TF2 opens, then closes after loading map

Discussion in 'Mapping Questions & Discussion' started by SonicLuvr36, Apr 20, 2015.

  1. SonicLuvr36

    SonicLuvr36 Guest

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    I just started using Hammer Editor, in the Source SDK, and I have already stumbled across a problem. I am making my own payload map, and I have everything in place, apart from the landscape, and this is where it started to go wrong. I made a box, added a ground texture to the box, and started to displace it, and made a really nice looking landscape, and added an info_player_spawn and an info_player_teampawn just in case, saved and compiled with no errors, but when my map loads in TF2, TF2 closes without warning. if you could help that would be great, thanks.
     
  2. Vel0city

    aa Vel0city func_fish

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    I want to see your compile log. Also, just use info_player_teamspawn.

    I'd suggest you use the A Boojum Snark's gametype library which you can find here. It has everything ready for you to go. Word of caution though: look trough the entities and see what they do. Using the ABS pack doesn't mean you shouldn't know how to make your own game mode from scratch.

    Also, judging by the " I made a box, added a ground texture to the box, and started to displace it" part, you're pretty new to TF2 mapping or mapping in general. I'd suggest you look at this section of this forum to get you started. I already have this feeling that the map isn't sealed and that the displacement is making entities leak into the void.

    Anyway, I'd like to see your compile log.
     
  3. SonicLuvr36

    SonicLuvr36 Guest

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    ok, here you go.

    Code:
    ** Executing...
    ** Command: "P:\Steam_Games\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "P:\Steam_Games\SteamApps\common\Team Fortress 2\tf" "C:\Users\Marcus\Documents\pl_Onward.vmf"
    
    Valve Software - vbsp.exe (Mar 30 2015)
    4 threads
    materialPath: P:\Steam_Games\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Marcus\Documents\pl_Onward.vmf
    Patching WVT material: maps/pl_onward/coalmines/blendgroundtograss_coalmines_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:\Users\Marcus\Documents\pl_Onward.prt...Building visibility clusters...
    done (0)
    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.
    Bad surface extents point: -1088.000000 -3328.000000 16.000000
    Bad surface extents point: -1088.000000 768.000000 16.000000
    Bad surface extents point: 3008.000000 768.000000 16.000000
    Bad surface extents point: 3008.000000 -3328.000000 16.000000
    Bad surface extents - surface is too big to have a lightmap
    	material COALMINES/BLENDGROUNDTOGRASS_COALMINES around point (960.0 -1280.0 16.0)
    	(dimension: 0, 151>126)
    
    
    ** Executing...
    ** Command: "P:\Steam_Games\SteamApps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "P:\Steam_Games\SteamApps\common\Team Fortress 2\tf" "C:\Users\Marcus\Documents\pl_Onward"
    
    Valve Software - vvis.exe (Mar 30 2015)
    4 threads
    reading c:\users\marcus\documents\pl_Onward.bsp
    reading c:\users\marcus\documents\pl_Onward.prt
       4 portalclusters
       4 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: 16
    Average clusters visible: 4
    Building PAS...
    Average clusters audible: 4
    visdatasize:44  compressed from 64
    writing c:\users\marcus\documents\pl_Onward.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "P:\Steam_Games\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters:  -game "P:\Steam_Games\SteamApps\common\Team Fortress 2\tf" "C:\Users\Marcus\Documents\pl_Onward"
    
    Valve Software - vrad.exe SSE (Mar 30 2015)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [37 texlights parsed from 'lights.rad']
    
    Loading c:\users\marcus\documents\pl_Onward.bsp
    Setting up ray-trace acceleration structure... Done (0.01 seconds)
    594 faces
    6260274 square feet [901479552.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    594 patches before subdivision
    18970 patches after subdivision
    0 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 0, max 0
    transfer lists:   0.0 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0081 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                   1/1024           48/49152    ( 0.1%) 
    brushes                  7/8192           84/98304    ( 0.1%) 
    brushsides              42/65536         336/524288   ( 0.1%) 
    planes                  78/65536        1560/1310720  ( 0.1%) 
    vertexes               663/65536        7956/786432   ( 1.0%) 
    nodes                  432/65536       13824/2097152  ( 0.7%) 
    texinfos                 4/12288         288/884736   ( 0.0%) 
    texdata                  2/2048           64/65536    ( 0.1%) 
    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                  594/65536       33264/3670016  ( 0.9%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces               12/65536         672/3670016  ( 0.0%) 
    leaves                 434/65536       13888/2097152  ( 0.7%) 
    leaffaces              614/65536        1228/131072   ( 0.9%) 
    leafbrushes            278/65536         556/131072   ( 0.4%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges             2520/512000      10080/2048000  ( 0.5%) 
    edges                 1273/256000       5092/1024000  ( 0.5%) 
    LDR worldlights          0/8192            0/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips             25/32768         250/327680   ( 0.1%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices           306/65536         612/131072   ( 0.5%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     2403376/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]          44/16777216 ( 0.0%) 
    entdata               [variable]         340/393216   ( 0.1%) 
    LDR ambient table      434/65536        1736/262144   ( 0.7%) 
    HDR ambient table      434/65536        1736/262144   ( 0.7%) 
    LDR leaf ambient       126/65536        3528/1835008  ( 0.2%) 
    HDR leaf ambient       434/65536       12152/1835008  ( 0.7%) 
    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]           1/12       ( 8.3%) 
    pakfile               [variable]      106143/0        ( 0.0%) 
    physics               [variable]        2691/4194304  ( 0.1%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 1284
    Writing c:\users\marcus\documents\pl_Onward.bsp
    1 second elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Marcus\Documents\pl_Onward.bsp" "P:\Steam_Games\SteamApps\common\Team Fortress 2\tf\maps\pl_Onward.bsp"
    
    I don't normally look at compile logs, so this might help.
    and by the way, I am quite new to TF2 mapping, and TF2 in general, really.
     
  4. SonicLuvr36

    SonicLuvr36 Guest

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    oh, and by the way, I made sure that the map was sealed, it was completely fine until I started to displace it.
     
  5. KubeKing

    Server Staff KubeKing dan's birthday was fun too

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    Alrighty, follow these steps:

    1. Click the "Map" option at the top of Hammer, and then click "Load Pointfile". A red line should appear somewhere in your map, telling you where the leak is. If the red line goes through a hole in the normal brushes, then close that gap.
    2. Even if the red line doesn't go through it on the first compile, a displacement cannot seal a map (see the quote below), so you are going to have to place a brush to prevent a leak where the displacement is. Search for the "nodraw" texture and place it where the displacement was before you made it a displacement, and seal it along the edges of the rest of the box. If you need to (and this is generally not a good idea, but it should work for now), make a box textured with nodraw around the entirety of your map. This should prevent all leaks for the time being.

    If you have any further related problems, feel free to ask for help below. I hope this helps! :D

     
    Last edited: Apr 20, 2015
  6. Izotope

    aa Izotope Never releases maps

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    But a giant hollow box around the entire map is bad
     
  7. KubeKing

    Server Staff KubeKing dan's birthday was fun too

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    I said that it "generally wasn't a good idea" (do you even pay attention, mate?), but that it would at least work. I fully recommend using the normal sealing method when you can, but I personally prefer to keep a skybox box around the entirety of my map until I've finished the layout and then go back and seal normally.
     
    Last edited: Apr 20, 2015
  8. Vel0city

    aa Vel0city func_fish

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    Displacements don't seal maps. Keep that in mind next time.
     
  9. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    I like how everyone ignores this:
    Exactly what it says: Too big surface. Cut it up into smaller things.
     
  10. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    Another thing I like about everyone not noticing:

    Do NOT use it.
    Run hammer from the Team Fortress 2/bin folder. First run the .bat, then you use the .exe. You have to run the .bat only once.
     
  11. SonicLuvr36

    SonicLuvr36 Guest

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    Thanks Tumbolisu, but I can quite figure out what's too big, if it's my sky box, or something else.

    EDIT: I ctrl+z-ed until I got to before I did the displacement, and I could play fine, hmmm...
     
    Last edited by a moderator: Apr 20, 2015
  12. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    A 4096x4096 surface with lightmaps. Skybox brushes do not have lightmaps.
     
  13. SonicLuvr36

    SonicLuvr36 Guest

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    Ok, so created a displacement on my ground plane, but didn't edit it in any way, and I could still play fine.
     
  14. SonicLuvr36

    SonicLuvr36 Guest

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    edited the displacement, and I can also play, I think my skybox was too big :p