TF2 crashes whe i try to run my map

Discussion in 'Mapping Questions & Discussion' started by Zizinhu, May 14, 2017.

?

Is this "normal"?

  1. Nope

    4 vote(s)
    66.7%
  2. Yeah

    2 vote(s)
    33.3%
  1. Zizinhu

    Zizinhu L1: Registered

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    Hey,before anything else,i'd like to say that i don't speak english very well,so,yeah...


    As you can see by the title of this,when i try to run a map i made,it crashes my tf2;
    When i select to compile the map in hammer,it does it normaly,open TF2,freezes for a few seconds,then,when tf2 tries to run the map i'm making,it crashes the game.

    The compiler thingy:

    ** Executing...
    ** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_bottom_2.vmf"

    Valve Software - vbsp.exe (Feb 17 2017)
    2 threads
    materialPath: C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_bottom_2.vmf
    Patching WVT material: maps/pl_bottom_2/nature/blendrockwalldirt001_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity prop_static (998.00 -270.00 -1116.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 1536.0 -944.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 1184.0 -440.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 1696.0 -440.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 2048.0 -552.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 1536.0 -552.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 112.0 -944.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 608.0 -944.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 1008.0 -944.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    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:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    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) (498109 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 635 texinfos to 452
    Reduced 35 texdatas to 33 (844 bytes to 798)
    Writing C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_bottom_2.bsp
    Wrote ZIP buffer, estimated size 106403, actual size 106055
    3 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_bottom_2"

    Valve Software - vvis.exe (Feb 17 2017)
    2 threads
    reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_bottom_2.bsp
    reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_bottom_2.prt
    LoadPortals: couldn't read c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_bottom_2.prt


    ** Executing...
    ** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_bottom_2"

    Valve Software - vrad.exe SSE (Feb 17 2017)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_bottom_2.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.60 seconds)
    2859 faces
    585463 square feet [84306672.00 square inches]
    6 Displacements
    4022 Square Feet [579287.81 Square Inches]
    sun extent from map=0.000000
    45 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
    Build Patch/Sample Hash Table(s).....Done<0.0139 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    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 (10)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 10/1024 480/49152 ( 1.0%)
    brushes 406/8192 4872/98304 ( 5.0%)
    brushsides 2614/65536 20912/524288 ( 4.0%)
    planes 1372/65536 27440/1310720 ( 2.1%)
    vertexes 3979/65536 47748/786432 ( 6.1%)
    nodes 1904/65536 60928/2097152 ( 2.9%)
    texinfos 452/12288 32544/884736 ( 3.7%)
    texdata 33/2048 1056/65536 ( 1.6%)
    dispinfos 6/0 1056/0 ( 0.0%)
    disp_verts 1734/0 34680/0 ( 0.0%)
    disp_tris 3072/0 6144/0 ( 0.0%)
    disp_lmsamples 17050/0 17050/0 ( 0.0%)
    faces 2859/65536 160104/3670016 ( 4.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1444/65536 80864/3670016 ( 2.2%)
    leaves 1915/65536 61280/2097152 ( 2.9%)
    leaffaces 3236/65536 6472/131072 ( 4.9%)
    leafbrushes 1122/65536 2244/131072 ( 1.7%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 19261/512000 77044/2048000 ( 3.8%)
    edges 11529/256000 46116/1024000 ( 4.5%)
    LDR worldlights 45/8192 3960/720896 ( 0.5%)
    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 3534/65536 7068/131072 ( 5.4%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 9/512 3168/180224 ( 1.8%)
    LDR lightdata [variable] 1411968/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 27845/393216 ( 7.1%)
    LDR ambient table 1915/65536 7660/262144 ( 2.9%)
    HDR ambient table 1915/65536 7660/262144 ( 2.9%)
    LDR leaf ambient 13877/65536 388556/1835008 (21.2%)
    HDR leaf ambient 1915/65536 53620/1835008 ( 2.9%)
    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] 1/7874 ( 0.0%)
    pakfile [variable] 106055/0 ( 0.0%)
    physics [variable] 498109/4194304 (11.9%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 7698
    Writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_bottom_2.bsp
    30 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_bottom_2.bsp" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_bottom_2.bsp"



    Btw i'm new to mapping and i have no idea how to find/fix an error
    Send halp
     
  2. Viperi

    aa Viperi 100% might be snake

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    Using this finds your problem faster. Your map has a leak in it, fix it with the pointfile.
     
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  3. iiboharz

    aa iiboharz Meme Queen

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    Please read your compile log before asking for help next time.
     
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  4. Muddy

    Server Staff Muddy Muddy

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    This error means that your map isn't properly sealed. Go to those co-ordinates (View -> Go to Co-ordinates), that's around where the leak will be. Enabling the pointfile (Map -> Load Pointfile) will show you a red line going from that prop_static entity to the leak.

    Bear in mind that Hammer will only detect one leak at a time, so you may need to re-compile a few times to catch all the leaks.

    Further reading: https://developer.valvesoftware.com/wiki/Leak

    This feels unnecessarily blunt. Someone who's new to mapping probably won't know what to look for in the compile log. Doesn't help that half the errors that crop up are meant to be ignored.
     
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  5. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Positive Ratings:
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    Paste your compile log into interlopers.net/errors, that'll offer you fixes for most problems. As muddy said some (the ones about HDR cubemaps) can be ignored but the others, like findportalside, should be fixed immediately. As per the power-4 displacements, those are usually too dense for what most new mappers make - reduce them down to power 3.
     
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