My map suddently makes the game crash upon loading it. Send Cops plz.

JackHundeswald

L2: Junior Member
Jul 17, 2019
51
8
Hey everyone! I'm (well, I was) currently making a small custom map without objective designed to rest after a long battle, or train against some targets. anyways, I tried to go with the TF2 artstyle for it (also can we thank valve for the great props Jungle Inferno gave us? They'rre great!), so I place props, structures and experiment with small things as I go. however, recently I did a bunch of different things without compiling and got back to it the next day. I compile, Run TF2 and type my map name in the console. however, as soon as the screen reaches the TF2 map rotation screen, the games freezes for 2 seconds and then dissapears without any message. I've seen another post about this, but the guy was using Frontline props and I've only used what I've found in the files.


I've tried many things, such as deleting recent parts of the map (also now is a good time to mention that I've tried to make use of the Chapter titles in the map properties just before, to see if they could be used, but I've removed that without change) and also selected all of the skybox brushes and main terrain displacements to Quickhide the rest, as they wouldn't get put in the map. still nothing. I hope one of you understand what is happening, and if my map's corrupted, how could I get everything into another map without replacing everything one by one, considering the brush structures took a long time, very long.


here is the last compile process window, hoping that you could find something that I couldn't.
(the word crashes is part of the map name as I've tried to use autosave and made a copy. was too late)

** 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:\Users\utilisateur\Desktop\random files for tools\hunderwalds_base(Crashes).vmf"

Valve Software - vbsp.exe (Sep 23 2019)
4 threads
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\utilisateur\Desktop\random files for tools\hunderwalds_base(Crashes).log', but we don't own that location. Allowing.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\utilisateur\Desktop\random files for tools\hunderwalds_base(Crashes).vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/hunderwalds_base(crashes)/tropics/blendreddirt001_wvt_patch
Patching WVT material: maps/hunderwalds_base(crashes)/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/hunderwalds_base(crashes)/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/hunderwalds_base(crashes)/egypt/sand_grass_blend_02_wvt_patch
Patching WVT material: maps/hunderwalds_base(crashes)/egypt/sand_floor_blend_03_wvt_patch
Patching WVT material: maps/hunderwalds_base(crashes)/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
fixing up env_cubemap materials on brush sides...
Multiple references for cubemap on texture maps/hunderwalds_base(crashes)/metal/metalchrome002_858_1600_-24!!!
Multiple references for cubemap on texture maps/hunderwalds_base(crashes)/metal/metalchrome002_794_1064_-32!!!
ProcessBlock_Thread: 0...1...2...3...4...Brush 14867: WARNING, microbrush
Brush 14905: WARNING, microbrush
5...6...7...8...9...10 (0)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1277.6 1520.0 -84.8)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 14867:

ProcessBlock_Thread: 0...1...2...3...4...Brush 14867: WARNING, microbrush
Brush 14905: WARNING, microbrush
5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\utilisateur\Desktop\random files for tools\hunderwalds_base(Crashes).prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (565352 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 416 texinfos to 270
Reduced 82 texdatas to 62 (3321 bytes to 2444)
Writing C:\Users\utilisateur\Desktop\random files for tools\hunderwalds_base(Crashes).bsp
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\utilisateur\Desktop\random files for tools\hunderwalds_base(Crashes).bsp', but we don't own that location. Allowing.
Wrote ZIP buffer, estimated size 15291, actual size 11459
3 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:\Users\utilisateur\Desktop\random files for tools\hunderwalds_base(Crashes)"

Valve Software - vvis.exe (Sep 23 2019)
fastvis = true
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\utilisateur\desktop\random files for tools\hunderwalds_base(Crashes).log', but we don't own that location. Allowing.
4 threads
reading c:\users\utilisateur\desktop\random files for tools\hunderwalds_base(Crashes).bsp
reading c:\users\utilisateur\desktop\random files for tools\hunderwalds_base(Crashes).prt
740 portalclusters
2558 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 16826 visible clusters (3.85%)
Total clusters visible: 436862
Average clusters visible: 590
Building PAS...
Average clusters audible: 737
visdatasize:141098 compressed from 142080
writing c:\users\utilisateur\desktop\random files for tools\hunderwalds_base(Crashes).bsp
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\utilisateur\desktop\random files for tools\hunderwalds_base(Crashes).bsp', but we don't own that location. Allowing.
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\utilisateur\Desktop\random files for tools\hunderwalds_base(Crashes)"

Valve Software - vrad.exe SSE (Sep 23 2019)

Valve Radiosity Simulator
4 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\utilisateur\desktop\random files for tools\hunderwalds_base(Crashes).log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\utilisateur\desktop\random files for tools\hunderwalds_base(Crashes).bsp
Setting up ray-trace acceleration structure... Done (0.93 seconds)
2248 faces
5 degenerate faces
1106396 square feet [159321088.00 square inches]
27 Displacements
201105 Square Feet [28959138.00 Square Inches]
2243 patches before subdivision
23937 patches after subdivision
sun extent from map=0.008727
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 2017715, max 844
transfer lists: 15.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(340282, 172828, 76492)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(128585, 62861, 25056)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(5205, 1685, 398)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(10387, 3847, 764)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(311, 80, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(942, 261, 26)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(32, 6, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(89, 18, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(8, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0081 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
6 of 6 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 8/1024 384/49152 ( 0.8%)
brushes 270/8192 3240/98304 ( 3.3%)
brushsides 3210/65536 25680/524288 ( 4.9%)
planes 2828/65536 56560/1310720 ( 4.3%)
vertexes 3231/65536 38772/786432 ( 4.9%)
nodes 1537/65536 49184/2097152 ( 2.3%)
texinfos 270/12288 19440/884736 ( 2.2%)
texdata 62/2048 1984/65536 ( 3.0%)
dispinfos 27/0 4752/0 ( 0.0%)
disp_verts 2547/0 50940/0 ( 0.0%)
disp_tris 4128/0 8256/0 ( 0.0%)
disp_lmsamples 96638/0 96638/0 ( 0.0%)
faces 2248/65536 125888/3670016 ( 3.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 908/65536 50848/3670016 ( 1.4%)
leaves 1546/65536 49472/2097152 ( 2.4%)
leaffaces 2391/65536 4782/131072 ( 3.6%)
leafbrushes 1058/65536 2116/131072 ( 1.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 14696/512000 58784/2048000 ( 2.9%)
edges 8019/256000 32076/1024000 ( 3.1%)
LDR worldlights 13/8192 1144/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 155/32768 1550/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2223/65536 4446/131072 ( 3.4%)
cubemapsamples 9/1024 144/16384 ( 0.9%)
overlays 26/512 9152/180224 ( 5.1%)
LDR lightdata [variable] 1118132/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 141098/16777216 ( 0.8%)
entdata [variable] 44726/393216 (11.4%)
LDR ambient table 1546/65536 6184/262144 ( 2.4%)
HDR ambient table 1546/65536 6184/262144 ( 2.4%)
LDR leaf ambient 7259/65536 203252/1835008 (11.1%)
HDR leaf ambient 1546/65536 43288/1835008 ( 2.4%)
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] 1/19296 ( 0.0%)
pakfile [variable] 11459/0 ( 0.0%)
physics [variable] 565352/4194304 (13.5%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 6379
Writing c:\users\utilisateur\desktop\random files for tools\hunderwalds_base(Crashes).bsp
17 seconds elapsed
Valve Software - vrad.exe SSE (Sep 23 2019)

Valve Radiosity Simulator
4 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\utilisateur\desktop\random files for tools\hunderwalds_base(Crashes).log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\utilisateur\desktop\random files for tools\hunderwalds_base(Crashes).bsp
Setting up ray-trace acceleration structure... Done (0.97 seconds)
2248 faces
5 degenerate faces
1106396 square feet [159321088.00 square inches]
27 Displacements
201105 Square Feet [28959138.00 Square Inches]
2243 patches before subdivision
23937 patches after subdivision
sun extent from map=0.008727
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 2017715, max 844
transfer lists: 15.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(153274, 82064, 52571)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(56814, 29041, 16853)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2382, 813, 279)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4555, 1763, 512)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(139, 38, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(413, 119, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(14, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(39, 8, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0104 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
6 of 6 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 8/1024 384/49152 ( 0.8%)
brushes 270/8192 3240/98304 ( 3.3%)
brushsides 3210/65536 25680/524288 ( 4.9%)
planes 2828/65536 56560/1310720 ( 4.3%)
vertexes 3231/65536 38772/786432 ( 4.9%)
nodes 1537/65536 49184/2097152 ( 2.3%)
texinfos 270/12288 19440/884736 ( 2.2%)
texdata 62/2048 1984/65536 ( 3.0%)
dispinfos 27/0 4752/0 ( 0.0%)
disp_verts 2547/0 50940/0 ( 0.0%)
disp_tris 4128/0 8256/0 ( 0.0%)
disp_lmsamples 96638/0 96638/0 ( 0.0%)
faces 2248/65536 125888/3670016 ( 3.4%)
hdr faces 2248/65536 125888/3670016 ( 3.4%)
origfaces 908/65536 50848/3670016 ( 1.4%)
leaves 1546/65536 49472/2097152 ( 2.4%)
leaffaces 2391/65536 4782/131072 ( 3.6%)
leafbrushes 1058/65536 2116/131072 ( 1.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 14696/512000 58784/2048000 ( 2.9%)
edges 8019/256000 32076/1024000 ( 3.1%)
LDR worldlights 13/8192 1144/720896 ( 0.2%)
HDR worldlights 13/8192 1144/720896 ( 0.2%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 155/32768 1550/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2223/65536 4446/131072 ( 3.4%)
cubemapsamples 9/1024 144/16384 ( 0.9%)
overlays 26/512 9152/180224 ( 5.1%)
LDR lightdata [variable] 1118132/0 ( 0.0%)
HDR lightdata [variable] 1118132/0 ( 0.0%)
visdata [variable] 141098/16777216 ( 0.8%)
entdata [variable] 44726/393216 (11.4%)
LDR ambient table 1546/65536 6184/262144 ( 2.4%)
HDR ambient table 1546/65536 6184/262144 ( 2.4%)
LDR leaf ambient 7259/65536 203252/1835008 (11.1%)
HDR leaf ambient 7140/65536 199920/1835008 (10.9%)
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] 1/19296 ( 0.0%)
pakfile [variable] 11459/0 ( 0.0%)
physics [variable] 565352/4194304 (13.5%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 6379
Writing c:\users\utilisateur\desktop\random files for tools\hunderwalds_base(Crashes).bsp
16 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\utilisateur\Desktop\random files for tools\hunderwalds_base(Crashes).bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\hunderwalds_base(Crashes).bsp"
 

skaz_

L3: Member
Oct 12, 2018
133
25
Check the vbsp section.

There are a few lines stating there is a micro brush. I believe this will crash ur game (not sure). If you can't find it just ctrl + f "microbrush" get the brushes number and delete that brush.

ProcessBlock_Thread: 0...1...2...3...4...Brush 14867: WARNING, microbrush
Brush 14905: WARNING, microbrush
5...6...7...8...9...10 (0)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1277.6 1520.0 -84.8)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 14867:

ProcessBlock_Thread: 0...1...2...3...4...Brush 14867: WARNING, microbrush
Brush 14905: WARNING, microbrush
 

Attachments

  • upload_2020-6-2_19-59-32.png
    upload_2020-6-2_19-59-32.png
    8.2 KB · Views: 190

JackHundeswald

L2: Junior Member
Jul 17, 2019
51
8
I don't think that's it, I've had this microbrush for a while now, without problems, and removing it didin't do anything. but there might be a chrome face that uses 2 cubemaps
 

JackHundeswald

L2: Junior Member
Jul 17, 2019
51
8
Well, I've found the solution. It really was the file that had a problem. I copy pasted the whole map into a new file, and it worked again. I just have to move the sky_camera to fit the new coordinates and change the skybox. but apart from that, everything's here