Tf2 crashing after compiling map?

Discussion in 'Mapping Questions & Discussion' started by dipp doop, Feb 16, 2017.

  1. dipp doop

    dipp doop L1: Registered

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    After I compile my map, it loads up tf2, but it crashes before the map is loaded up. What is going on?

    Compile log in case:

    Code:
    ** 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\jump_ll_dh_hell.vmf"
    
    Valve Software - vbsp.exe (Feb 13 2017)
    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\jump_ll_dh_hell.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/jump_ll_dh_hell/egypt/sand_floor_blend_03_wvt_patch
    Patching WVT material: maps/jump_ll_dh_hell/cp_mountainlab/nature/blendrocktograss002_wvt_patch
    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\jump_ll_dh_hell.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (40648 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 338 texinfos to 150
    Reduced 20 texdatas to 17 (570 bytes to 424)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_ll_dh_hell.bsp
    Wrote ZIP buffer, estimated size 1636, actual size 1288
    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\jump_ll_dh_hell"
    
    Valve Software - vvis.exe (Feb 13 2017)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_ll_dh_hell.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_ll_dh_hell.prt
      55 portalclusters
    113 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: 1225
    Average clusters visible: 22
    Building PAS...
    Average clusters audible: 23
    visdatasize:1205  compressed from 880
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_ll_dh_hell.bsp
    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\jump_ll_dh_hell"
    
    Valve Software - vrad.exe SSE (Feb 13 2017)
    
          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\jump_ll_dh_hell.bsp
    Setting up ray-trace acceleration structure... Done (0.32 seconds)
    466 faces
    93536 square feet [13469256.00 square inches]
    52 Displacements
    78776 Square Feet [11343820.00 Square Inches]
    466 patches before subdivision
    8956 patches after subdivision
    13 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 489588, max 243
    transfer lists:   3.7 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(30052, 19153, 8748)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(6912, 4154, 2002)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(1787, 1021, 511)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(642, 343, 154)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #5 added RGB(229, 113, 46)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(93, 41, 14)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #7 added RGB(37, 15, 4)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(15, 5, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(6, 2, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #10 added RGB(3, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #11 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #12 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0064 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (1)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                  13/1024          624/49152    ( 1.3%)
    brushes                 93/8192         1116/98304    ( 1.1%)
    brushsides             666/65536        5328/524288   ( 1.0%)
    planes                 788/65536       15760/1310720  ( 1.2%)
    vertexes               655/65536        7860/786432   ( 1.0%)
    nodes                  343/65536       10976/2097152  ( 0.5%)
    texinfos               150/12288       10800/884736   ( 1.2%)
    texdata                 17/2048          544/65536    ( 0.8%)
    dispinfos               52/0            9152/0        ( 0.0%)
    disp_verts            4212/0           84240/0        ( 0.0%)
    disp_tris             6656/0           13312/0        ( 0.0%)
    disp_lmsamples      205312/0          205312/0        ( 0.0%)
    faces                  466/65536       26096/3670016  ( 0.7%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces              344/65536       19264/3670016  ( 0.5%)
    leaves                 357/65536       11424/2097152  ( 0.5%)
    leaffaces              431/65536         862/131072   ( 0.7%)
    leafbrushes            210/65536         420/131072   ( 0.3%)
    areas                    4/256            32/2048     ( 1.6%)
    surfedges             3429/512000      13716/2048000  ( 0.7%)
    edges                 1898/256000       7592/1024000  ( 0.7%)
    LDR worldlights         13/8192         1144/720896   ( 0.2%)
    HDR worldlights          0/8192            0/720896   ( 0.0%)
    leafwaterdata            1/32768          12/393216   ( 0.0%)
    waterstrips              8/32768          80/327680   ( 0.0%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices           120/65536         240/131072   ( 0.2%)
    cubemapsamples           0/1024            0/16384    ( 0.0%)
    overlays                 0/512             0/180224   ( 0.0%)
    LDR lightdata         [variable]      918780/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]        1205/16777216 ( 0.0%)
    entdata               [variable]       11937/393216   ( 3.0%)
    LDR ambient table      357/65536        1428/262144   ( 0.5%)
    HDR ambient table      357/65536        1428/262144   ( 0.5%)
    LDR leaf ambient       939/65536       26292/1835008  ( 1.4%)
    HDR leaf ambient       357/65536        9996/1835008  ( 0.5%)
    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]           1/1768     ( 0.1%)
    pakfile               [variable]        1288/0        ( 0.0%)
    physics               [variable]       40648/4194304  ( 1.0%)
    physics terrain       [variable]        4004/1048576  ( 0.4%)
    
    Level flags = 0
    
    Total triangle count: 1111
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_ll_dh_hell.bsp
    2 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_ll_dh_hell.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\jump_ll_dh_hell.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"  +map "jump_ll_dh_hell" -steam
    
    
     
  2. Grubzer

    Grubzer L4: Comfortable Member

    Messages:
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    Positive Ratings:
    36
    I checked your log here:http://www.interlopers.net/errors/, looks like you have some displacement problems:

    found a displacement edge abutting multiple other edges
    Description:
    A displacement is touching more than one other displacements at the same point along one of its edges; in other words: at some point, three displacements are touching each other along an entire edge. This may cause lighting errors, as vrad doesn't know which displacements need to have their light smoothed out, if you know what i mean. I guess it can also be a wanted situation, in which cause this 'error' can be ignored.

    Solution:
    The usual cause i can think of is the accidental non-deletion of displacements along the sides of brushes. Eg, if you have two brushes next to each other, and their tops displaced, and you accidentally also displaced the vertical brushsides between these two, you get a T-shaped intersection of three.
    [​IMG]
    image: purple: side that should've been destroyed, red: the edge.

    This is no real error, but it could be the cause of lighting anomalies. There is no easy way to find the displacement either, the fastest way would be to go through your displacements one by one.

    This may cause it. Fix it and report back if Tf2 still crashes
     
    • Thanks Thanks x 1
  3. killohurtz

    aa killohurtz Distinction in Applied Carving

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    The displacement error above only causes lighting issues. It's more likely that this is a result of a logic error - in this case, the best way to check is to go through all of your entities and make sure nothing weird is going on (like entities parented to each other). Try hiding different visgroups like game logic, props, areaportals, etc. and recompiling to narrow down your search.
     
    • Agree Agree x 2
  4. dipp doop

    dipp doop L1: Registered

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    Thanks for your replies.

    I actually fixed the problem by restarting my computer -_-

    Plz fix volvo