map crashes when going into the void

Discussion in 'Mapping Questions & Discussion' started by theodoeshutup, Jan 22, 2013.

  1. theodoeshutup

    theodoeshutup L1: Registered

    Messages:
    4
    Positive Ratings:
    0
    whenever i noclip out into the void or if it's visible through thirdperson, my game crashes. i don't know what causes this, please help!

    here's the compile log

    Code:
    ** Executing...
    ** Command: "c:\programs\steam\steamapps\computer\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\programs\steam\steamapps\computer\team fortress 2\tf" "C:\PROGRAMS\SDK\MAPS-TF2\ba_jail_casuarina_b1.vmf"
    
    Valve Software - vbsp.exe (Oct 31 2012)
    4 threads
    materialPath: c:\programs\steam\steamapps\coolguy321\team fortress 2\tf\materials
    Loading C:\PROGRAMS\SDK\MAPS-TF2\ba_jail_casuarina_b1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Can't find surfaceprop mudslipperyslime for material BA_JAIL_CASUARINA/LAVA, using default
    KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in file materials/soho/streetfloor003a.vmt
    LightmappedGeneric, 
    KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in file materials/soho/streetfloor003a.vmt
    LightmappedGeneric, 
    Patching WVT material: maps/ba_jail_casuarina_b1/nature/blendrockgroundwallforest_wvt_patch
    Patching WVT material: maps/ba_jail_casuarina_b1/cp_mountainlab/nature/blendrocktograss002_wvt_patch
    Patching WVT material: maps/ba_jail_casuarina_b1/ba_jail_casuarina/grasssand_wvt_patch
    Patching WVT material: maps/ba_jail_casuarina_b1/ba_jail_casuarina/grasssand2_wvt_patch
    Patching WVT material: maps/ba_jail_casuarina_b1/ba_jail_casuarina/grasssand3_wvt_patch
    Patching WVT material: maps/ba_jail_casuarina_b1/ba_jail_casuarina/grassysandsand_wvt_patch
    Patching WVT material: maps/ba_jail_casuarina_b1/koth_viaduct_event/blendrockgroundwallforest_viaduct_event002_wvt_patch
    fixing up env_cubemap materials on brush sides...
    Material BA_JAIL_CASUARINA/LAVA is depending on itself through materialvar $bottommaterial! Ignoring...
    KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in file materials/SOHO/STREETFLOOR003A.vmt
    LightmappedGeneric, 
    KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in file materials/SOHO/STREETFLOOR003A.vmt
    LightmappedGeneric, 
    KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in file materials/SOHO/STREETFLOOR003A.vmt
    LightmappedGeneric, 
    KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in file materials/SOHO/STREETFLOOR003A.vmt
    LightmappedGeneric, 
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (4)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1390 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    Can't find surfaceprop mudslipperyslime for material maps/ba_jail_casuarina_b1/ba_jail_casuarina/lava_depth_124, using default
    Can't find surfaceprop mudslipperyslime for material maps/ba_jail_casuarina_b1/ba_jail_casuarina/lava_depth_240, using default
    Can't find surfaceprop mudslipperyslime for material maps/ba_jail_casuarina_b1/ba_jail_casuarina/lava_depth_64, using default
    done (2)
    writing C:\PROGRAMS\SDK\MAPS-TF2\ba_jail_casuarina_b1.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/straya*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/straya*.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 (3) (1115615 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1683 texinfos to 1263
    Reduced 240 texdatas to 221 (7048 bytes to 6160)
    Writing C:\PROGRAMS\SDK\MAPS-TF2\ba_jail_casuarina_b1.bsp
    19 seconds elapsed
    
    ** Executing...
    ** Command: "c:\programs\steam\steamapps\coolguy321\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\programs\steam\steamapps\coolguy321\team fortress 2\tf" -fast "C:\PROGRAMS\SDK\MAPS-TF2\ba_jail_casuarina_b1"
    
    Valve Software - vvis.exe (Oct 31 2012)
    fastvis = true
    4 threads
    reading c:\programs\sdk\maps-tf2\ba_jail_casuarina_b1.bsp
    reading c:\programs\sdk\maps-tf2\ba_jail_casuarina_b1.prt
    5100 portalclusters
    17892 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (12)
    Optimized: 1292525 visible clusters (7.86%)
    Total clusters visible: 16444696
    Average clusters visible: 3224
    Building PAS...
    Average clusters audible: 4899
    visdatasize:5717743  compressed from 6528000
    writing c:\programs\sdk\maps-tf2\ba_jail_casuarina_b1.bsp
    18 seconds elapsed
    
    ** Executing...
    ** Command: "c:\programs\steam\steamapps\coolguy321\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\programs\steam\steamapps\coolguy321\team fortress 2\tf" -noextra "C:\PROGRAMS\SDK\MAPS-TF2\ba_jail_casuarina_b1"
    
    Valve Software - vrad.exe SSE (Oct 31 2012)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\programs\sdk\maps-tf2\ba_jail_casuarina_b1.bsp
    Error! Unable to load file "models/props_interiors/refrigerator_industrial01.dx80.vtx"
    Error! Unable to load file "models/props_interiors/cashregister01.dx80.vtx"
    Error! Unable to load file "models/props_interiors/industrial_table01.dx80.vtx"
    Error! Unable to load file "models/props_interiors/sink_industrial01.dx80.vtx"
    Error! Unable to load file "models/props_interiors/stove03_industrial.dx80.vtx"
    Error! Unable to load file "models/props_interiors/stove04_industrial.dx80.vtx"
    Error! Unable to load file "models/props_equipment/fountain_drinks.dx80.vtx"
    Error! Unable to load file "models/props_unique/coffeemachine01.dx80.vtx"
    Error! Unable to load file "models/props_interiors/bathroomsink01.dx80.vtx"
    Error! Unable to load file "models/props_interiors/soapdispenser01.dx80.vtx"
    Error! Unable to load file "models/props_interiors/medicinecabinet01_mirror.dx80.vtx"
    Error! Unable to load file "models/props_interiors/paper_towel_dispenser.dx80.vtx"
    Error! Unable to load file "models/props_interiors/toilet_b.dx80.vtx"
    Error! Unable to load file "models/props_interiors/toiletpaperdispenser_commercial.dx80.vtx"
    Error! Unable to load file "models/props_downtown/booth01.dx80.vtx"
    Error! Unable to load file "models/props_downtown/booth02.dx80.vtx"
    Error! Unable to load file "models/props_downtown/booth_table.dx80.vtx"
    Setting up ray-trace acceleration structure... Done (2.43 seconds)
    19787 faces
    10 degenerate faces
    3377351 square feet [486338656.00 square inches]
    45 Displacements
    291032 Square Feet [41908636.00 Square Inches]
    19777 patches before subdivision
    303125 patches after subdivision
    sun extent from map=0.000000
    56 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (16)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (148)
    transfers 66359389, max 5227
    transfer lists: 506.3 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(872689, 791001, 540567)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #2 added RGB(113545, 98906, 66238)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(35284, 28875, 17605)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(14445, 10709, 5841)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #5 added RGB(6919, 4595, 2160)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #6 added RGB(3504, 2035, 822)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #7 added RGB(1867, 950, 327)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(1010, 445, 131)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #9 added RGB(559, 214, 54)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #10 added RGB(311, 103, 22)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(175, 50, 9)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #12 added RGB(99, 24, 4)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #13 added RGB(56, 12, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #14 added RGB(32, 6, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #15 added RGB(18, 3, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #16 added RGB(11, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #17 added RGB(6, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #18 added RGB(4, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #19 added RGB(2, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #20 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #21 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0847 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (12)
    FinalLightFace Done
    0 of 34 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (20)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                 315/1024        15120/49152    (30.8%) 
    brushes               2404/8192        28848/98304    (29.3%) 
    brushsides           21983/65536      175864/524288   (33.5%) 
    planes               20484/65536      409680/1310720  (31.3%) 
    vertexes             31951/65536      383412/786432   (48.8%) 
    nodes                11643/65536      372576/2097152  (17.8%) 
    texinfos              1263/12288       90936/884736   (10.3%) 
    texdata                221/2048         7072/65536    (10.8%) 
    dispinfos               45/0            7920/0        ( 0.0%) 
    disp_verts            1237/0           24740/0        ( 0.0%) 
    disp_tris             1632/0            3264/0        ( 0.0%) 
    disp_lmsamples      323228/0          323228/0        ( 0.0%) 
    faces                19787/65536     1108072/3670016  (30.2%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             9415/65536      527240/3670016  (14.4%) 
    leaves               11959/65536      382688/2097152  (18.2%) 
    leaffaces            23234/65536       46468/131072   (35.5%) 
    leafbrushes           7591/65536       15182/131072   (11.6%) 
    areas                    4/256            32/2048     ( 1.6%) 
    surfedges           140631/512000     562524/2048000  (27.5%) 
    edges                82711/256000     330844/1024000  (32.3%) 
    LDR worldlights         56/8192         4928/720896   ( 0.7%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            6/32768          72/393216   ( 0.0%) 
    waterstrips           2828/32768       28280/327680   ( 8.6%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         51627/65536      103254/131072   (78.8%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                50/512         17600/180224   ( 9.8%) 
    LDR lightdata         [variable]     9996236/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]     5717743/16777216 (34.1%) 
    entdata               [variable]      286897/393216   (73.0%) 
    LDR ambient table    11959/65536       47836/262144   (18.2%) 
    HDR ambient table    11959/65536       47836/262144   (18.2%) 
    LDR leaf ambient     46583/65536     1304324/1835008  (71.1%) 
    HDR leaf ambient     11959/65536      334852/1835008  (18.2%) 
    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]           1/10656    ( 0.0%) 
    pakfile               [variable]      170230/0        ( 0.0%) 
    physics               [variable]     1115615/4194304  (26.6%) 
    physics terrain       [variable]        3283/1048576  ( 0.3%) 
    
    Level flags = 0
    
    Total triangle count: 60554
    Writing c:\programs\sdk\maps-tf2\ba_jail_casuarina_b1.bsp
    3 minutes, 30 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\PROGRAMS\SDK\MAPS-TF2\ba_jail_casuarina_b1.bsp" "c:\programs\steam\steamapps\coolguy321\team fortress 2\tf\maps\ba_jail_casuarina_b1.bsp"
    
    
    i also get a disconnect error "Client X received failure code 6", this is the strangest map glitch i've ever had.
     
  2. theodoeshutup

    theodoeshutup L1: Registered

    Messages:
    4
    Positive Ratings:
    0
    wow, nevermind i fixed it. turns out it was a sprite entity that i put a bad texture on.