I need help making a past time map. IT always crashes

Discussion in 'Mapping Questions & Discussion' started by Eagle, Nov 12, 2018.

  1. Eagle

    Eagle L1: Registered

    Messages:
    13
    Positive Ratings:
    1
    Im super new and i started making a passtime map i have the trigger the master and ballspawner
    But it keeps crashing idk how to fix this so heres the weird thingie magigie


    ** Executing...
    ** Command: "E:\steamapps\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "E:\steamapps\steamapps\common\Team Fortress 2\tf" "C:\Users\Logan\Desktop\PASSTIMESkyCitybeta.vmf"

    Valve Software - vbsp.exe (Aug 2 2018)
    2 threads
    materialPath: E:\steamapps\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Logan\Desktop\PASSTIMESkyCitybeta.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:\Users\Logan\Desktop\PASSTIMESkyCitybeta.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 (1) (23484 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 101 texinfos to 83
    Reduced 14 texdatas to 14 (349 bytes to 349)
    Writing C:\Users\Logan\Desktop\PASSTIMESkyCitybeta.bsp
    Wrote ZIP buffer, estimated size 105921, actual size 105707
    1 second elapsed

    ** Executing...
    ** Command: "E:\steamapps\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "E:\steamapps\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\Logan\Desktop\PASSTIMESkyCitybeta"

    Valve Software - vvis.exe (Aug 2 2018)
    fastvis = true
    2 threads
    reading c:\users\logan\desktop\PASSTIMESkyCitybeta.bsp
    reading c:\users\logan\desktop\PASSTIMESkyCitybeta.prt
    249 portalclusters
    715 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 806 visible clusters (1.36%)
    Total clusters visible: 59371
    Average clusters visible: 238
    Building PAS...
    Average clusters audible: 249
    visdatasize:17936 compressed from 15936
    writing c:\users\logan\desktop\PASSTIMESkyCitybeta.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "E:\steamapps\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "E:\steamapps\steamapps\common\Team Fortress 2\tf" -noextra "C:\Users\Logan\Desktop\PASSTIMESkyCitybeta"

    Valve Software - vrad.exe SSE (Jul 18 2018)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\logan\desktop\PASSTIMESkyCitybeta.bsp
    Setting up ray-trace acceleration structure... Done (0.02 seconds)
    974 faces
    3261316 square feet [469629568.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    974 patches before subdivision
    28306 patches after subdivision
    66 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
    transfers 1005672, max 438
    transfer lists: 7.7 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(30067, 24071, 19512)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(7282, 4526, 2941)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(2296, 1119, 588)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(851, 320, 135)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(338, 97, 33)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(138, 30, 8)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(58, 9, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(24, 3, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(10, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(4, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0151 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 61/8192 732/98304 ( 0.7%)
    brushsides 384/65536 3072/524288 ( 0.6%)
    planes 308/65536 6160/1310720 ( 0.5%)
    vertexes 1228/65536 14736/786432 ( 1.9%)
    nodes 666/65536 21312/2097152 ( 1.0%)
    texinfos 83/12288 5976/884736 ( 0.7%)
    texdata 14/2048 448/65536 ( 0.7%)
    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 974/65536 54544/3670016 ( 1.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 230/65536 12880/3670016 ( 0.4%)
    leaves 680/65536 21760/2097152 ( 1.0%)
    leaffaces 1038/65536 2076/131072 ( 1.6%)
    leafbrushes 337/65536 674/131072 ( 0.5%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 5186/512000 20744/2048000 ( 1.0%)
    edges 2702/256000 10808/1024000 ( 1.1%)
    LDR worldlights 66/8192 5808/720896 ( 0.8%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 93/32768 930/327680 ( 0.3%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1152/65536 2304/131072 ( 1.8%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 694000/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 17936/16777216 ( 0.1%)
    entdata [variable] 18236/393216 ( 4.6%)
    LDR ambient table 680/65536 2720/262144 ( 1.0%)
    HDR ambient table 680/65536 2720/262144 ( 1.0%)
    LDR leaf ambient 2599/65536 72772/1835008 ( 4.0%)
    HDR leaf ambient 680/65536 19040/1835008 ( 1.0%)
    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] 23484/4194304 ( 0.6%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 2328
    Writing c:\users\logan\desktop\PASSTIMESkyCitybeta.bsp
    9 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Logan\Desktop\PASSTIMESkyCitybeta.bsp" "E:\steamapps\steamapps\common\Team Fortress 2\tf\maps\PASSTIMESkyCitybeta.bsp"


    ** Executing...
    ** Command: "E:\steamapps\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "E:\steamapps\steamapps\common\Team Fortress 2\tf" +map "PASSTIMESkyCitybeta" -steam

    Here is also the map if any one wants to edit it to work for me
     

    Attached Files:

  2. Eagle

    Eagle L1: Registered

    Messages:
    13
    Positive Ratings:
    1
    HEres the vmf too
     

    Attached Files:

  3. hutty

    aa hutty

    Messages:
    539
    Positive Ratings:
    424
  4. Eagle

    Eagle L1: Registered

    Messages:
    13
    Positive Ratings:
    1
    Thanks the map does not crash now but the pass time seems to not be spawning
     
  5. Eagle

    Eagle L1: Registered

    Messages:
    13
    Positive Ratings:
    1
    Btw i also dont know where to put the linked file in the thing you sent me