HL2.exe crashes when loading map

Discussion in 'Mapping Questions & Discussion' started by Doktor, Apr 3, 2010.

  1. Doktor

    Doktor L1: Registered

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    1
    I have a strange problem with my map. The HL2.exe crashes everytime when I try to load and start my map. I checked the compile log and couldn't see any errors that could cause this problem.
    I used the compile log checker, but there weren't any problems shown.

    Here is the compile log:

    ** Executing...
    ** Command: "d:\programme\steam\steamapps\chris12985\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "d:\programme\steam\steamapps\chris12985\team fortress 2\tf" "D:\Programme\Steam\SteamApps\chris12985\sourcesdk_content\tf\mapsrc\test_undercover"

    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: d:\programme\steam\steamapps\chris12985\team fortress 2\tf\materials
    Loading D:\Programme\Steam\SteamApps\chris12985\sourcesdk_content\tf\mapsrc\test_undercover.vmf
    Patching WVT material: maps/test_undercover/nature/blendgroundtograss006_wvt_patch
    Patching WVT material: maps/test_undercover/nature/blendrockgroundwall003_wvt_patch
    Patching WVT material: maps/test_undercover/nature/blendground_canyon_wvt_patch
    Patching WVT material: maps/test_undercover/nature/blendgroundtogravel005_wvt_patch
    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)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 64 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\Programme\Steam\SteamApps\chris12985\sourcesdk_content\tf\mapsrc\test_undercover.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_goldrush_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) (328871 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1139 texinfos to 570
    Reduced 91 texdatas to 79 (2304 bytes to 1827)
    Writing D:\Programme\Steam\SteamApps\chris12985\sourcesdk_content\tf\mapsrc\test_undercover.bsp
    4 seconds elapsed

    ** Executing...
    ** Command: "d:\programme\steam\steamapps\chris12985\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "d:\programme\steam\steamapps\chris12985\team fortress 2\tf" "D:\Programme\Steam\SteamApps\chris12985\sourcesdk_content\tf\mapsrc\test_undercover"

    Valve Software - vvis.exe (May 19 2009)
    2 threads
    reading d:\programme\steam\steamapps\chris12985\sourcesdk_content\tf\mapsrc\test_undercover.bsp
    reading d:\programme\steam\steamapps\chris12985\sourcesdk_content\tf\mapsrc\test_undercover.prt
    777 portalclusters
    2113 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 (17)
    Optimized: 1303 visible clusters (0.00%)
    Total clusters visible: 111882
    Average clusters visible: 143
    Building PAS...
    Average clusters audible: 543
    visdatasize:130441 compressed from 161616
    writing d:\programme\steam\steamapps\chris12985\sourcesdk_content\tf\mapsrc\test_undercover.bsp
    17 seconds elapsed

    ** Executing...
    ** Command: "d:\programme\steam\steamapps\chris12985\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "d:\programme\steam\steamapps\chris12985\team fortress 2\tf" "D:\Programme\Steam\SteamApps\chris12985\sourcesdk_content\tf\mapsrc\test_undercover"

    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 d:\programme\steam\steamapps\chris12985\sourcesdk_content\tf\mapsrc\test_undercover.bsp
    Setting up ray-trace acceleration structure... Done (5.99 seconds)
    2472 faces
    195698 square feet [28180654.00 square inches]
    211 Displacements
    12927 Square Feet [1861525.00 Square Inches]
    2472 patches before subdivision
    15994 patches after subdivision
    sun extent from map=0.000000
    45 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
    transfers 1195821, max 467
    transfer lists: 9.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(103669, 88348, 72392)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(33504, 24560, 17279)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(11760, 7907, 5009)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(4079, 2469, 1388)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(1498, 852, 440)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(543, 285, 133)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(204, 101, 43)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(76, 35, 14)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(29, 13, 5)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(11, 5, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(4, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(2, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0094 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
    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 (9)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 18/1024 864/49152 ( 1.8%)
    brushes 911/8192 10932/98304 (11.1%)
    brushsides 6064/65536 48512/524288 ( 9.3%)
    planes 1770/65536 35400/1310720 ( 2.7%)
    vertexes 4727/65536 56724/786432 ( 7.2%)
    nodes 1606/65536 51392/2097152 ( 2.5%)
    texinfos 570/12288 41040/884736 ( 4.6%)
    texdata 79/2048 2528/65536 ( 3.9%)
    dispinfos 211/0 37136/0 ( 0.0%)
    disp_verts 17091/0 341820/0 ( 0.0%)
    disp_tris 27008/0 54016/0 ( 0.0%)
    disp_lmsamples 48272/0 48272/0 ( 0.0%)
    faces 2472/65536 138432/3670016 ( 3.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1659/65536 92904/3670016 ( 2.5%)
    leaves 1625/65536 52000/2097152 ( 2.5%)
    leaffaces 2794/65536 5588/131072 ( 4.3%)
    leafbrushes 1794/65536 3588/131072 ( 2.7%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 18276/512000 73104/2048000 ( 3.6%)
    edges 11400/256000 45600/1024000 ( 4.5%)
    LDR worldlights 45/8192 3960/720896 ( 0.5%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 219/32768 2190/327680 ( 0.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 3921/65536 7842/131072 ( 6.0%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 31/512 10912/180224 ( 6.1%)
    LDR lightdata [variable] 687240/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 130441/16777216 ( 0.8%)
    entdata [variable] 57999/393216 (14.7%)
    LDR ambient table 1625/65536 6500/262144 ( 2.5%)
    HDR ambient table 1625/65536 6500/262144 ( 2.5%)
    LDR leaf ambient 7108/65536 199024/1835008 (10.8%)
    HDR leaf ambient 1625/65536 45500/1835008 ( 2.5%)
    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] 1/38558 ( 0.0%)
    pakfile [variable] 4086/0 ( 0.0%)
    physics [variable] 328871/4194304 ( 7.8%)
    physics terrain [variable] 58155/1048576 ( 5.5%)

    Level flags = 0

    Total triangle count: 6673
    Writing d:\programme\steam\steamapps\chris12985\sourcesdk_content\tf\mapsrc\test_undercover.bsp
    39 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Programme\Steam\SteamApps\chris12985\sourcesdk_content\tf\mapsrc\test_undercover.bsp" "d:\programme\steam\steamapps\chris12985\team fortress 2\tf\maps\test_undercover.bsp"
     
  2. Lancey

    aa Lancey Currently On: ?????

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    Do you have spawnpoints in your map?
     
  3. Doktor

    Doktor L1: Registered

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    Yes, 16 spawnpoints on both sides.
     
  4. The Political Gamer

    aa The Political Gamer

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  5. Doktor

    Doktor L1: Registered

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    I haven't added any gamemode entities yet.
     
  6. Lancey

    aa Lancey Currently On: ?????

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    Do you have any displacements in your map with a power of 4?
     
  7. Doktor

    Doktor L1: Registered

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    They all have a power of 3 :/
     
  8. Doktor

    Doktor L1: Registered

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    I finally fixed the problem, I copied the map into a new file and now it works!

    Thank you , for your help! :)