TF2 crashes when trying to load my map

Captain gingerbread

L1: Registered
Sep 27, 2016
18
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:

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
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]
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Is your map exceeding limits real bad? Consider posting compile log (in a spoiler as well!).
 

Captain gingerbread

L1: Registered
Sep 27, 2016
18
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
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
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%.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
I reseted the hammer configurations with source sdk.
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)

physics [variable] 4701867/4194304 (112.1%) VERY FULL!
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
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
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.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
How Can I lower my physics, I already changed alot of props to use Bounding Box?
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.

D21PklT.png
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
I'd half disagree, it's weird to have your rockets go through a prop.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
I'd half disagree, it's weird to have your rockets go through a prop.
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?
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
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?
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.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
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.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
The point platform is believably carved with a cylinder. This should NOT be done.
 

Captain gingerbread

L1: Registered
Sep 27, 2016
18
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
 

Captain gingerbread

L1: Registered
Sep 27, 2016
18
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"