map crash on startup?

Discussion in 'Mapping Questions & Discussion' started by Kill_the_Bug, Feb 20, 2012.

  1. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Ok everything was working well - then when I did fill compile - vis completed fairly quickly - simple map setup, but it seemed like I had no lighting all of a sudden - map full bright - no leaks.

    Now, map crashes on start up - no messages - it loads all the way to the menu stage and then when you see the continue button it crashes.

    did alt+p - nothing there, checked my log at interlopers nothing there

    any ideas? here's my log:


    ** Executing...
    ** Command: "c:\steam\steamapps\kill_the_bug\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\steam\steamapps\kill_the_bug\team fortress 2\tf" "C:\steam\SteamApps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.vmf"

    Valve Software - vbsp.exe (Oct 25 2011)
    4 threads
    materialPath: c:\steam\steamapps\kill_the_bug\team fortress 2\tf\materials
    Loading C:\steam\SteamApps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.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)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 376 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\steam\SteamApps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_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 (0) (104264 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 865 texinfos to 393
    Reduced 26 texdatas to 21 (688 bytes to 533)
    Writing C:\steam\SteamApps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.bsp
    3 seconds elapsed
    -0.279400 -2.044524 0.000000
    0.355600 -1.986289 0.000000
    0.355600 -2.044524 0.000000
    -0.355600 -2.044524 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    -0.279400 -2.044524 0.000000
    0.355600 -1.986289 0.000000
    0.355600 -2.044524 0.000000
    -0.355600 -2.044524 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...
    ** Command: "c:\steam\steamapps\kill_the_bug\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\steam\steamapps\kill_the_bug\team fortress 2\tf" "C:\steam\SteamApps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1"

    Valve Software - vvis.exe (Oct 25 2011)
    4 threads
    reading c:\steam\steamapps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.bsp
    reading c:\steam\steamapps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.prt
    186 portalclusters
    440 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: 20 visible clusters (0.00%)
    Total clusters visible: 14174
    Average clusters visible: 76
    Building PAS...
    Average clusters audible: 155
    visdatasize:9678 compressed from 8928
    writing c:\steam\steamapps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.bsp
    1 second elapsed

    ** Executing...
    ** Command: "c:\steam\steamapps\kill_the_bug\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\steam\steamapps\kill_the_bug\team fortress 2\tf" "C:\steam\SteamApps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1"

    Valve Software - vrad.exe SSE (Oct 25 2011)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\steam\steamapps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.bsp
    Setting up ray-trace acceleration structure... Done (0.68 seconds)
    1341 faces
    310441 square feet [44703632.00 square inches]
    28 Displacements
    40007 Square Feet [5761091.00 Square Inches]
    1341 patches before subdivision
    27133 patches after subdivision
    sun extent from map=0.000000
    24 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 (5)
    transfers 2442912, max 476
    transfer lists: 18.6 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(43871, 22092, 8042)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(11842, 2555, 649)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(4018, 323, 64)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(1655, 43, 7)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(780, 6, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(395, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(207, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(110, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(59, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(32, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(17, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(9, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #13 added RGB(5, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #15 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #16 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0160 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
    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 28/1024 1344/49152 ( 2.7%)
    brushes 246/8192 2952/98304 ( 3.0%)
    brushsides 2009/65536 16072/524288 ( 3.1%)
    planes 2326/65536 46520/1310720 ( 3.5%)
    vertexes 2328/65536 27936/786432 ( 3.6%)
    nodes 599/65536 19168/2097152 ( 0.9%)
    texinfos 393/12288 28296/884736 ( 3.2%)
    texdata 21/2048 672/65536 ( 1.0%)
    dispinfos 28/0 4928/0 ( 0.0%)
    disp_verts 2268/0 45360/0 ( 0.0%)
    disp_tris 3584/0 7168/0 ( 0.0%)
    disp_lmsamples 72948/0 72948/0 ( 0.0%)
    faces 1341/65536 75096/3670016 ( 2.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 806/65536 45136/3670016 ( 1.2%)
    leaves 628/65536 20096/2097152 ( 1.0%)
    leaffaces 1560/65536 3120/131072 ( 2.4%)
    leafbrushes 545/65536 1090/131072 ( 0.8%)
    areas 6/256 48/2048 ( 2.3%)
    surfedges 9586/512000 38344/2048000 ( 1.9%)
    edges 5749/256000 22996/1024000 ( 2.2%)
    LDR worldlights 24/8192 2112/720896 ( 0.3%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 127/32768 1270/327680 ( 0.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 2112/65536 4224/131072 ( 3.2%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 2135004/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 9678/16777216 ( 0.1%)
    entdata [variable] 26941/393216 ( 6.9%)
    LDR ambient table 628/65536 2512/262144 ( 1.0%)
    HDR ambient table 628/65536 2512/262144 ( 1.0%)
    LDR leaf ambient 3155/65536 88340/1835008 ( 4.8%)
    HDR leaf ambient 628/65536 17584/1835008 ( 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] 1/21468 ( 0.0%)
    pakfile [variable] 1115/0 ( 0.0%)
    physics [variable] 104264/4194304 ( 2.5%)
    physics terrain [variable] 3558/1048576 ( 0.3%)

    Level flags = 0

    Total triangle count: 3619
    Writing c:\steam\steamapps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.bsp
    39 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\steam\SteamApps\kill_the_bug\sourcesdk_content\tf\mapsrc\canyon-1.bsp" "c:\steam\steamapps\kill_the_bug\team fortress 2\tf\maps\canyon-1.bsp"
     
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    The only issue I can see is right here, and even then it isn't a big error. (And it has to do with models, or 4power of 4 displacements.

    it may also be an entity issue (which, from your previous threads, I would bet it is the issue. Run the map without entities and see if that helps
     
  3. iCreate

    iCreate L1: Registered

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    I don't know if that's usual or not, as I haven't gotten much experience with Hammer. But it does say error so it might be worth a look.
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

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    ugh

    No, that's not the problem, that's never a problem in TF2

    I think it probably has to do with your game entities, no other reason for that kind of crash
     
    • Thanks Thanks x 1
  5. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    nope - stripped map right down to the world geography only - still crashes
     
  6. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Did you check displacements? Do you have any power 4's or 3's?
     
  7. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    ok but this time I got a error window it says

    36/Stg-1-2aViz - func_respawnroomvisualizer: UTIL_SetModel: not precached: *1

    Edit:

    Ok just to clarify, I deleted / destroyed all displacements - was just at the point of adding them in

    I also deleted the respawn vizualizers.

    Map still crashes - I even tried to compile with nothing there except a player point.

    But a thought just occurrec to me here at work.

    Could the Map Properties window have something to do with it? I think I may have played around with some of them when changing the skybox texture - but that doesn't explain why I could compile with the changed version and have it work right, then all of a sudden get the full bright effect and now the map crashing.

    It also might be a Hammer bug - have been looking at UTIL_SetModel: not precached: via google - were there any updates recently that I don't know about?
     
    Last edited: Feb 21, 2012
  8. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Ok found the problem and it's solved.

    Issue Map properties: I set display map title to yes by accident.

    Everything is back to working like a charm!