Map Crashes

XEnderFaceX

F1 Fan
Aug 18, 2015
316
98
Hey everyone, i have an issue, a new update for my map crashes the game, but it only crashes after I compile the Map with CompilePal, previous compiles with Hammer doenst cause it to crash, here's the log:



Starting a 'Normal' compile.
Starting compilation of pl_orbital_a4
Valve Software - vbsp.exe (Jul 7 2022)
8 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\pl_orbital_a4.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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 282 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\pl_orbital_a4.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_desert_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_desert_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_desert_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_desert_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) (708665 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2641 texinfos to 905
Reduced 101 texdatas to 94 (2259 bytes to 2048)
Writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\pl_orbital_a4.bsp
Wrote ZIP buffer, estimated size 911, actual size 697
6 seconds elapsed
Valve Software - vvis.exe (Oct 2 2021)
8 threads
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\pl_orbital_a4.bsp
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\pl_orbital_a4.prt
895 portalclusters
2159 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 (5)
Optimized: 2582 visible clusters (1.63%)
Total clusters visible: 158313
Average clusters visible: 176
Building PAS...
Average clusters audible: 548
visdatasize:132844 compressed from 200480
writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\pl_orbital_a4.bsp
5 seconds elapsed
Valve Software - vrad.exe SSE (Oct 2 2021)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\pl_orbital_a4.bsp
Setting up ray-trace acceleration structure... Done (11.88 seconds)
4379 faces
2 degenerate faces
791149 square feet [113925568.00 square inches]
11 Displacements
15166 Square Feet [2183950.75 Square Inches]
4377 patches before subdivision
70103 patches after subdivision
sun extent from map=0.087156
268 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (27)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 6475712, max 491
transfer lists: 49.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(819153, 699659, 694140)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(174836, 135681, 133428)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(42355, 30783, 30058)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(10415, 7082, 6851)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2702, 1759, 1691)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(711, 443, 421)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(193, 116, 110)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(53, 31, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(15, 8, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(4, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0220 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 12 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 68/1024 3264/49152 ( 6.6%)
brushes 2313/8192 27756/98304 (28.2%)
brushsides 14310/65536 114480/524288 (21.8%)
planes 5290/65536 105800/1310720 ( 8.1%)
vertexes 8586/65536 103032/786432 (13.1%)
nodes 2725/65536 87200/2097152 ( 4.2%)
texinfos 905/12288 65160/884736 ( 7.4%)
texdata 94/2048 3008/65536 ( 4.6%)
dispinfos 11/0 1936/0 ( 0.0%)
disp_verts 891/0 17820/0 ( 0.0%)
disp_tris 1408/0 2816/0 ( 0.0%)
disp_lmsamples 38356/0 38356/0 ( 0.0%)
faces 4379/65536 245224/3670016 ( 6.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3142/65536 175952/3670016 ( 4.8%)
leaves 2794/65536 89408/2097152 ( 4.3%)
leaffaces 5136/65536 10272/131072 ( 7.8%)
leafbrushes 5070/65536 10140/131072 ( 7.7%)
areas 9/256 72/2048 ( 3.5%)
surfedges 33855/512000 135420/2048000 ( 6.6%)
edges 21732/256000 86928/1024000 ( 8.5%)
LDR worldlights 268/8192 23584/720896 ( 3.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 528/32768 5280/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8508/65536 17016/131072 (13.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 53/512 18656/180224 (10.4%)
LDR lightdata [variable] 2374788/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 132844/16777216 ( 0.8%)
entdata [variable] 232415/393216 (59.1%)
LDR ambient table 2794/65536 11176/262144 ( 4.3%)
HDR ambient table 2794/65536 11176/262144 ( 4.3%)
LDR leaf ambient 10958/65536 306824/1835008 (16.7%)
HDR leaf ambient 2794/65536 78232/1835008 ( 4.3%)
occluders 4/0 160/0 ( 0.0%)
occluder polygons 24/0 288/0 ( 0.0%)
occluder vert ind 96/0 384/0 ( 0.0%)
detail props [variable] 1/42428 ( 0.0%)
dtl prp lght [variable] 1/4369 ( 0.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/52528 ( 0.0%)
pakfile [variable] 697/0 ( 0.0%)
physics [variable] 708665/4194304 (16.9%)
physics terrain [variable] 3007/1048576 ( 0.3%)

Level flags = 0

Total triangle count: 12574
Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\pl_orbital_a4.bsp
53 seconds elapsed
D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\pl_orbital_a4.bsp -> D:\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_orbital_a4.bsp
1 Datei(en) kopiert
CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: D:\Steam\steamapps\common\Team Fortress 2\tf\custom\
Found search path: D:\Steam\steamapps\common\Team Fortress 2\tf
Found search path: D:\Steam\steamapps\common\Team Fortress 2\tf
Found search path: D:\Steam\steamapps\common\Team Fortress 2\tf\bin
Found search path: D:\Steam\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Copying packed bsp to vmf folder...
Finished!
---------------------
103 materials found
59 models found
0 particle files found
6 sounds found
---------------------

Valve Software - bspzip.exe (Oct 2 2021)
Warning: falling back to auto detection of vproject directory.
Repacking D:\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_orbital_a4.bsp
Successfully repacked D:\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_orbital_a4.bsp -- 88188556 -> 24263420 bytes
'Normal' compile finished in 00:01:41
2 errors/warnings logged:
2 errors/warnings logged for pl_orbital_a4:
● 2x: Caution: Can't load skybox file skybox/sky_desert_01 to build the default cubemap!


I HAVE FIXED THIS ERROR, THIS THREAD CAN BE IGNORED!!!
 
Last edited:

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
What was the solution?