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
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