Map crashes when engineer builds

GuyThirteen

L1: Registered
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:
Vf5SN0x.jpg


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"
 

Lolkat

L1: Registered
May 24, 2013
10
1
Maybe try a different skybox?
This error appeared twice in the compile log:
*** 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!
 

GuyThirteen

L1: Registered
May 27, 2013
6
0
You mean a different sky texture? I already tried that, and it still crashes.

Can I really get some help? I don't know what's going on here.
 
Last edited:

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Try the Hammer problem checker, alt-p. Things like overlay angles and missing playerstarts can be ignored (they don't cause major issues like yours), but pay special attention to things like invalid solids. If the problem persists after doing the above, try copy-paste-special-ing everything into a new file. If THAT doesn't work, cordon off individual parts of the map to find where the problem is.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
You say exposed to sky, when not inside the base, but what about the ground? Is it terrain? A displacement? Is it a power 4 displacement? Power 4 displacements have crashing issues when interacting with physics, and the blueprint might be causing the same thing since it has to "collide" with the surface below it to be aligned with the floor. If this is the case, just turn it down to power 2 or 3.
 

GuyThirteen

L1: Registered
May 27, 2013
6
0
I do not have any displacements in my map. All my surfaces are flat and beginner-like.

I'll try the problem checker after I get home.