TF2 crashing when trying to load map?

Discussion in 'Mapping Questions & Discussion' started by The Siphon, Apr 8, 2017.

  1. The Siphon

    The Siphon L6: Sharp Member

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    I just finished compiling with CompilePal, but now the game instantly crashes to desktop when trying to load the map. That happens in both SFM and tf2. No message, no idea why this happens.
     
  2. Viperi

    aa Viperi not actually a snek

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    Try what happens if you compile via Hammer. Does it do the same or work just fine?
     
  3. The Siphon

    The Siphon L6: Sharp Member

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    Hammer compile seems to work (at least in tf2)
     
  4. Micnax

    aa Micnax I maek map

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    Can you post the compile log that CompilePal gives you?
     
  5. The Siphon

    The Siphon L6: Sharp Member

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    I am not sure where to find it as text file, since I already closed compile pal.
     
  6. Micnax

    aa Micnax I maek map

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    They're recorded in the CompileLogs folder where CompilePal is installed to
     
  7. snowsquirrel

    snowsquirrel L3: Member

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    Try changing the map name and compile again. Worked for me somehow.
     
  8. The Siphon

    The Siphon L6: Sharp Member

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    Here it is
    Starting a 'Publish' compile.
    Starting compilation of C:\Users\Inso Asennus\Desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.vmf
    Valve Software - vbsp.exe (Feb 13 2017)
    4 threads
    materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Inso Asennus\Desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.vmf
    Patching WVT material: maps/sfm_airstrip_desert/nature/blendrockground008_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)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 566 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Inso Asennus\Desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 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 (1) (179628 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 374 texinfos to 253
    Reduced 57 texdatas to 51 (2133 bytes to 1882)
    Writing C:\Users\Inso Asennus\Desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.bsp
    Wrote ZIP buffer, estimated size 10325, actual size 7699
    2 seconds elapsed
    Valve Software - vvis.exe (Feb 13 2017)
    4 threads
    reading c:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.bsp
    reading c:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.prt
    180 portalclusters
    429 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: 42 visible clusters (0.14%)
    Total clusters visible: 30640
    Average clusters visible: 170
    Building PAS...
    Average clusters audible: 178
    visdatasize:9684 compressed from 8640
    writing c:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.bsp
    0 seconds elapsed
    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:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.bsp
    Setting up ray-trace acceleration structure... Done (11.63 seconds)
    4423 faces
    4995162 square feet [719303296.00 square inches]
    282 Displacements
    1079407 Square Feet [155434720.00 Square Inches]
    4423 patches before subdivision
    201203 patches after subdivision
    sun extent from map=0.034899
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (275)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25)
    transfers 37579253, max 1047
    transfer lists: 286.7 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(699885, 258417, 169607)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(75658, 25970, 17217)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(14978, 4381, 2691)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(3171, 888, 488)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(745, 188, 91)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(176, 41, 17)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(43, 9, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(10, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0701 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    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 (2)
    Writing leaf ambient...done
    Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (8)

    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 501/8192 6012/98304 ( 6.1%)
    brushsides 3321/65536 26568/524288 ( 5.1%)
    planes 1216/65536 24320/1310720 ( 1.9%)
    vertexes 7199/65536 86388/786432 (11.0%)
    nodes 811/65536 25952/2097152 ( 1.2%)
    texinfos 253/12288 18216/884736 ( 2.1%)
    texdata 51/2048 1632/65536 ( 2.5%)
    dispinfos 282/0 49632/0 ( 0.0%)
    disp_verts 22842/0 456840/0 ( 0.0%)
    disp_tris 36096/0 72192/0 ( 0.0%)
    disp_lmsamples 2691912/0 2691912/0 ( 0.0%)
    faces 4423/65536 247688/3670016 ( 6.7%)
    hdr faces 4423/65536 247688/3670016 ( 6.7%)
    origfaces 1757/65536 98392/3670016 ( 2.7%)
    leaves 813/65536 26016/2097152 ( 1.2%)
    leaffaces 5066/65536 10132/131072 ( 7.7%)
    leafbrushes 1440/65536 2880/131072 ( 2.2%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 28647/512000 114588/2048000 ( 5.6%)
    edges 17653/256000 70612/1024000 ( 6.9%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 2/8192 176/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 676/32768 6760/327680 ( 2.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 11877/65536 23754/131072 (18.1%)
    cubemapsamples 24/1024 384/16384 ( 2.3%)
    overlays 2/512 704/180224 ( 0.4%)
    LDR lightdata [variable] 0/0 ( 0.0%)
    HDR lightdata [variable] 18444444/0 ( 0.0%)
    visdata [variable] 9684/16777216 ( 0.1%)
    entdata [variable] 1687/393216 ( 0.4%)
    LDR ambient table 813/65536 3252/262144 ( 1.2%)
    HDR ambient table 813/65536 3252/262144 ( 1.2%)
    LDR leaf ambient 813/65536 22764/1835008 ( 1.2%)
    HDR leaf ambient 4388/65536 122864/1835008 ( 6.7%)
    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] 1/12 ( 8.3%)
    static props [variable] 1/26040 ( 0.0%)
    pakfile [variable] 2308871/0 ( 0.0%)
    physics [variable] 179628/4194304 ( 4.3%)
    physics terrain [variable] 100208/1048576 ( 9.6%)

    Level flags = 2

    Total triangle count: 12761
    Writing c:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.bsp
    5 minutes, 29 seconds elapsed
    C:\Users\Inso Asennus\Desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.bsp -> D:\Steam\steamapps\common\Team Fortress 2\tf\maps\sfm_airstrip_desert.bsp
    1 File(s) copied

    CompilePal - Nav Generator
    Generating...
    nav file complete!

    CompilePal - Cubemap Generator
    Detecting HDR levels...
    Map requires one set of cubemaps
    Compiling cubemaps...
    Cubemaps compiled

    CompilePal - Automated Packaging
    Finding sources of game content...
    Found search paths...
    Found wildcard path: D:\Steam\steamapps\common\Team Fortress 2\tf\custom\
    Found search path: D:\Steam\steamapps\common\Team Fortress 2\tf
    Found search path: D:\Steam\steamapps\common\Team Fortress 2\tf\bin
    Found search path: D:\Steam\steamapps\common\Team Fortress 2\tf\download
    Reading BSP...
    Initializing pak file...
    Writing file list...
    Running bspzip...
    Finished!
    ---------------------
    7 materials found
    0 models found
    0 particle files found
    0 sounds found
    additional files:
    -nav file
    ---------------------
    'Publish' compile finished in 00:08:38
    2 errors/warnings logged:
    (1) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
    (2) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
     
  9. MOCOLONI

    MOCOLONI L5: Dapper Member

    Messages:
    243
    Positive Ratings:
    60
    No serious problems during compilation, but the fact it works fine when using Hammer and not when using CompilePal means that CompilePal causes the issue. If you're trying to embed custom content, try using VIDE first and check if the map works.