TF2 crashes when trying to load my map

Discussion in 'Mapping Questions & Discussion' started by Captain gingerbread, Dec 2, 2016.

  1. Captain gingerbread

    Captain gingerbread L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    Everytime I try to load my map my TF2 crashes, I already deleted hammer, TF2, and I reseted the hammer configurations with source sdk. It still crashes everytime I try to load the map in TF2. So I looked in dumps (steam\dumps)

    Dump Summary
    ------------
    Dump File: crash_hl2.exe_20161202123955_1.dmp : C:\Program Files (x86)\Steam\dumps\crash_hl2.exe_20161202123955_1.dmp
    Last Write Time: 2-12-2016 12:39:56
    Process Name: hl2.exe : C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe
    Process Architecture: x86
    Exception Code: 0xC0000005
    Exception Information: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
    Heap Information: Not Present

    System Information
    ------------------
    OS Version: 6.1.7601
    CLR Version(s):

    Modules
    -------
    Module Name Module Path Module Version
    ----------- ----------- --------------
    hl2.exe C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe 0.0.0.0
    ntdll.dll C:\Windows\SysWOW64\ntdll.dll 6.1.7601.23418
    kernel32.dll C:\Windows\SysWOW64\kernel32.dll 6.1.7601.23418
    KERNELBASE.dll C:\Windows\SysWOW64\KERNELBASE.dll 6.1.7601.23418
    user32.dll C:\Windows\SysWOW64\user32.dll 6.1.7601.19061
    gdi32.dll C:\Windows\SysWOW64\gdi32.dll 6.1.7601.23457
    lpk.dll C:\Windows\SysWOW64\lpk.dll 6.1.7601.23453
    usp10.dll C:\Windows\SysWOW64\usp10.dll 1.626.7601.19054
    msvcrt.dll C:\Windows\SysWOW64\msvcrt.dll 7.0.7601.17744
    advapi32.dll C:\Windows\SysWOW64\advapi32.dll 6.1.7601.23418
    sechost.dll C:\Windows\SysWOW64\sechost.dll 6.1.7601.18869
    rpcrt4.dll C:\Windows\SysWOW64\rpcrt4.dll 6.1.7601.23452
    sspicli.dll C:\Windows\SysWOW64\sspicli.dll 6.1.7601.23452
    CRYPTBASE.dll C:\Windows\SysWOW64\CRYPTBASE.dll 6.1.7601.23452
    imm32.dll C:\Windows\System32\imm32.dll 6.1.7601.17514
    msctf.dll C:\Windows\SysWOW64\msctf.dll 6.1.7601.18731
    nvinit.dll C:\Windows\SysWOW64\nvinit.dll 10.18.13.6472
    version.dll C:\Windows\System32\version.dll 6.1.7600.16385
    detoured.dll C:\Program Files (x86)\NVIDIA Corporation\CoProcManager\detoured.dll 0.0.0.0
    nvd3d9wrap.dll C:\Program Files (x86)\NVIDIA Corporation\CoProcManager\nvd3d9wrap.dll 10.18.13.6472
    setupapi.dll C:\Windows\SysWOW64\setupapi.dll 6.1.7601.17514
    cfgmgr32.dll C:\Windows\SysWOW64\cfgmgr32.dll 6.1.7601.17621
    oleaut32.dll C:\Windows\SysWOW64\oleaut32.dll 6.1.7601.19144
    ole32.dll C:\Windows\SysWOW64\ole32.dll 6.1.7601.23392
    devobj.dll C:\Windows\SysWOW64\devobj.dll 6.1.7601.17621
    nvdxgiwrap.dll C:\Program Files (x86)\NVIDIA Corporation\CoProcManager\nvdxgiwrap.dll 10.18.13.6472
    gameoverlayrenderer.dll C:\Program Files (x86)\Steam\gameoverlayrenderer.dll 3.71.73.81
    winmm.dll C:\Windows\System32\winmm.dll 6.1.7601.17514
    psapi.dll C:\Windows\SysWOW64\psapi.dll 6.1.7600.16385
    launcher.dll C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\launcher.dll 0.0.0.0
    shell32.dll C:\Windows\SysWOW64\shell32.dll 6.1.7601.23418
    shlwapi.dll C:\Windows\SysWOW64\shlwapi.dll 6.1.7601.17514
    wsock32.dll C:\Windows\System32\wsock32.dll 6.1.7600.16385
    ws2_32.dll C:\Windows\SysWOW64\ws2_32.dll 6.1.7601.23451
    nsi.dll C:\Windows\SysWOW64\nsi.dll 6.1.7600.16385
    steam_api.dll C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\steam_api.dll 3.3.47.38
    tier0.dll C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\tier0.dll 0.0.0.0
    powrprof.dll C:\Windows\System32\powrprof.dll 6.1.7600.16385
    vstdlib.dll C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vstdlib.dll 0.0.0.0
    filesystem_stdio.dll C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\filesystem_stdio.dll 0.0.0.0
    cryptsp.dll C:\Windows\System32\cryptsp.dll 6.1.7601.18741
    rsaenh.dll C:\Windows\System32\rsaenh.dll 6.1.7600.16385
    uxtheme.dll C:\Windows\System32\uxtheme.dll 6.1.7600.16385
    engine.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\engine.dll 0.0.0.0
    wininet.dll C:\Windows\SysWOW64\wininet.dll 11.0.9600.18377
    api-ms-win-downlevel-user32-l1-1-0.dll C:\Windows\SysWOW64\api-ms-win-downlevel-user32-l1-1-0.dll 6.2.9200.16492
    api-ms-win-downlevel-shlwapi-l1-1-0.dll C:\Windows\SysWOW64\api-ms-win-downlevel-shlwapi-l1-1-0.dll 6.2.9200.16492
    api-ms-win-downlevel-version-l1-1-0.dll C:\Windows\SysWOW64\api-ms-win-downlevel-version-l1-1-0.dll 6.2.9200.16492
    api-ms-win-downlevel-normaliz-l1-1-0.dll C:\Windows\SysWOW64\api-ms-win-downlevel-normaliz-l1-1-0.dll 6.2.9200.16492
    normaliz.dll C:\Windows\SysWOW64\normaliz.dll 6.1.7600.16385
    iertutil.dll C:\Windows\SysWOW64\iertutil.dll 11.0.9600.18377
    api-ms-win-downlevel-advapi32-l1-1-0.dll C:\Windows\SysWOW64\api-ms-win-downlevel-advapi32-l1-1-0.dll 6.2.9200.16492
    userenv.dll C:\Windows\SysWOW64\userenv.dll 6.1.7601.17514
    profapi.dll C:\Windows\SysWOW64\profapi.dll 6.1.7600.16385
    inputsystem.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\inputsystem.dll 0.0.0.0
    SDL2.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\SDL2.dll 2.0.4.0
    materialsystem.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\materialsystem.dll 0.0.0.0
    datacache.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\datacache.dll 0.0.0.0
    studiorender.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\studiorender.dll 0.0.0.0
    vphysics.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\vphysics.dll 0.0.0.0
    video_services.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\video_services.dll 0.0.0.0
    vguimatsurface.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\vguimatsurface.dll 0.0.0.0
    vgui2.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\vgui2.dll 0.0.0.0
    sourcevr.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\sourcevr.dll 0.0.0.0
    openvr_api.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\openvr_api.dll 0.0.0.0
    msvcp100.dll C:\Windows\System32\msvcp100.dll 10.0.40219.325
    msvcr100.dll C:\Windows\System32\msvcr100.dll 10.0.40219.325
    shaderapidx9.dll C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\shaderapidx9.dll 0.0.0.0
    d3d9.dll C:\Windows\System32\d3d9.dll 6.1.7601.17514
    d3d8thk.dll C:\Windows\System32\d3d8thk.dll 6.1.7600.16385
    dwmapi.dll C:\Windows\System32\dwmapi.dll 6.1.7601.18917
    wintrust.dll C:\Windows\SysWOW64\wintrust.dll 6.1.7601.18839
    crypt32.dll C:\Windows\SysWOW64\crypt32.dll 6.1.7601.18839
    msasn1.dll C:\Windows\SysWOW64\msasn1.dll 6.1.7601.17514
    nvumdshim.dll C:\Windows\System32\nvumdshim.dll 10.18.13.6472
    igdumd32.dll C:\Windows\System32\igdumd32.dll 8.15.10.2653
    nvd3dum.dll C:\Windows\System32\nvd3dum.dll 10.18.13.6472
    video_quicktime.dll C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\video_quicktime.dll 0.0.0.0
    video_bink.dll C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\video_bink.dll 0.0.0.0
    binkw32.dll C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\binkw32.dll 1.9.99.0
    dsound.dll C:\Windows\System32\dsound.dll 6.1.7600.16385
    clbcatq.dll C:\Windows\SysWOW64\clbcatq.dll 2001.12.8530.16385
    MMDevAPI.dll C:\Windows\System32\MMDevAPI.dll 6.1.7601.17514
    propsys.dll C:\Windows\System32\propsys.dll 7.0.7601.17514
    AudioSes.dll C:\Windows\System32\AudioSes.dll 6.1.7601.18741
    steamclient.dll C:\Program Files (x86)\Steam\steamclient.dll 3.71.73.81
    IPHLPAPI.DLL C:\Windows\System32\IPHLPAPI.DLL 6.1.7601.17514
    winnsi.dll C:\Windows\System32\winnsi.dll 6.1.7600.16385
    imagehlp.dll C:\Windows\SysWOW64\imagehlp.dll 6.1.7601.18288
    tier0_s.dll C:\Program Files (x86)\Steam\tier0_s.dll 3.71.73.81
    vstdlib_s.dll C:\Program Files (x86)\Steam\vstdlib_s.dll 3.71.73.81
    secur32.dll C:\Windows\System32\secur32.dll 6.1.7601.23452
    crashhandler.dll C:\Program Files (x86)\Steam\crashhandler.dll 3.71.73.81
    dinput8.dll C:\Windows\SysWOW64\dinput8.dll 6.1.7600.16385
    hid.dll C:\Windows\System32\hid.dll 6.1.7600.16385
    XInput1_3.dll C:\Windows\System32\XInput1_3.dll 9.18.944.0
    stdshader_dbg.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\stdshader_dbg.dll 0.0.0.0
    stdshader_dx6.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\stdshader_dx6.dll 0.0.0.0
    stdshader_dx7.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\stdshader_dx7.dll 0.0.0.0
    stdshader_dx8.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\stdshader_dx8.dll 0.0.0.0
    stdshader_dx9.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\stdshader_dx9.dll 0.0.0.0
    wbemprox.dll C:\Windows\System32\wbem\wbemprox.dll 6.1.7600.16385
    wbemcomn.dll C:\Windows\System32\wbemcomn.dll 6.1.7601.17514
    RpcRtRemote.dll C:\Windows\System32\RpcRtRemote.dll 6.1.7601.17514
    wbemsvc.dll C:\Windows\System32\wbem\wbemsvc.dll 6.1.7600.16385
    fastprox.dll C:\Windows\System32\wbem\fastprox.dll 6.1.7601.17514
    ntdsapi.dll C:\Windows\System32\ntdsapi.dll 6.1.7600.16385
    unicode.dll C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\unicode.dll 0.0.0.0
    mswsock.dll C:\Windows\System32\mswsock.dll 6.1.7601.23451
    WSHTCPIP.DLL C:\Windows\System32\WSHTCPIP.DLL 6.1.7600.16385
    nlaapi.dll C:\Windows\System32\nlaapi.dll 6.1.7601.18685
    NapiNSP.dll C:\Windows\System32\NapiNSP.dll 6.1.7600.16385
    pnrpnsp.dll C:\Windows\System32\pnrpnsp.dll 6.1.7600.16385
    dnsapi.dll C:\Windows\System32\dnsapi.dll 6.1.7601.17570
    winrnr.dll C:\Windows\System32\winrnr.dll 6.1.7600.16385
    mdnsNSP.dll C:\Program Files (x86)\Bonjour\mdnsNSP.dll 3.1.0.1
    WLIDNSP.DLL C:\Program Files (x86)\Common Files\Microsoft Shared\Windows Live\WLIDNSP.DLL 7.250.4311.0
    FWPUCLNT.DLL C:\Windows\System32\FWPUCLNT.DLL 6.1.7601.18283
    rasadhlp.dll C:\Windows\System32\rasadhlp.dll 6.1.7600.16385
    nvspcap.dll C:\Windows\System32\nvspcap.dll 2.11.2.55
    winhttp.dll C:\Windows\System32\winhttp.dll 6.1.7601.23451
    webio.dll C:\Windows\System32\webio.dll 6.1.7601.23375
    nvapi.dll C:\Windows\System32\nvapi.dll 10.18.13.6472
    client.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\tf\bin\client.dll 0.0.0.0
    Wldap32.dll C:\Windows\SysWOW64\Wldap32.dll 6.1.7601.17514
    libfbxsdk.dll C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\libfbxsdk.dll 2014.1.0.17839
    server.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\tf\bin\server.dll 0.0.0.0
    soundemittersystem.dll C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\soundemittersystem.dll 0.0.0.0
    scenefilecache.dll C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\scenefilecache.dll 0.0.0.0
    replay.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\replay.dll 0.0.0.0
    ServerBrowser.dll C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\ServerBrowser.dll 0.0.0.0
    GameUI.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\GameUI.dll 0.0.0.0
    vaudio_miles.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\vaudio_miles.dll 0.0.0.0
    Mss32.dll c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\Mss32.dll 9.3.0.0
    mssmp3.asi c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\mssmp3.asi 0.0.0.0
    mssvoice.asi c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\mssvoice.asi 0.0.0.0
    mssdolby.flt c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\mssdolby.flt 9.3.0.0
    mssds3d.flt c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\mssds3d.flt 0.0.0.0
    mssdsp.flt c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\mssdsp.flt 9.3.0.0
    msseax.flt c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\msseax.flt 0.0.0.0
    msssrs.flt c:\program files (x86)\Steam\steamapps\common\team fortress 2\bin\msssrs.flt 9.3.0.0
    avrt.dll C:\Windows\System32\avrt.dll 6.1.7600.16385
    dhcpcsvc.dll C:\Windows\System32\dhcpcsvc.dll 6.1.7600.16385
    wlanapi.dll C:\Windows\System32\wlanapi.dll 6.1.7600.16385
    wlanutil.dll C:\Windows\System32\wlanutil.dll 6.1.7600.16385
    dhcpcsvc6.DLL C:\Windows\System32\dhcpcsvc6.DLL 6.1.7601.17970
    apphelp.dll C:\Windows\System32\apphelp.dll 6.1.7601.19050

    I didn't make a new save file every time I saved, can I fix this or do I need to start again?
     
    Last edited: Dec 3, 2016
  2. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    791
    Positive Ratings:
    234
    Your map probably crashes because the map itself is broke, not because TF2 or Hammer is faulty.

    Post your compile log, and try using the 'spoiler' tag to hide the mass of text too:
    Code:
    [spoiler] Your compile log here [/spoiler]
     
  3. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,441
    Positive Ratings:
    1,192
    Is your map exceeding limits real bad? Consider posting compile log (in a spoiler as well!).
     
  4. Captain gingerbread

    Captain gingerbread L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    ** 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\sourcesdk_content\tf\mapsrc\koth_succesfull.vmf"

    Valve Software - vbsp.exe (Nov 10 2016)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\mapsrc\koth_succesfull.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Error: displacement found on a(n) func_detail entity - not supported (entity 364, brush 0)


    ** 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\sourcesdk_content\tf\mapsrc\koth_succesfull"

    Valve Software - vvis.exe (Nov 2 2016)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\koth_succesfull.bsp
    reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\koth_succesfull.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\koth_succesfull.prt


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\mapsrc\koth_succesfull"

    Valve Software - vrad.exe SSE (Nov 2 2016)

    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\sourcesdk_content\tf\mapsrc\koth_succesfull.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (3.12 seconds)
    4516 faces
    2 degenerate faces
    2577279 square feet [371128256.00 square inches]
    114 Displacements
    253923 Square Feet [36565024.00 Square Inches]
    sun extent from map=0.000000
    140 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (51)
    Build Patch/Sample Hash Table(s).....Done<0.0382 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (19)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 15/1024 720/49152 ( 1.5%)
    brushes 826/8192 9912/98304 (10.1%)
    brushsides 5645/65536 45160/524288 ( 8.6%)
    planes 2564/65536 51280/1310720 ( 3.9%)
    vertexes 7850/65536 94200/786432 (12.0%)
    nodes 3330/65536 106560/2097152 ( 5.1%)
    texinfos 640/12288 46080/884736 ( 5.2%)
    texdata 44/2048 1408/65536 ( 2.1%)
    dispinfos 114/0 20064/0 ( 0.0%)
    disp_verts 22514/0 450280/0 ( 0.0%)
    disp_tris 39168/0 78336/0 ( 0.0%)
    disp_lmsamples 636967/0 636967/0 ( 0.0%)
    faces 4516/65536 252896/3670016 ( 6.9%)
    hdr faces 4516/65536 252896/3670016 ( 6.9%)
    origfaces 2427/65536 135912/3670016 ( 3.7%)
    leaves 3346/65536 107072/2097152 ( 5.1%)
    leaffaces 5420/65536 10840/131072 ( 8.3%)
    leafbrushes 2601/65536 5202/131072 ( 4.0%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 31352/512000 125408/2048000 ( 6.1%)
    edges 18412/256000 73648/1024000 ( 7.2%)
    LDR worldlights 140/8192 12320/720896 ( 1.7%)
    HDR worldlights 140/8192 12320/720896 ( 1.7%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 570/32768 5700/327680 ( 1.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 9186/65536 18372/131072 (14.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 5531256/0 ( 0.0%)
    HDR lightdata [variable] 5531256/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 58083/393216 (14.8%)
    LDR ambient table 3346/65536 13384/262144 ( 5.1%)
    HDR ambient table 3346/65536 13384/262144 ( 5.1%)
    LDR leaf ambient 21059/65536 589652/1835008 (32.1%)
    HDR leaf ambient 20791/65536 582148/1835008 (31.7%)
    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] 1/452 ( 0.2%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/20114 ( 0.0%)
    pakfile [variable] 212766/0 ( 0.0%)
    physics [variable] 4701867/4194304 (112.1%) VERY FULL!
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 12588
    Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\koth_succesfull.bsp
    1 minute, 16 seconds elapsed
    Valve Software - vrad.exe SSE (Nov 2 2016)

    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\sourcesdk_content\tf\mapsrc\koth_succesfull.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (3.11 seconds)
    4516 faces
    2 degenerate faces
    2577279 square feet [371128256.00 square inches]
    114 Displacements
    253923 Square Feet [36565024.00 Square Inches]
    sun extent from map=0.000000
    140 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (71)
    Build Patch/Sample Hash Table(s).....Done<0.0357 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (19)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 15/1024 720/49152 ( 1.5%)
    brushes 826/8192 9912/98304 (10.1%)
    brushsides 5645/65536 45160/524288 ( 8.6%)
    planes 2564/65536 51280/1310720 ( 3.9%)
    vertexes 7850/65536 94200/786432 (12.0%)
    nodes 3330/65536 106560/2097152 ( 5.1%)
    texinfos 640/12288 46080/884736 ( 5.2%)
    texdata 44/2048 1408/65536 ( 2.1%)
    dispinfos 114/0 20064/0 ( 0.0%)
    disp_verts 22514/0 450280/0 ( 0.0%)
    disp_tris 39168/0 78336/0 ( 0.0%)
    disp_lmsamples 636967/0 636967/0 ( 0.0%)
    faces 4516/65536 252896/3670016 ( 6.9%)
    hdr faces 4516/65536 252896/3670016 ( 6.9%)
    origfaces 2427/65536 135912/3670016 ( 3.7%)
    leaves 3346/65536 107072/2097152 ( 5.1%)
    leaffaces 5420/65536 10840/131072 ( 8.3%)
    leafbrushes 2601/65536 5202/131072 ( 4.0%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 31352/512000 125408/2048000 ( 6.1%)
    edges 18412/256000 73648/1024000 ( 7.2%)
    LDR worldlights 140/8192 12320/720896 ( 1.7%)
    HDR worldlights 140/8192 12320/720896 ( 1.7%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 570/32768 5700/327680 ( 1.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 9186/65536 18372/131072 (14.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 5531256/0 ( 0.0%)
    HDR lightdata [variable] 5531256/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 58083/393216 (14.8%)
    LDR ambient table 3346/65536 13384/262144 ( 5.1%)
    HDR ambient table 3346/65536 13384/262144 ( 5.1%)
    LDR leaf ambient 21059/65536 589652/1835008 (32.1%)
    HDR leaf ambient 20791/65536 582148/1835008 (31.7%)
    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] 1/452 ( 0.2%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/20114 ( 0.0%)
    pakfile [variable] 212766/0 ( 0.0%)
    physics [variable] 4701867/4194304 (112.1%) VERY FULL!
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 12588
    Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\koth_succesfull.bsp
    1 minute, 36 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\mapsrc\koth_succesfull.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_succesfull.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" -windowed +map "koth_succesfull" -steam
     
  5. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,441
    Positive Ratings:
    1,192
    Your map has a func_detailed displacement. This is not supported by the engine and makes compiler fail to complete its work. VBSP fails to make a new BSP because of that!
    Your map has a lot (I mean, a LOT) of physics objects. TF2 maps don't really have them, but aside that, they are very expensive to have in your map, not speaking of exceeding the limit of them by 12%.
     
  6. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    791
    Positive Ratings:
    234
    Just spotted this - Don't use Source SDK! Open hammer directly out of the bin folder (C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin)

    I'm guessing that's your problem. Too many physics objects at once, which TF2 isn't designed to really handle anyway. Cut out physics objects until your stable, which may be a lot of objects. Anything that is left should start disabled until it is needed to be enabled
     
  7. Captain gingerbread

    Captain gingerbread L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    How Can I lower my physics, I already changed alot of props to use Bounding Box?
     
  8. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,441
    Positive Ratings:
    1,192
    Use prop_static when a prop is meant to be static, or prop_dynamic when it needs to move/change skin/whatever. If all of the prop_physics you have are meant to be physics... redesign.
    Always use the "lowest", as in cheapest, prop type avaliable for your needs.
    Oh and dont use bounding box with props whose bounding box does not fit the prop itself, players will get stuck because of nothing and all that.
     
  9. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    791
    Positive Ratings:
    234
    That doesn't make them non-physics props, that just changes where a player will be able to touch them or not.

    You need to change them to a prop_static. All props need to be a prop_static unless you specifically need the prop to do something like move or animate.

    [​IMG]
     
  10. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    791
    Positive Ratings:
    234
    Also regarding collisions, all props in a areas a player can access should use vPhysics and all props in areas they can't should be non-solid.
     
  11. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,441
    Positive Ratings:
    1,192
    I'd half disagree, it's weird to have your rockets go through a prop.
     
  12. Captain gingerbread

    Captain gingerbread L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    I don't use any prop_physics
     
  13. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,441
    Positive Ratings:
    1,192
    Weird. Could you post .VMF?
     
  14. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    791
    Positive Ratings:
    234
    I can't quite remember who told me or where, but I've understood it helps with the optimization and map file size? I could be wrong, but given that skybox props don't tend to be solid in anyway is probably why?
     
  15. Captain gingerbread

    Captain gingerbread L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    This is my map
     

    Attached Files:

  16. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,441
    Positive Ratings:
    1,192
    You can often shoot out of the areas "player can access", as you put it, and if you have a non-prop of significant size there, a projectile will go through it, and break the immersion sorta. Skybox - sure, it's never accessed by anything.
     
  17. killohurtz

    aa killohurtz Distinction in Applied Carving

    Messages:
    1,006
    Positive Ratings:
    1,160
    I hate to say it, but there are so many things wrong with this map, I don't even know where to start
    1. It's not sealed properly. Your map must be completely enclosed inside world brushes (NOT func_details) to avoid leaking. This means you should finish building your skybox brushes around the map, and make sure there's a floor under it too. Also, select all of your existing skybox brushes and move them back to the world.
    2. Playerclip brushes should not be func_detail; they aren't considered in visibility calculations anyway. Use the same method in #1 to return them to world brushes.
    3. You have some func_areaportalwindows at your spawn rooms that are made of multiple brushes. All areaportals must be a single brush only, or the map will fail to compile. Also, you may want to avoid using areaportals in your map until you understand exactly how they work - they must completely seal off an area, and you must not be able to get from one side of an areaportal to the other without going through another areaportal or a world brush. Here's the wiki page for areaportals explaining everything you need to know about their usage.
    4. All of the displacements I can find are func_walls. Displacements MUST be world brushes (no func_details or any kind of entity) or the compile will fail. You can use the method in #1 to turn them into world brushes.
    5. Water brushes shouldn't be func_detail either.
    6. For the sake of optimization, you should build the basic shape of your map as world brushes, and only func_detail smaller brushes like details, trim, beams, or anything that doesn't block much visibility. This will help divide up your map so that players aren't rendering the whole thing at once.
    7. Don't forget this fence out in the void
    I doubt this is everything, but it should get you started. If you have any other questions about these things, don't hesitate to ask.
     
    • Thanks Thanks x 1
    • Like Like x 1
  18. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,441
    Positive Ratings:
    1,192
    The point platform is believably carved with a cylinder. This should NOT be done.
     
  19. Captain gingerbread

    Captain gingerbread L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    I deleted the Red side of the map, that should lower the physics used by 50% right? but nothing changed, it's still uses 112.1% of the physics usage
     
  20. Captain gingerbread

    Captain gingerbread L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    I deleted the whole map, it still uses 112.1% of the physics usage

    ** 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\sourcesdk_content\tf\mapsrc\koth_succesfull.vmf"

    Valve Software - vbsp.exe (Nov 10 2016)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\mapsrc\koth_succesfull.vmf
    fixing up env_cubemap materials on brush sides...
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_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_day01_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...
    done (0) (16 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

    ** 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\sourcesdk_content\tf\mapsrc\koth_succesfull"

    Valve Software - vvis.exe (Nov 2 2016)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\koth_succesfull.bsp
    reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\koth_succesfull.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\koth_succesfull.prt


    ** 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\sourcesdk_content\tf\mapsrc\koth_succesfull"

    Valve Software - vrad.exe SSE (Nov 2 2016)

    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\sourcesdk_content\tf\mapsrc\koth_succesfull.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (2.96 seconds)
    4516 faces
    2 degenerate faces
    2577279 square feet [371128256.00 square inches]
    114 Displacements
    253923 Square Feet [36565024.00 Square Inches]
    sun extent from map=0.000000
    140 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (51)
    Build Patch/Sample Hash Table(s).....Done<0.0331 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (20)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 15/1024 720/49152 ( 1.5%)
    brushes 826/8192 9912/98304 (10.1%)
    brushsides 5645/65536 45160/524288 ( 8.6%)
    planes 2564/65536 51280/1310720 ( 3.9%)
    vertexes 7850/65536 94200/786432 (12.0%)
    nodes 3330/65536 106560/2097152 ( 5.1%)
    texinfos 640/12288 46080/884736 ( 5.2%)
    texdata 44/2048 1408/65536 ( 2.1%)
    dispinfos 114/0 20064/0 ( 0.0%)
    disp_verts 22514/0 450280/0 ( 0.0%)
    disp_tris 39168/0 78336/0 ( 0.0%)
    disp_lmsamples 636967/0 636967/0 ( 0.0%)
    faces 4516/65536 252896/3670016 ( 6.9%)
    hdr faces 4516/65536 252896/3670016 ( 6.9%)
    origfaces 2427/65536 135912/3670016 ( 3.7%)
    leaves 3346/65536 107072/2097152 ( 5.1%)
    leaffaces 5420/65536 10840/131072 ( 8.3%)
    leafbrushes 2601/65536 5202/131072 ( 4.0%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 31352/512000 125408/2048000 ( 6.1%)
    edges 18412/256000 73648/1024000 ( 7.2%)
    LDR worldlights 140/8192 12320/720896 ( 1.7%)
    HDR worldlights 140/8192 12320/720896 ( 1.7%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 570/32768 5700/327680 ( 1.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 9186/65536 18372/131072 (14.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 5531256/0 ( 0.0%)
    HDR lightdata [variable] 5531256/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 58083/393216 (14.8%)
    LDR ambient table 3346/65536 13384/262144 ( 5.1%)
    HDR ambient table 3346/65536 13384/262144 ( 5.1%)
    LDR leaf ambient 21059/65536 589652/1835008 (32.1%)
    HDR leaf ambient 20791/65536 582148/1835008 (31.7%)
    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] 1/452 ( 0.2%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/20114 ( 0.0%)
    pakfile [variable] 212766/0 ( 0.0%)
    physics [variable] 4701867/4194304 (112.1%) VERY FULL!
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 12588
    Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\koth_succesfull.bsp
    1 minute, 16 seconds elapsed

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