Map crashes

Discussion in 'Mapping Questions & Discussion' started by Joeakuaku, Jul 19, 2014.

  1. Joeakuaku

    Joeakuaku L1: Registered

    Messages:
    15
    Positive Ratings:
    2
    I've been working on a slender map. I built it, created func_details, put all the correct entities, compiled until I rooted out all of the errors, and yet, when I open it in srcds/TF2, it crashes whatever I used to open it. I don't have any idea what could be causing it, I've triple-checked everything.

    Compile log:
    ** 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\Joseph\Documents\slender_offices_b1a.vmf"

    Valve Software - vbsp.exe (Jul 7 2014)
    2 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Joseph\Documents\slender_offices_b1a.vmf
    Patching WVT material: maps/slender_offices_b1a/egypt/sky_sand_waves_01_wvt_patch
    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 1996 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Joseph\Documents\slender_offices_b1a.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...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (1) (1145516 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 181 texinfos to 111
    Reduced 27 texdatas to 21 (853 bytes to 610)
    Writing C:\Users\Joseph\Documents\slender_offices_b1a.bsp
    2 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\Joseph\Documents\slender_offices_b1a"

    Valve Software - vvis.exe (Jul 7 2014)
    2 threads
    reading c:\users\joseph\documents\slender_offices_b1a.bsp
    reading c:\users\joseph\documents\slender_offices_b1a.prt
    129 portalclusters
    270 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 (0)
    Optimized: 14 visible clusters (0.30%)
    Total clusters visible: 4711
    Average clusters visible: 36
    Building PAS...
    Average clusters audible: 63
    visdatasize:4343 compressed from 6192
    writing c:\users\joseph\documents\slender_offices_b1a.bsp
    0 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\Joseph\Documents\slender_offices_b1a"

    Valve Software - vrad.exe SSE (Jul 7 2014)

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

    Loading c:\users\joseph\documents\slender_offices_b1a.bsp
    Setting up ray-trace acceleration structure... Done (3.41 seconds)
    6108 faces
    589301 square feet [84859368.00 square inches]
    9 Displacements
    39226 Square Feet [5648553.50 Square Inches]
    6108 patches before subdivision
    59126 patches after subdivision
    103 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (27)
    transfers 5994975, max 749
    transfer lists: 45.7 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(263010, 282196, 273579)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(61574, 65709, 63595)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(16185, 16928, 16216)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(4679, 4664, 4374)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(1441, 1312, 1191)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(474, 375, 326)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(166, 109, 90)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(62, 32, 25)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(25, 10, 7)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(10, 3, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(4, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0338 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
    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 3/1024 144/49152 ( 0.3%)
    brushes 1744/8192 20928/98304 (21.3%)
    brushsides 11250/65536 90000/524288 (17.2%)
    planes 2698/65536 53960/1310720 ( 4.1%)
    vertexes 10845/65536 130140/786432 (16.5%)
    nodes 500/65536 16000/2097152 ( 0.8%)
    texinfos 111/12288 7992/884736 ( 0.9%)
    texdata 21/2048 672/65536 ( 1.0%)
    dispinfos 9/0 1584/0 ( 0.0%)
    disp_verts 2601/0 52020/0 ( 0.0%)
    disp_tris 4608/0 9216/0 ( 0.0%)
    disp_lmsamples 92329/0 92329/0 ( 0.0%)
    faces 6108/65536 342048/3670016 ( 9.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 5356/65536 299936/3670016 ( 8.2%)
    leaves 504/65536 16128/2097152 ( 0.8%)
    leaffaces 6725/65536 13450/131072 (10.3%)
    leafbrushes 2433/65536 4866/131072 ( 3.7%)
    areas 4/256 32/2048 ( 1.6%)
    surfedges 50329/512000 201316/2048000 ( 9.8%)
    edges 32191/256000 128764/1024000 (12.6%)
    LDR worldlights 103/8192 9064/720896 ( 1.3%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 672/32768 6720/327680 ( 2.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 10923/65536 21846/131072 (16.7%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 2340868/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 4343/16777216 ( 0.0%)
    entdata [variable] 173073/393216 (44.0%)
    LDR ambient table 504/65536 2016/262144 ( 0.8%)
    HDR ambient table 504/65536 2016/262144 ( 0.8%)
    LDR leaf ambient 1440/65536 40320/1835008 ( 2.2%)
    HDR leaf ambient 504/65536 14112/1835008 ( 0.8%)
    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] 1/57144 ( 0.0%)
    pakfile [variable] 213279/0 ( 0.0%)
    physics [variable] 1145516/4194304 (27.3%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 16705
    Writing c:\users\joseph\documents\slender_offices_b1a.bsp
    1 minute, 4 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Joseph\Documents\slender_offices_b1a.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\slender_offices_b1a.bsp"
     
  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,834
    Positive Ratings:
    4,754
    It looks like you're using power 4 displacements. Often these cause fatal crashes when it comes to anything physics related. I recommend reducing them to power 3.
     
  3. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    really really really don't post your compile log here. If you'd bother to look at the stickies at the top of the board you'll see there's a place to copypasta them