My map wont run

WhoWee!

L?: Creator of Ideas, Not Projects
Jan 12, 2018
84
35
(NOTE): This issue has been fixed.

Okay, when ever I try to compile, run the map in game, or build the cubemaps via compilepal, my map wont load. Let me run you through the process: 1. My compile finishes and launches tf2. 2. tf2 launches and loads the main menu. 3. tf2 freezes (like its trying to load the map). 4. the console opens and brings up this error at least 10 times:
Failed, using default cubemap 'engine/defaultcubemap'

I understand that this is sometimes "normal", but my map will not even load for my to build the proper cubemaps.

I am kinda stumped on this one, so if you can provide any help, that would be appreciated.
Thank you
(if you need more detail on the subject like screenshots, let me know)

Also, my compile log states no errors.
 

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WhoWee!

L?: Creator of Ideas, Not Projects
Jan 12, 2018
84
35
You've said the compile log has no errors, but post it anyway. Sometimes a 2nd pair of eyes spots a mistake that you overlooked.


** Executing...
** Command: "C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\chill_winter.vmf"

Valve Software - vbsp.exe (Mar 6 2018)
4 threads
materialPath: C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\chill_winter.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/chill_winter/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
Patching WVT material: maps/chill_winter/nature/blendrockgroundwallsnow_wvt_patch
Patching WVT material: maps/chill_winter/nature/blendgrasstosnow001_wvt_patch
Patching WVT material: maps/chill_winter/dev/dev_blendmeasure2_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 (0)
Find Visible Detail Sides...
Merged 96 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\chill_winter.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_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 (0) (176156 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 909 texinfos to 424
Reduced 60 texdatas to 47 (2246 bytes to 1771)
Writing C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\chill_winter.bsp
Wrote ZIP buffer, estimated size 13235, actual size 9671
16 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\chill_winter"

Valve Software - vvis.exe (Mar 6 2018)
fastvis = true
4 threads
reading c:\program files (x86)\travissteam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\chill_winter.bsp
reading c:\program files (x86)\travissteam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\chill_winter.prt
405 portalclusters
1039 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 1005 visible clusters (2.53%)
Total clusters visible: 39738
Average clusters visible: 98
Building PAS...
Average clusters audible: 185
visdatasize:23670 compressed from 45360
writing c:\program files (x86)\travissteam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\chill_winter.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\chill_winter"

Valve Software - vrad.exe SSE (Mar 6 2018)

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)\travissteam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\chill_winter.bsp
Setting up ray-trace acceleration structure... Done (5.63 seconds)
2309 faces
1889786 square feet [272129216.00 square inches]
150 Displacements
410684 Square Feet [59138524.00 Square Inches]
2309 patches before subdivision
67143 patches after subdivision
sun extent from map=0.173648
116 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 4448535, max 486
transfer lists: 33.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(126867, 80922, 47805)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(21760, 8003, 4085)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(5144, 1240, 472)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1020, 148, 48)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(231, 22, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(49, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(11, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 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<0.0701 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (9)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 52/1024 2496/49152 ( 5.1%)
brushes 530/8192 6360/98304 ( 6.5%)
brushsides 3875/65536 31000/524288 ( 5.9%)
planes 3116/65536 62320/1310720 ( 4.8%)
vertexes 4076/65536 48912/786432 ( 6.2%)
nodes 1402/65536 44864/2097152 ( 2.1%)
texinfos 424/12288 30528/884736 ( 3.5%)
texdata 47/2048 1504/65536 ( 2.3%)
dispinfos 150/0 26400/0 ( 0.0%)
disp_verts 11030/0 220600/0 ( 0.0%)
disp_tris 17280/0 34560/0 ( 0.0%)
disp_lmsamples 989636/0 989636/0 ( 0.0%)
faces 2309/65536 129304/3670016 ( 3.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1367/65536 76552/3670016 ( 2.1%)
leaves 1455/65536 46560/2097152 ( 2.2%)
leaffaces 2543/65536 5086/131072 ( 3.9%)
leafbrushes 1546/65536 3092/131072 ( 2.4%)
areas 11/256 88/2048 ( 4.3%)
surfedges 16445/512000 65780/2048000 ( 3.2%)
edges 9545/256000 38180/1024000 ( 3.7%)
LDR worldlights 116/8192 10208/720896 ( 1.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 239/32768 2390/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4332/65536 8664/131072 ( 6.6%)
cubemapsamples 25/1024 400/16384 ( 2.4%)
overlays 12/512 4224/180224 ( 2.3%)
LDR lightdata [variable] 5445996/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 23670/16777216 ( 0.1%)
entdata [variable] 192483/393216 (49.0%)
LDR ambient table 1455/65536 5820/262144 ( 2.2%)
HDR ambient table 1455/65536 5820/262144 ( 2.2%)
LDR leaf ambient 3165/65536 88620/1835008 ( 4.8%)
HDR leaf ambient 1455/65536 40740/1835008 ( 2.2%)
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] 1/54916 ( 0.0%)
pakfile [variable] 9671/0 ( 0.0%)
physics [variable] 176156/4194304 ( 4.2%)
physics terrain [variable] 45206/1048576 ( 4.3%)

Level flags = 0

Total triangle count: 6314
Writing c:\program files (x86)\travissteam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\chill_winter.bsp
1 minute, 6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\chill_winter.bsp" "C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\tf\maps\chill_winter.bsp"


** Executing...
** Command: "C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\TravisStEaM\steamapps\common\Team Fortress 2\tf" -novid +map "chill_winter" -steam
 

nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
I think there might be something wrong happening in vbsp; technically, you don't need to run vvis (maps that leak can't run it correctly) or vrad (fulbright maps don't run it), so I would recommend testing compiling with those off to try and verify that that is what the problem is; if it is, after that I would recommend using the cordon tool to try and find where the problem is in your map, by cordoning off half of the map, and if that runs correctly, test the other half; keep narrowing it down until you find the smallest area that has an error in it, and then try and find the error from there