VBSP Crashes

Discussion in 'Mapping Questions & Discussion' started by Nastybutler, Apr 26, 2014.

  1. Nastybutler

    Nastybutler L1: Registered

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    This problem's surfaced quite often around the internet quite frequently, but not recently from all the research I've done.

    Title says it all, VBSP crashes during compile. Porting 100's of surf maps from CS:S to TF2, it's never once happened, but lo and behold, I decide to make a map of my own and it won't compile.

    I've haven't even had this problem before with this map until just recently (a couple days ago?), but now, VBSP will only run for about 5 seconds, then vvis and vrad kick in as they usually do.

    When I do compile the map, it reverts back to an older compile and all the changes I've made to it don't save, and most of the geometry 'flashes' in and out of existence. Models I"ve made for the map don't show up either.

    I've done everything everybody's suggested on the internet~reinstalling sdk, steam, fixing displacements, running the compile log through interlopers (which they haven't found anything wrong with), reverting .vtf's back to an older version (7.2), propping complicated brushwork, cutting down large sized geometry, even giving the .vmf to a friend and having him try compiling it...which he was able to do easily. It just won't compile for me and I'm now completely clueless as to what to do.

    I wondered if any of you professional sort would be able to throw a few ideas on the table as to why it won't work.

    The compile log, if anybody's interested. Maybe there's something on it that I'm not seeing.

    Code:
    ================== VBSP ==================
    
    
    
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\John\Desktop\Source Editing\MAPS\surf_iT\nastystage3.vmf
    Patching WVT material: maps/nastystage3/nature/blendrockgroundwallforest004_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 614 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Users\John\Desktop\Source Editing\MAPS\surf_iT\nastystage3.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/mpa115*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/mpa115*.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 (1) (357627 bytes)
    Unable to load vertex data "models/end_pylon.vvd"
    Compile Complete
    0 minutes, 5 seconds elapsed
    
    ================== VVIS ==================
    
    
    
    
    2 threads
    reading c:\users\john\desktop\source editing\maps\surf_it\nastystage3.bsp
    reading c:\users\john\desktop\source editing\maps\surf_it\nastystage3.prt
     460 portalclusters
    1254 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 192 visible clusters (0.39%)
    Total clusters visible: 49086
    Average clusters visible: 106
    Building PAS...
    Average clusters audible: 176
    visdatasize:47247  compressed from 58880
    writing c:\users\john\desktop\source editing\maps\surf_it\nastystage3.bsp
    1 minute, 3 seconds elapsed
    
    ================== VRAD ==================
    
    
    
    
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\users\john\desktop\source editing\maps\surf_it\nastystage3.bsp
    5887 faces
    14 degenerate faces
    5404252 square feet [778212352.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    5873 patches before subdivision
    zero area child patch
    zero area child patch
    191779 patches after subdivision
    4 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 15071719, max 583
    transfer lists: 115.0 megs
    0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(242112, 312560, 321264)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(56519, 66049, 55165)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(14910, 16455, 11276)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(4384, 4491, 2596)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(1353, 1288, 629)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(433, 382, 167)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(142, 116, 45)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(47, 36, 14)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(16, 11, 4)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(5, 3, 1)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(2, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #12 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1554 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  20/1024          960/49152    ( 2.0%) 
    brushes                671/8192         8052/98304    ( 8.2%) 
    brushsides            7791/65536       62328/524288   (11.9%) 
    planes               10644/65536      212880/1310720  (16.2%) 
    vertexes              8175/65536       98100/786432   (12.5%) 
    nodes                 1535/65536       49120/2097152  ( 2.3%) 
    texinfos              1058/12288       76176/884736   ( 8.6%) 
    texdata                 31/2048          992/65536    ( 1.5%) 
    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                 5887/65536      329672/3670016  ( 9.0%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             2111/65536      118216/3670016  ( 3.2%) 
    leaves                1556/65536       49792/2097152  ( 2.4%) 
    leaffaces             7185/65536       14370/131072   (11.0%) 
    leafbrushes           2287/65536        4574/131072   ( 3.5%) 
    areas                    4/256            32/2048     ( 1.6%) 
    surfedges            35233/512000     140932/2048000  ( 6.9%) 
    edges                19142/256000      76568/1024000  ( 7.5%) 
    LDR worldlights          4/8192          352/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            1/32768          12/393216   ( 0.0%) 
    waterstrips            444/32768        4440/327680   ( 1.4%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          6909/65536       13818/131072   (10.5%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     7278236/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]       47247/16777216 ( 0.3%) 
    entdata               [variable]        7243/393216   ( 1.8%) 
    LDR ambient table     1556/65536        6224/262144   ( 2.4%) 
    HDR ambient table     1556/65536        6224/262144   ( 2.4%) 
    LDR leaf ambient      7544/65536      211232/1835008  (11.5%) 
    HDR leaf ambient      1556/65536       43568/1835008  ( 2.4%) 
    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]           1/978      ( 0.1%) 
    pakfile               [variable]    32791110/0        ( 0.0%) 
    physics               [variable]      244062/4194304  ( 5.8%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 15080
    Writing c:\users\john\desktop\source editing\maps\surf_it\nastystage3.bsp
    1 minute, 55 seconds elapsed
    
     
    Last edited: Apr 26, 2014
  2. henke37

    aa henke37

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    Uhm, I don't think we have the same definition of "crashing". I define it as "the process causes an unexpected error and is forcibly terminated by the operating system because of it".
     
  3. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    That's the last thing VBSP reports, I've never heard of that error before, but you mention custom models so I am assuming that the missing model component is causing VBSP to stop (not a crash, a "something is wrong, I cannot proceed, goodbye").
     
  4. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    To test that just turn the props off in the visgroups and try a compile. If its the issue that ABS mentions then it should compile correctly
     
  5. Nastybutler

    Nastybutler L1: Registered

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    It's in the model folder along with the 4 other components required for imported .mdl's. I don't know why it's not reading the data from the file...never really had this happen before either until just recently. I guess propper's not working right either? I don't know.

    I'll try turning off props and recompiling...hopefully that'll be it.
     
  6. Nastybutler

    Nastybutler L1: Registered

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    Yeah...it was the models that was messing up VBSP's compile.

    In game models are fine, but I guess propped models aren't for some odd reason.

    Oh well. Back to the drawing board. Much obliged for the advice.