TF2 just quits whenever I try to compile my map?

Discussion in 'Mapping Questions & Discussion' started by yung pikchu, Apr 10, 2017.

  1. yung pikchu

    yung pikchu L1: Registered

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    So this only started today, and I dont know what to do.. I press "Run Map" with everything on normal, TF2 opens, says loading for a few seconds then just closes by itself. Here is the compile thing..


    ** 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\test_2.vmf"
    Valve Software - vbsp.exe (Feb 13 2017)
    8 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\test_2.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity func_respawnroomvisualizer (-718.00 -672.00 -418.21) leaked!
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1280.0 -72.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1280.0 552.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1792.0 240.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 2048.0 240.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 1536.0 240.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 320.0 -72.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 320.0 552.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 832.0 -72.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:
    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    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) (17328 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 77 texinfos to 53
    Reduced 10 texdatas to 10 (240 bytes to 240)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test_2.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    1 second 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\test_2"
    Valve Software - vvis.exe (Feb 13 2017)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_2.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_2.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_2.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\Team Fortress 2\sourcesdk_content\tf\mapsrc\test_2"
    Valve Software - vrad.exe SSE (Feb 13 2017)
    Valve Radiosity Simulator
    8 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\test_2.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.01 seconds)
    317 faces
    281270 square feet [40502900.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.000000
    6 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Build Patch/Sample Hash Table(s).....Done<0.0030 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 (1)
    Writing leaf ambient...done
    Ready to Finish
    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 10/1024 480/49152 ( 1.0%)
    brushes 44/8192 528/98304 ( 0.5%)
    brushsides 264/65536 2112/524288 ( 0.4%)
    planes 174/65536 3480/1310720 ( 0.3%)
    vertexes 450/65536 5400/786432 ( 0.7%)
    nodes 256/65536 8192/2097152 ( 0.4%)
    texinfos 53/12288 3816/884736 ( 0.4%)
    texdata 10/2048 320/65536 ( 0.5%)
    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 317/65536 17752/3670016 ( 0.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 146/65536 8176/3670016 ( 0.2%)
    leaves 267/65536 8544/2097152 ( 0.4%)
    leaffaces 329/65536 658/131072 ( 0.5%)
    leafbrushes 106/65536 212/131072 ( 0.2%)
    areas 4/256 32/2048 ( 1.6%)
    surfedges 1976/512000 7904/2048000 ( 0.4%)
    edges 1105/256000 4420/1024000 ( 0.4%)
    LDR worldlights 6/8192 528/720896 ( 0.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 3/32768 30/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 45/65536 90/131072 ( 0.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 387044/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 11513/393216 ( 2.9%)
    LDR ambient table 267/65536 1068/262144 ( 0.4%)
    HDR ambient table 267/65536 1068/262144 ( 0.4%)
    LDR leaf ambient 1239/65536 34692/1835008 ( 1.9%)
    HDR leaf ambient 267/65536 7476/1835008 ( 0.4%)
    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] 17328/4194304 ( 0.4%)
    physics terrain [variable] 2/1048576 ( 0.0%)
    Level flags = 0
    Total triangle count: 758
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_2.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    1 second elapsed
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test_2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\test_2.bsp"

    Thank you in advance if you have a solution.. :)

    **EDIT**
    nevermine lol i figured it out..
     
  2. Narpas

    aa Narpas Failing at Scaling

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    Use this website to check for errors. It's very useful!
     
  3. obodobear

    obodobear L4: Comfortable Member

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    I had the same problem last week but it just kind of fixed itself and no further problems have come up.
     
  4. Viperi

    aa Viperi 100% might be snake

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    Leak. Find it with the pointfile and fix it.
     
  5. Hyperion

    aa Hyperion L16: Grid Member

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    Leak alone doesn't crash the game but yes it should be fixed nonetheless
     
  6. yung pikchu

    yung pikchu L1: Registered

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    the leak in my map is completly out of place?? its underneath the map, i have no idea how to fix it??
     
  7. yung pikchu

    yung pikchu L1: Registered

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    i found the leak underneath the map, theres a singular line underneath my red spawn that has no leaks?
     
  8. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    Click on your func_respawnroomvisualizer entities one by one and check that their origins (It's a blue sphere in 3D view, and a circle - I think it's white or red - in the 2D views) are inside your map. Looking at the compile log I think one of the origins is at one end of the red line.

    If not, then remake some brushes around the outside of your map, recompile and see if that makes the leak line start somewhere more sensible.
     
  9. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    You can also select everything, move your mouse to a 2D view, right click, and choose "center origins".
    The origin of a brush entity is used for all kinds of things. In the case of the func_respawnroomvisualizer entity, it controls where the center of the fading effect is. That means the texture fades out if you get too far from that.
    The origin of every entity is also used to check for leaks. As this origin is outside the map, VBSP thinks it must be leaking.
     
  10. basilhs333

    basilhs333 L8: Fancy Shmancy Member

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    **** leaked ****
    Entity func_respawnroomvisualizer (-718.00 -672.00 -418.21) leaked!
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1280.0 -72.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID

    thats your problem. try to see if your map has a leak such as the skybox - i mean there is a hole or something there.
     
  11. iiboharz

    aa iiboharz Meme Queen

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    Just a tip for the future, you should probably look at your compile log and try to figure out what's wrong yourself before relying on others. It helps a lot being able to diagnose and resolve issues yourself.
     
    • Agree Agree x 1
  12. basilhs333

    basilhs333 L8: Fancy Shmancy Member

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    and also crash has a video about errors you should probably take a look,it helped me a lot