Questionable Crashing... [FIXED]

Discussion in 'Mapping Questions & Discussion' started by AlphaOwl, Nov 24, 2017.

  1. AlphaOwl

    AlphaOwl L1: Registered

    Messages:
    21
    Positive Ratings:
    2
    Hi there. I've been having an odd issue with my map, and I can't seem to find the origin. My game continues to crash whilst loading the map, and I don't know what could possibly be the issue. I've also checked for issues via "check for problems". Can anyone please help? Thank you.

    Here's the Compile Log, as well as the map file:

    ** Executing...
    ** Command: "F:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "F:\Steam\steamapps\common\Team Fortress 2\tf" "F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ledge\koth_ledge001.vmf"

    Valve Software - vbsp.exe (Oct 14 2017)
    4 threads
    materialPath: F:\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ledge\koth_ledge001.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_ledge001/dev/dev_blendmeasure_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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ledge\koth_ledge001.prt...Building visibility clusters...
    done (1)
    *** 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...
    done (0) (85376 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 376 texinfos to 235
    Reduced 14 texdatas to 12 (341 bytes to 302)
    Writing F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ledge\koth_ledge001.bsp
    Wrote ZIP buffer, estimated size 477, actual size 397
    1 second elapsed

    ** Executing...
    ** Command: "F:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "F:\Steam\steamapps\common\Team Fortress 2\tf" -fast "F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ledge\koth_ledge001"

    Valve Software - vvis.exe (Oct 14 2017)
    fastvis = true
    4 threads
    reading f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ledge\koth_ledge001.bsp
    reading f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ledge\koth_ledge001.prt
    512 portalclusters
    1378 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 11232 visible clusters (5.29%)
    Total clusters visible: 212376
    Average clusters visible: 414
    Building PAS...
    Average clusters audible: 512
    visdatasize:69731 compressed from 65536
    writing f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ledge\koth_ledge001.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "F:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "F:\Steam\steamapps\common\Team Fortress 2\tf" "F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ledge\koth_ledge001"

    Valve Software - vrad.exe SSE (Oct 14 2017)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ledge\koth_ledge001.bsp
    Setting up ray-trace acceleration structure... Done (0.12 seconds)
    1863 faces
    1083911 square feet [156083248.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1863 patches before subdivision
    72745 patches after subdivision
    sun extent from map=0.000000
    12 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
    transfers 4272928, max 478
    transfer lists: 32.6 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(84230, 26030, 10454)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(28432, 2831, 485)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(13350, 424, 27)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(6898, 71, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(3845, 13, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(2181, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(1254, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(723, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(419, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(242, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(140, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(81, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(47, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(27, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(16, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #16 added RGB(9, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #17 added RGB(5, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #18 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #19 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #20 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #21 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0504 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
    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 (7)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 17/1024 816/49152 ( 1.7%)
    brushes 235/8192 2820/98304 ( 2.9%)
    brushsides 1483/65536 11864/524288 ( 2.3%)
    planes 622/65536 12440/1310720 ( 0.9%)
    vertexes 2589/65536 31068/786432 ( 4.0%)
    nodes 1206/65536 38592/2097152 ( 1.8%)
    texinfos 235/12288 16920/884736 ( 1.9%)
    texdata 12/2048 384/65536 ( 0.6%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 1863/65536 104328/3670016 ( 2.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 764/65536 42784/3670016 ( 1.2%)
    leaves 1224/65536 39168/2097152 ( 1.9%)
    leaffaces 2137/65536 4274/131072 ( 3.3%)
    leafbrushes 668/65536 1336/131072 ( 1.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 11641/512000 46564/2048000 ( 2.3%)
    edges 6434/256000 25736/1024000 ( 2.5%)
    LDR worldlights 12/8192 1056/720896 ( 0.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 118/32768 1180/327680 ( 0.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1578/65536 3156/131072 ( 2.4%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 1/512 352/180224 ( 0.2%)
    LDR lightdata [variable] 1426204/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 69731/16777216 ( 0.4%)
    entdata [variable] 15417/393216 ( 3.9%)
    LDR ambient table 1224/65536 4896/262144 ( 1.9%)
    HDR ambient table 1224/65536 4896/262144 ( 1.9%)
    LDR leaf ambient 6808/65536 190624/1835008 (10.4%)
    HDR leaf ambient 1224/65536 34272/1835008 ( 1.9%)
    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] 1/702 ( 0.1%)
    pakfile [variable] 397/0 ( 0.0%)
    physics [variable] 85376/4194304 ( 2.0%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 4878
    Writing f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ledge\koth_ledge001.bsp
    34 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ledge\koth_ledge001.bsp" "F:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_ledge001.bsp"


    ** Executing...
    ** Command: "F:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "F:\Steam\steamapps\common\Team Fortress 2\tf" +map "koth_ledge001" -steam
     

    Attached Files:

  2. AlphaOwl

    AlphaOwl L1: Registered

    Messages:
    21
    Positive Ratings:
    2
    Ok nevermind, turns out to be an issue with the game and hammer. If TF2 doesn't boot up when playtesting the map or crashes, just type map [map filename] in console.