Okay so I've been working on a map for a long time now, I have had no problems with compiling it or running it before, until a few days ago when I decided to make the map bigger. When I try to run it in TF2 it seem to crash the game, and I have no clue why (the tf2 console log doesn't say anything specific either). There is no leaks, I've corrected them and I find no errors with alt+p either. Would be interesting if someone of you guys could see something that I can't see, why it's crashing, because this is very frustrating now.
My compile log:
I checked the log at interlopers and the only things that comes up are "found a displacement edge abutting multiple other edges" (which can be ignored in this case, I believe) and "can't load skybox file skybox/sky_night_01 to build the default cubemap!". The thing is though, as I said, the map has worked just fine with the skybox I use, until I decided to make the map bigger.
My compile log:
Code:
** 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\zf_building_gothic.vmf"
Valve Software - vbsp.exe (Jul 2 2015)
2 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\zf_building_gothic.vmf
Patching WVT material: maps/zf_building_gothic/nature/blendgroundtograss009_nodetail_wvt_patch
Patching WVT material: maps/zf_building_gothic/nature/blendgroundtomud001_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 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
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 (3) (4332598 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 681 texinfos to 400
Reduced 46 texdatas to 42 (1233 bytes to 1076)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.bsp
11 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic"
Valve Software - vvis.exe (Jul 2 2015)
2 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.prt
1089 portalclusters
3269 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (376)
Optimized: 1736 visible clusters (0.80%)
Total clusters visible: 215663
Average clusters visible: 198
Building PAS...
Average clusters audible: 542
visdatasize:170906 compressed from 313632
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.bsp
6 minutes, 19 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic"
Valve Software - vrad.exe SSE (Jul 2 2015)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.bsp
Setting up ray-trace acceleration structure... Done (4.86 seconds)
4939 faces
1496751 square feet [215532224.00 square inches]
88 Displacements
267286 Square Feet [38489248.00 Square Inches]
4939 patches before subdivision
66753 patches after subdivision
sun extent from map=0.087156
75 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (23)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (19)
transfers 8394897, max 781
transfer lists: 64.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(22834, 6775, 2258)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3558, 657, 144)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(803, 112, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(170, 18, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(40, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(9, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0495 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13)
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 (14)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 68/1024 3264/49152 ( 6.6%)
brushes 663/8192 7956/98304 ( 8.1%)
brushsides 6379/65536 51032/524288 ( 9.7%)
planes 9106/65536 182120/1310720 (13.9%)
vertexes 7707/65536 92484/786432 (11.8%)
nodes 3108/65536 99456/2097152 ( 4.7%)
texinfos 400/12288 28800/884736 ( 3.3%)
texdata 42/2048 1344/65536 ( 2.1%)
dispinfos 88/0 15488/0 ( 0.0%)
disp_verts 20440/0 408800/0 ( 0.0%)
disp_tris 35840/0 71680/0 ( 0.0%)
disp_lmsamples 517199/0 517199/0 ( 0.0%)
faces 4939/65536 276584/3670016 ( 7.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2739/65536 153384/3670016 ( 4.2%)
leaves 3177/65536 101664/2097152 ( 4.8%)
leaffaces 5452/65536 10904/131072 ( 8.3%)
leafbrushes 2064/65536 4128/131072 ( 3.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 35381/512000 141524/2048000 ( 6.9%)
edges 19544/256000 78176/1024000 ( 7.6%)
LDR worldlights 75/8192 6600/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 311/32768 3110/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5040/65536 10080/131072 ( 7.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 5960844/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 170906/16777216 ( 1.0%)
entdata [variable] 118416/393216 (30.1%)
LDR ambient table 3177/65536 12708/262144 ( 4.8%)
HDR ambient table 3177/65536 12708/262144 ( 4.8%)
LDR leaf ambient 10464/65536 292992/1835008 (16.0%)
HDR leaf ambient 3177/65536 88956/1835008 ( 4.8%)
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] 1/16882 ( 0.0%)
pakfile [variable] 1714/0 ( 0.0%)
physics [variable] 4332598/4194304 (103.3%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 13744
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.bsp
1 minute, 16 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\zf_building_gothic.bsp"
I checked the log at interlopers and the only things that comes up are "found a displacement edge abutting multiple other edges" (which can be ignored in this case, I believe) and "can't load skybox file skybox/sky_night_01 to build the default cubemap!". The thing is though, as I said, the map has worked just fine with the skybox I use, until I decided to make the map bigger.