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 ???

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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 ???

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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 ???

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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 Occasionally I make maps

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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 ???

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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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