TF2 crashes when loading compiled map

Discussion in 'Mapping Questions & Discussion' started by Muenster Monster, Dec 1, 2018.

  1. Muenster Monster

    Muenster Monster L1: Registered

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    I'm just trying to get hammer up and running on this new laptop I got - tf2 itself works fine, but for some reason when I try compiling a simple room to test if it works tf2 loads into the initial loading screen and then crashes. I don't know what could possibly be the cause.

    Here's my compile log:
    ** 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\first.vmf"
    Valve Software - vbsp.exe (Aug 2 2018)
    4 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\first.vmf
    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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first.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...
    done (0) (2325 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 10 texinfos to 4
    Reduced 2 texdatas to 2 (36 bytes to 36)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    0 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\first"
    Valve Software - vvis.exe (Aug 2 2018)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first.prt
    4 portalclusters
    4 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 16
    Average clusters visible: 4
    Building PAS...
    Average clusters audible: 4
    visdatasize:44 compressed from 64
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    0 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\first"
    Valve Software - vrad.exe SSE (Jul 18 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)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first.bsp
    Setting up ray-trace acceleration structure... Done (0.00 seconds)
    16 faces
    22300 square feet [3211264.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    16 patches before subdivision
    2032 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
    transfers 200824, max 225
    transfer lists: 1.5 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0006 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 (0)
    Writing leaf ambient...done
    Ready to Finish
    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 6/8192 72/98304 ( 0.1%)
    brushsides 36/65536 288/524288 ( 0.1%)
    planes 40/65536 800/1310720 ( 0.1%)
    vertexes 35/65536 420/786432 ( 0.1%)
    nodes 27/65536 864/2097152 ( 0.0%)
    texinfos 4/12288 288/884736 ( 0.0%)
    texdata 2/2048 64/65536 ( 0.1%)
    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 16/65536 896/3670016 ( 0.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6/65536 336/3670016 ( 0.0%)
    leaves 29/65536 928/2097152 ( 0.0%)
    leaffaces 16/65536 32/131072 ( 0.0%)
    leafbrushes 16/65536 32/131072 ( 0.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 88/512000 352/2048000 ( 0.0%)
    edges 57/256000 228/1024000 ( 0.0%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 0/32768 0/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 0/65536 0/131072 ( 0.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 53888/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 44/16777216 ( 0.0%)
    entdata [variable] 335/393216 ( 0.1%)
    LDR ambient table 29/65536 116/262144 ( 0.0%)
    HDR ambient table 29/65536 116/262144 ( 0.0%)
    LDR leaf ambient 4/65536 112/1835008 ( 0.0%)
    HDR leaf ambient 29/65536 812/1835008 ( 0.0%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 54/0 ( 0.0%)
    physics [variable] 2325/4194304 ( 0.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)
    Level flags = 0
    Total triangle count: 32
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    0 seconds elapsed
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\first.bsp"

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -w 1600 -h 900 +map "first" -steam

    (additionally, this laptop's smaller display makes the hammer sidebars annoyingly large - every other app runs in full HD by default due to this laptop's settings - if there's any way to change hammer's resolution, please tell me)
     
    Last edited: Dec 1, 2018
  2. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

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    Have you tried looking at the crash dumps or -condebug's console.log file to see if any errors appear in the console? Also, perhaps try renaming the VMF to something such as cp_first, it probably won't work but always worth a shot - I've had it fix issues before
     
  3. Muenster Monster

    Muenster Monster L1: Registered

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    Renaming didn't work. I also didn't see anything that would be considered an issue in console.log. If there's one thing worth mentioning, it's that I currently have a mastercomfig installed, but I don't know how that would conflict with loading a compiled map.
     
  4. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

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    What entities do you have in the map?
     
  5. Muenster Monster

    Muenster Monster L1: Registered

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    Just a single spawn. I'll try adding a light entity and see if that changes anything at all, but I doubt it will
     
  6. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

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    Also add a prop alongside it, just in case
     
  7. Muenster Monster

    Muenster Monster L1: Registered

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    That failed as well. I don't know what to really do at this point
     
  8. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    Can you load a stock TF2 map, such as Upward?
     
  9. Muenster Monster

    Muenster Monster L1: Registered

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    Well, yeah.
    I can load any map (including my custom one) from the game itself, just not straight from hammer for whatever reason
    Idk why
     
  10. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

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    Perhaps it's an issue with your parameters then?: Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -w 1600 -h 900 +map "first" -steam
     
  11. Muenster Monster

    Muenster Monster L1: Registered

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    I guess - I changed them around a bit and now it works, apparently. So I guess this issue is solved, then
     
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