Map Help.

☣ DzoT ☣

L1: Registered
Jan 6, 2016
18
0
Hello guys, i'm making JailBreak map for TF2.
Few Days ago i found a little problem - TF2 is crashing after compile is done. (PS sorry for bad english)

Here compile log:
** Executing...
** Command: "C:\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Ñåðãåé\Desktop\jb_sovietzz_betazz.vmf"

Valve Software - vbsp.exe (Dec 30 2015)
4 threads
materialPath: C:\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Ñåðãåé\Desktop\jb_sovietzz_betazz.vmf
Patching WVT material: maps/jb_sovietzz_betazz/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/jb_sovietzz_betazz/moon/blendspacecraters_spacerock001_wvt_patch
Patching WVT material: maps/jb_sovietzz_betazz/pl_snowycoast/nature/blendsnowtogravel001_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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2202 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Ñåðãåé\Desktop\jb_sovietzz_betazz.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_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 (2) (1433442 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2044 texinfos to 1156
Reduced 154 texdatas to 147 (3039 bytes to 2797)
Writing C:\Users\Ñåðãåé\Desktop\jb_sovietzz_betazz.bsp
10 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "C:\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Steam\SteamApps\common\Team Fortress 2\tf" -fast "C:\Users\Ñåðãåé\Desktop\jb_sovietzz_betazz"

Valve Software - vvis.exe (Dec 30 2015)
fastvis = true
4 threads
reading c:\users\Ñåðãåé\desktop\jb_sovietzz_betazz.bsp
reading c:\users\Ñåðãåé\desktop\jb_sovietzz_betazz.prt
2078 portalclusters
6696 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 79238 visible clusters (1.95%)
Total clusters visible: 4058902
Average clusters visible: 1953
Building PAS...
Average clusters audible: 2075
visdatasize:1095228 compressed from 1097184
writing c:\users\Ñåðãåé\desktop\jb_sovietzz_betazz.bsp
2 seconds elapsed

** Executing...
** Command: "C:\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Steam\SteamApps\common\Team Fortress 2\tf" -noextra "C:\Users\Ñåðãåé\Desktop\jb_sovietzz_betazz"

Valve Software - vrad.exe SSE (Dec 30 2015)

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\Ñåðãåé\desktop\jb_sovietzz_betazz.bsp
Setting up ray-trace acceleration structure... Done (1.68 seconds)
13880 faces
7833368 square feet [1128004992.00 square inches]
36 Displacements
36026 Square Feet [5187771.00 Square Inches]
13880 patches before subdivision
472042 patches after subdivision
sun extent from map=0.017452
254 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (42)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (115)
transfers 63103948, max 681
transfer lists: 481.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(2367114, 2209577, 2110338)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(676750, 587693, 495994)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(225634, 182964, 138251)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(77726, 58419, 39055)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(28082, 19609, 11666)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(10417, 6752, 3565)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3968, 2391, 1124)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1543, 865, 363)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(612, 320, 120)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(247, 120, 40)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(101, 46, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(42, 18, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(18, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(8, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1341 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (21)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 408/1024 19584/49152 (39.8%)
brushes 3546/8192 42552/98304 (43.3%)
brushsides 27426/65536 219408/524288 (41.8%)
planes 22820/65536 456400/1310720 (34.8%)
vertexes 27725/65536 332700/786432 (42.3%)
nodes 8591/65536 274912/2097152 (13.1%)
texinfos 1156/12288 83232/884736 ( 9.4%)
texdata 147/2048 4704/65536 ( 7.2%)
dispinfos 36/0 6336/0 ( 0.0%)
disp_verts 900/0 18000/0 ( 0.0%)
disp_tris 1152/0 2304/0 ( 0.0%)
disp_lmsamples 64416/0 64416/0 ( 0.0%)
faces 13880/65536 777280/3670016 (21.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8905/65536 498680/3670016 (13.6%)
leaves 9000/65536 288000/2097152 (13.7%)
leaffaces 17435/65536 34870/131072 (26.6%)
leafbrushes 7496/65536 14992/131072 (11.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 105214/512000 420856/2048000 (20.5%)
edges 67298/256000 269192/1024000 (26.3%)
LDR worldlights 254/8192 22352/720896 ( 3.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 2367/32768 23670/327680 ( 7.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 44562/65536 89124/131072 (68.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 66/512 23232/180224 (12.9%)
LDR lightdata [variable] 18284740/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1095228/16777216 ( 6.5%)
entdata [variable] 373927/393216 (95.1%) VERY FULL!
LDR ambient table 9000/65536 36000/262144 (13.7%)
HDR ambient table 9000/65536 36000/262144 (13.7%)
LDR leaf ambient 49372/65536 1382416/1835008 (75.3%)
HDR leaf ambient 9000/65536 252000/1835008 (13.7%)
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] 1/64786 ( 0.0%)
pakfile [variable] 2736/0 ( 0.0%)
physics [variable] 1433442/4194304 (34.2%)
physics terrain [variable] 3240/1048576 ( 0.3%)

Level flags = 0

Total triangle count: 40795
Writing c:\users\Ñåðãåé\desktop\jb_sovietzz_betazz.bsp
3 minutes, 12 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Ñåðãåé\Desktop\jb_sovietzz_betazz.bsp" "C:\Steam\SteamApps\common\Team Fortress 2\tf\maps\jb_sovietzz_betazz.bsp"


** Executing...
** Command: "C:\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Steam\SteamApps\common\Team Fortress 2\tf" -windowed -noborder -novid +map "jb_sovietzz_betazz" -steam

Seems very good, but what's a problem? Help Please.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Try running VVIS on Normal instead of Fast.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Running VVIS in fast mode is known to cause TF2 to spontaneously crash. Run it on normal and see if it still happens.