I should probably start this thread before, bc I'm trying to fix this issue for a week of so.
So recently, I ended work on new version of my medieval harvest. In hammer, there are no problems, I did nescessery optimization, checked alt+p and everything. In compile log there were no big problems, here's my latest fast compile:
** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.vmf"
Valve Software - vbsp.exe (Jun 14 2017)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_ye_olde_harveste_v3/harvest/ground_to_green_grass_001_nosprites_wvt_patch
Patching WVT material: maps/koth_ye_olde_harveste_v3/harvest/ground_to_green_grass_001_wvt_patch
Patching WVT material: maps/koth_ye_olde_harveste_v3/harvest/ground_to_green_grass_002_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 (1)
Find Visible Detail Sides...
Merged 1884 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_harvest_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_harvest_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_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 (1) (1330454 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5294 texinfos to 3849
Reduced 155 texdatas to 139 (3992 bytes to 3484)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp
Wrote ZIP buffer, estimated size 7619, actual size 5797
7 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" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3"
Valve Software - vvis.exe (Jun 14 2017)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.prt
1090 portalclusters
2895 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 29801 visible clusters (3.02%)
Total clusters visible: 985717
Average clusters visible: 904
Building PAS...
Average clusters audible: 1087
visdatasize:304330 compressed from 313920
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.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" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3"
Valve Software - vrad.exe SSE (Jun 14 2017)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp
Setting up ray-trace acceleration structure... Done (3.69 seconds)
10982 faces
3 degenerate faces
1122426 square feet [161629376.00 square inches]
570 Displacements
329508 Square Feet [47449160.00 Square Inches]
10979 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
101723 patches after subdivision
109 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (46)
transfers 11051569, max 1688
transfer lists: 84.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(495638, 261635, 90252)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(66472, 26835, 7292)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(11322, 3571, 765)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1977, 515, 89)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(374, 80, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(73, 13, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(15, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0360 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
8 of 8 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 38/1024 1824/49152 ( 3.7%)
brushes 3646/8192 43752/98304 (44.5%)
brushsides 30141/65536 241128/524288 (46.0%)
planes 22968/65536 459360/1310720 (35.0%)
vertexes 22424/65536 269088/786432 (34.2%)
nodes 2303/65536 73696/2097152 ( 3.5%)
texinfos 3849/12288 277128/884736 (31.3%)
texdata 139/2048 4448/65536 ( 6.8%)
dispinfos 570/0 100320/0 ( 0.0%)
disp_verts 16154/0 323080/0 ( 0.0%)
disp_tris 21504/0 43008/0 ( 0.0%)
disp_lmsamples 928696/0 928696/0 ( 0.0%)
faces 10982/65536 614992/3670016 (16.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9759/65536 546504/3670016 (14.9%)
leaves 2342/65536 74944/2097152 ( 3.6%)
leaffaces 14967/65536 29934/131072 (22.8%)
leafbrushes 8461/65536 16922/131072 (12.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 95299/512000 381196/2048000 (18.6%)
edges 65779/256000 263116/1024000 (25.7%)
LDR worldlights 109/8192 9592/720896 ( 1.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1660/32768 16600/327680 ( 5.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 39252/65536 78504/131072 (59.9%)
cubemapsamples 7/1024 112/16384 ( 0.7%)
overlays 213/512 74976/180224 (41.6%)
LDR lightdata [variable] 6889292/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 304330/16777216 ( 1.8%)
entdata [variable] 84576/393216 (21.5%)
LDR ambient table 2342/65536 9368/262144 ( 3.6%)
HDR ambient table 2342/65536 9368/262144 ( 3.6%)
LDR leaf ambient 14068/65536 393904/1835008 (21.5%)
HDR leaf ambient 2342/65536 65576/1835008 ( 3.6%)
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] 1/1475548 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/60484 ( 0.0%)
pakfile [variable] 5797/0 ( 0.0%)
physics [variable] 1330454/4194304 (31.7%)
physics terrain [variable] 111118/1048576 (10.6%)
Level flags = 0
Total triangle count: 34381
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp
1 minute, 38 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_ye_olde_harveste_v3.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -windowed -noborder -w 1920 -h 1080 -novid +map "koth_ye_olde_harveste_v3" -steam
Normal compile looks similiar to this. If i'll find one I'll post it later.
So, whenever I try to launch the map, it just crashes the game and I have no idea what went wrong.
Here are bsp and vmf files to check how it looks:
So recently, I ended work on new version of my medieval harvest. In hammer, there are no problems, I did nescessery optimization, checked alt+p and everything. In compile log there were no big problems, here's my latest fast compile:
** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.vmf"
Valve Software - vbsp.exe (Jun 14 2017)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_ye_olde_harveste_v3/harvest/ground_to_green_grass_001_nosprites_wvt_patch
Patching WVT material: maps/koth_ye_olde_harveste_v3/harvest/ground_to_green_grass_001_wvt_patch
Patching WVT material: maps/koth_ye_olde_harveste_v3/harvest/ground_to_green_grass_002_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 (1)
Find Visible Detail Sides...
Merged 1884 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_harvest_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_harvest_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_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 (1) (1330454 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5294 texinfos to 3849
Reduced 155 texdatas to 139 (3992 bytes to 3484)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp
Wrote ZIP buffer, estimated size 7619, actual size 5797
7 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" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3"
Valve Software - vvis.exe (Jun 14 2017)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.prt
1090 portalclusters
2895 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 29801 visible clusters (3.02%)
Total clusters visible: 985717
Average clusters visible: 904
Building PAS...
Average clusters audible: 1087
visdatasize:304330 compressed from 313920
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.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" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3"
Valve Software - vrad.exe SSE (Jun 14 2017)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp
Setting up ray-trace acceleration structure... Done (3.69 seconds)
10982 faces
3 degenerate faces
1122426 square feet [161629376.00 square inches]
570 Displacements
329508 Square Feet [47449160.00 Square Inches]
10979 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
101723 patches after subdivision
109 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (46)
transfers 11051569, max 1688
transfer lists: 84.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(495638, 261635, 90252)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(66472, 26835, 7292)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(11322, 3571, 765)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1977, 515, 89)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(374, 80, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(73, 13, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(15, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0360 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
8 of 8 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 38/1024 1824/49152 ( 3.7%)
brushes 3646/8192 43752/98304 (44.5%)
brushsides 30141/65536 241128/524288 (46.0%)
planes 22968/65536 459360/1310720 (35.0%)
vertexes 22424/65536 269088/786432 (34.2%)
nodes 2303/65536 73696/2097152 ( 3.5%)
texinfos 3849/12288 277128/884736 (31.3%)
texdata 139/2048 4448/65536 ( 6.8%)
dispinfos 570/0 100320/0 ( 0.0%)
disp_verts 16154/0 323080/0 ( 0.0%)
disp_tris 21504/0 43008/0 ( 0.0%)
disp_lmsamples 928696/0 928696/0 ( 0.0%)
faces 10982/65536 614992/3670016 (16.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9759/65536 546504/3670016 (14.9%)
leaves 2342/65536 74944/2097152 ( 3.6%)
leaffaces 14967/65536 29934/131072 (22.8%)
leafbrushes 8461/65536 16922/131072 (12.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 95299/512000 381196/2048000 (18.6%)
edges 65779/256000 263116/1024000 (25.7%)
LDR worldlights 109/8192 9592/720896 ( 1.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1660/32768 16600/327680 ( 5.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 39252/65536 78504/131072 (59.9%)
cubemapsamples 7/1024 112/16384 ( 0.7%)
overlays 213/512 74976/180224 (41.6%)
LDR lightdata [variable] 6889292/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 304330/16777216 ( 1.8%)
entdata [variable] 84576/393216 (21.5%)
LDR ambient table 2342/65536 9368/262144 ( 3.6%)
HDR ambient table 2342/65536 9368/262144 ( 3.6%)
LDR leaf ambient 14068/65536 393904/1835008 (21.5%)
HDR leaf ambient 2342/65536 65576/1835008 ( 3.6%)
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] 1/1475548 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/60484 ( 0.0%)
pakfile [variable] 5797/0 ( 0.0%)
physics [variable] 1330454/4194304 (31.7%)
physics terrain [variable] 111118/1048576 (10.6%)
Level flags = 0
Total triangle count: 34381
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp
1 minute, 38 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_ye_olde_harveste_v3.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -windowed -noborder -w 1920 -h 1080 -novid +map "koth_ye_olde_harveste_v3" -steam
Normal compile looks similiar to this. If i'll find one I'll post it later.
So, whenever I try to launch the map, it just crashes the game and I have no idea what went wrong.
Here are bsp and vmf files to check how it looks: