- May 27, 2013
- 6
- 0
After an engineer selects his building, but before he actually builds it, he is presented with a white-outline blueprint preview. This shows the angle, how far a sentry gun can see. allows him to rotate it, etc. I'm talking about this:
I'm making this one silly map, using it to teach myself Hammer Editor basics in TF2. Whenever I'm the engy and I bring out a "blueprint" in this map, the game crashes to desktop with no error message. Therefore, I cannot build buildings.
Strangely enough, this only happens when the blueprint is exposed to the sky. If I'm in the RED base (it has a roof) and I bring out a blueprint, the game doesn't crash and I can build my sentry/dispenser/teleporter. But, if my blueprint has sight of the doorway leading out to the open, it will be exposed to the sky, and the game will crash.
I ran my compile message through Interloper's tool. It reported:
"can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!"
I hear that this is a generic message that everyone gets, and so I may ignore it.
The compile:
** 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:\Users\Grace Du\Desktop\jump_playground\playmap_v3cubesky.vmf"
Valve Software - vbsp.exe (May 16 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Grace Du\Desktop\jump_playground\playmap_v3cubesky.vmf
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\Grace Du\Desktop\jump_playground\playmap_v3cubesky.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_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) (36507 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 103 texinfos to 87
Reduced 10 texdatas to 10 (247 bytes to 247)
Writing C:\Users\Grace Du\Desktop\jump_playground\playmap_v3cubesky.bsp
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:\Users\Grace Du\Desktop\jump_playground\playmap_v3cubesky"
Valve Software - vvis.exe (May 16 2013)
8 threads
reading c:\users\grace du\desktop\jump_playground\playmap_v3cubesky.bsp
reading c:\users\grace du\desktop\jump_playground\playmap_v3cubesky.prt
290 portalclusters
864 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 (4)
Optimized: 88 visible clusters (0.12%)
Total clusters visible: 70588
Average clusters visible: 243
Building PAS...
Average clusters audible: 289
visdatasize:23827 compressed from 23200
writing c:\users\grace du\desktop\jump_playground\playmap_v3cubesky.bsp
4 seconds 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:\Users\Grace Du\Desktop\jump_playground\playmap_v3cubesky"
Valve Software - vrad.exe SSE (May 16 2013)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\grace du\desktop\jump_playground\playmap_v3cubesky.bsp
Setting up ray-trace acceleration structure... Done (0.02 seconds)
1268 faces
1469471 square feet [211603904.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1268 patches before subdivision
56000 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 (1)
transfers 4491525, max 610
transfer lists: 34.3 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<0.0142 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 118/8192 1416/98304 ( 1.4%)
brushsides 708/65536 5664/524288 ( 1.1%)
planes 268/65536 5360/1310720 ( 0.4%)
vertexes 1700/65536 20400/786432 ( 2.6%)
nodes 638/65536 20416/2097152 ( 1.0%)
texinfos 87/12288 6264/884736 ( 0.7%)
texdata 10/2048 320/65536 ( 0.5%)
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 1268/65536 71008/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 349/65536 19544/3670016 ( 0.5%)
leaves 648/65536 20736/2097152 ( 1.0%)
leaffaces 1459/65536 2918/131072 ( 2.2%)
leafbrushes 345/65536 690/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7069/512000 28276/2048000 ( 1.4%)
edges 3810/256000 15240/1024000 ( 1.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 82/32768 820/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1143/65536 2286/131072 ( 1.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1462200/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 23827/16777216 ( 0.1%)
entdata [variable] 48192/393216 (12.3%)
LDR ambient table 648/65536 2592/262144 ( 1.0%)
HDR ambient table 648/65536 2592/262144 ( 1.0%)
LDR leaf ambient 338/65536 9464/1835008 ( 0.5%)
HDR leaf ambient 648/65536 18144/1835008 ( 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] 54/0 ( 0.0%)
physics [variable] 36507/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3137
Writing c:\users\grace du\desktop\jump_playground\playmap_v3cubesky.bsp
2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Grace Du\Desktop\jump_playground\playmap_v3cubesky.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\playmap_v3cubesky.bsp"
I'm making this one silly map, using it to teach myself Hammer Editor basics in TF2. Whenever I'm the engy and I bring out a "blueprint" in this map, the game crashes to desktop with no error message. Therefore, I cannot build buildings.
Strangely enough, this only happens when the blueprint is exposed to the sky. If I'm in the RED base (it has a roof) and I bring out a blueprint, the game doesn't crash and I can build my sentry/dispenser/teleporter. But, if my blueprint has sight of the doorway leading out to the open, it will be exposed to the sky, and the game will crash.
I ran my compile message through Interloper's tool. It reported:
"can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!"
I hear that this is a generic message that everyone gets, and so I may ignore it.
The compile:
** 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:\Users\Grace Du\Desktop\jump_playground\playmap_v3cubesky.vmf"
Valve Software - vbsp.exe (May 16 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Grace Du\Desktop\jump_playground\playmap_v3cubesky.vmf
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\Grace Du\Desktop\jump_playground\playmap_v3cubesky.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_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) (36507 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 103 texinfos to 87
Reduced 10 texdatas to 10 (247 bytes to 247)
Writing C:\Users\Grace Du\Desktop\jump_playground\playmap_v3cubesky.bsp
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:\Users\Grace Du\Desktop\jump_playground\playmap_v3cubesky"
Valve Software - vvis.exe (May 16 2013)
8 threads
reading c:\users\grace du\desktop\jump_playground\playmap_v3cubesky.bsp
reading c:\users\grace du\desktop\jump_playground\playmap_v3cubesky.prt
290 portalclusters
864 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 (4)
Optimized: 88 visible clusters (0.12%)
Total clusters visible: 70588
Average clusters visible: 243
Building PAS...
Average clusters audible: 289
visdatasize:23827 compressed from 23200
writing c:\users\grace du\desktop\jump_playground\playmap_v3cubesky.bsp
4 seconds 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:\Users\Grace Du\Desktop\jump_playground\playmap_v3cubesky"
Valve Software - vrad.exe SSE (May 16 2013)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\grace du\desktop\jump_playground\playmap_v3cubesky.bsp
Setting up ray-trace acceleration structure... Done (0.02 seconds)
1268 faces
1469471 square feet [211603904.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1268 patches before subdivision
56000 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 (1)
transfers 4491525, max 610
transfer lists: 34.3 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<0.0142 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 118/8192 1416/98304 ( 1.4%)
brushsides 708/65536 5664/524288 ( 1.1%)
planes 268/65536 5360/1310720 ( 0.4%)
vertexes 1700/65536 20400/786432 ( 2.6%)
nodes 638/65536 20416/2097152 ( 1.0%)
texinfos 87/12288 6264/884736 ( 0.7%)
texdata 10/2048 320/65536 ( 0.5%)
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 1268/65536 71008/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 349/65536 19544/3670016 ( 0.5%)
leaves 648/65536 20736/2097152 ( 1.0%)
leaffaces 1459/65536 2918/131072 ( 2.2%)
leafbrushes 345/65536 690/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7069/512000 28276/2048000 ( 1.4%)
edges 3810/256000 15240/1024000 ( 1.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 82/32768 820/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1143/65536 2286/131072 ( 1.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1462200/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 23827/16777216 ( 0.1%)
entdata [variable] 48192/393216 (12.3%)
LDR ambient table 648/65536 2592/262144 ( 1.0%)
HDR ambient table 648/65536 2592/262144 ( 1.0%)
LDR leaf ambient 338/65536 9464/1835008 ( 0.5%)
HDR leaf ambient 648/65536 18144/1835008 ( 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] 54/0 ( 0.0%)
physics [variable] 36507/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3137
Writing c:\users\grace du\desktop\jump_playground\playmap_v3cubesky.bsp
2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Grace Du\Desktop\jump_playground\playmap_v3cubesky.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\playmap_v3cubesky.bsp"