2017)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\pass_deathball.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\pass_deathball.prt...Building visibility clusters...
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) (21309 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 129 texinfos to 90
Reduced 18 texdatas to 16 (457 bytes to 377)
Writing C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\pass_deathball.bsp
Wrote ZIP buffer, estimated size 212249, actual size 211633
0 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:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\pass_deathball"
Valve Software - vvis.exe (Oct 14 2017)
4 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\pass_deathball.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\pass_deathball.prt
192 portalclusters
527 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 (1)
Optimized: 49 visible clusters (0.15%)
Total clusters visible: 31981
Average clusters visible: 166
Building PAS...
Average clusters audible: 192
visdatasize:10766 compressed from 9216
writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\pass_deathball.bsp
1 second 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" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\pass_deathball"
Valve Software - vrad.exe SSE (Oct 14 2017)
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\sourcesdk_content\tf\pass_deathball.bsp
Setting up ray-trace acceleration structure... Done (0.10 seconds)
739 faces
1281699 square feet [184564736.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
739 patches before subdivision
33183 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 510608, max 303
transfer lists: 3.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0216 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 13/1024 624/49152 ( 1.3%)
brushes 52/8192 624/98304 ( 0.6%)
brushsides 328/65536 2624/524288 ( 0.5%)
planes 230/65536 4600/1310720 ( 0.4%)
vertexes 940/65536 11280/786432 ( 1.4%)
nodes 533/65536 17056/2097152 ( 0.8%)
texinfos 90/12288 6480/884736 ( 0.7%)
texdata 16/2048 512/65536 ( 0.8%)
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 739/65536 41384/3670016 ( 1.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 188/65536 10528/3670016 ( 0.3%)
leaves 547/65536 17504/2097152 ( 0.8%)
leaffaces 793/65536 1586/131072 ( 1.2%)
leafbrushes 268/65536 536/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3929/512000 15716/2048000 ( 0.8%)
edges 2095/256000 8380/1024000 ( 0.8%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 32/32768 320/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 423/65536 846/131072 ( 0.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2895676/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 10766/16777216 ( 0.1%)
entdata [variable] 9415/393216 ( 2.4%)
LDR ambient table 547/65536 2188/262144 ( 0.8%)
HDR ambient table 547/65536 2188/262144 ( 0.8%)
LDR leaf ambient 264/65536 7392/1835008 ( 0.4%)
HDR leaf ambient 547/65536 15316/1835008 ( 0.8%)
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] 1/1684 ( 0.1%)
pakfile [variable] 211633/0 ( 0.0%)
physics [variable] 21309/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 1699
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\pass_deathball.bsp
6 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\pass_deathball.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pass_deathball.bsp"