Map Help.

Discussion in 'Mapping Questions & Discussion' started by ☣ DzoT ☣, Jan 6, 2016.

  1. ☣ DzoT ☣

    ☣ DzoT ☣ L1: Registered

    Messages:
    16
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    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.
     
  2. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    Try running VVIS on Normal instead of Fast.
     
    • Thanks Thanks x 1
  3. Vel0city

    aa Vel0city func_fish

    Messages:
    1,930
    Positive Ratings:
    1,539
    Running VVIS in fast mode is known to cause TF2 to spontaneously crash. Run it on normal and see if it still happens.
     
    • Thanks Thanks x 1
  4. Turnip

    aa Turnip The 80s Vegetable

    Messages:
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    803
    I always do a normal compile to be safe, and so that I dont have to recompile versions that I am satisfied with.
     
    • Thanks Thanks x 1
  5. ☣ DzoT ☣

    ☣ DzoT ☣ L1: Registered

    Messages:
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    Positive Ratings:
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    Thank you guys, i will try