vbsp.exe crashes

Discussion in 'Mapping Questions & Discussion' started by Terrorist5150, Jul 6, 2011.

  1. Terrorist5150

    Terrorist5150 L1: Registered

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    Whenever I compile my map lately, It starts, then I get a message saying vbsp.exe has crashed, the compile windows stays open, then is done, but when I go and test my map in TF2, It's the same as when it was last sucesfully compiled. Here's this if it's of any help:


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\terrorist5150\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\terrorist5150\team fortress 2\tf" "C:\Users\Jake\Desktop\rivervalley.vmf"

    Valve Software - vbsp.exe (Jul 7 2010)
    2 threads
    materialPath: c:\program files\steam\steamapps\terrorist5150\team fortress 2\tf\materials
    Loading C:\Users\Jake\Desktop\rivervalley.vmf
    Patching WVT material: maps/rivervalley/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
    Patching WVT material: maps/rivervalley/swamp/nature/blendswampdirttograss001_wvt_patch
    Patching WVT material: maps/rivervalley/cp_mountainlab/nature/blendrocktograss002_wvt_patch
    Patching WVT material: maps/rivervalley/nature/blendgroundtograss003_nodetail_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity logic_auto (702.85 -529.25 73.00) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_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...

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\terrorist5150\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\terrorist5150\team fortress 2\tf" "C:\Users\Jake\Desktop\rivervalley"

    Valve Software - vvis.exe (Jul 7 2010)
    2 threads
    reading c:\users\jake\desktop\rivervalley.bsp
    reading c:\users\jake\desktop\rivervalley.prt
    LoadPortals: couldn't read c:\users\jake\desktop\rivervalley.prt


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\terrorist5150\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -both -game "c:\program files\steam\steamapps\terrorist5150\team fortress 2\tf" "C:\Users\Jake\Desktop\rivervalley"

    Valve Software - vrad.exe SSE (Jul 7 2010)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\users\jake\desktop\rivervalley.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.14 seconds)
    653 faces
    687211 square feet [98958448.00 square inches]
    36 Displacements
    39572 Square Feet [5698506.00 Square Inches]
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Build Patch/Sample Hash Table(s).....Done<0.0183 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    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 (13)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 4/1024 192/49152 ( 0.4%)
    brushes 47/8192 564/98304 ( 0.6%)
    brushsides 296/65536 2368/524288 ( 0.5%)
    planes 416/65536 8320/1310720 ( 0.6%)
    vertexes 1248/65536 14976/786432 ( 1.9%)
    nodes 811/65536 25952/2097152 ( 1.2%)
    texinfos 88/12288 6336/884736 ( 0.7%)
    texdata 20/2048 640/65536 ( 1.0%)
    dispinfos 36/0 6336/0 ( 0.0%)
    disp_verts 900/0 18000/0 ( 0.0%)
    disp_tris 1152/0 2304/0 ( 0.0%)
    disp_lmsamples 102624/0 102624/0 ( 0.0%)
    faces 653/65536 36568/3670016 ( 1.0%)
    hdr faces 653/65536 36568/3670016 ( 1.0%)
    origfaces 157/65536 8792/3670016 ( 0.2%)
    leaves 816/65536 26112/2097152 ( 1.2%)
    leaffaces 677/65536 1354/131072 ( 1.0%)
    leafbrushes 562/65536 1124/131072 ( 0.9%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 3443/512000 13772/2048000 ( 0.7%)
    edges 1903/256000 7612/1024000 ( 0.7%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 29/32768 290/327680 ( 0.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 399/65536 798/131072 ( 0.6%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 1594320/0 ( 0.0%)
    HDR lightdata [variable] 1594320/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 21740/393216 ( 5.5%)
    LDR ambient table 816/65536 3264/262144 ( 1.2%)
    HDR ambient table 816/65536 3264/262144 ( 1.2%)
    LDR leaf ambient 451/65536 12628/1835008 ( 0.7%)
    HDR leaf ambient 451/65536 12628/1835008 ( 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] 1/472 ( 0.2%)
    pakfile [variable] 2049/0 ( 0.0%)
    physics [variable] 18331/4194304 ( 0.4%)
    physics terrain [variable] 3618/1048576 ( 0.3%)

    Level flags = 0

    Total triangle count: 1505
    Writing c:\users\jake\desktop\rivervalley.bsp
    15 seconds elapsed
    Valve Software - vrad.exe SSE (Jul 7 2010)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\users\jake\desktop\rivervalley.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.14 seconds)
    653 faces
    687211 square feet [98958448.00 square inches]
    36 Displacements
    39572 Square Feet [5698506.00 Square Inches]
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Build Patch/Sample Hash Table(s).....Done<0.0143 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 (14)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 4/1024 192/49152 ( 0.4%)
    brushes 47/8192 564/98304 ( 0.6%)
    brushsides 296/65536 2368/524288 ( 0.5%)
    planes 416/65536 8320/1310720 ( 0.6%)
    vertexes 1248/65536 14976/786432 ( 1.9%)
    nodes 811/65536 25952/2097152 ( 1.2%)
    texinfos 88/12288 6336/884736 ( 0.7%)
    texdata 20/2048 640/65536 ( 1.0%)
    dispinfos 36/0 6336/0 ( 0.0%)
    disp_verts 900/0 18000/0 ( 0.0%)
    disp_tris 1152/0 2304/0 ( 0.0%)
    disp_lmsamples 102624/0 102624/0 ( 0.0%)
    faces 653/65536 36568/3670016 ( 1.0%)
    hdr faces 653/65536 36568/3670016 ( 1.0%)
    origfaces 157/65536 8792/3670016 ( 0.2%)
    leaves 816/65536 26112/2097152 ( 1.2%)
    leaffaces 677/65536 1354/131072 ( 1.0%)
    leafbrushes 562/65536 1124/131072 ( 0.9%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 3443/512000 13772/2048000 ( 0.7%)
    edges 1903/256000 7612/1024000 ( 0.7%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 29/32768 290/327680 ( 0.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 399/65536 798/131072 ( 0.6%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 1594320/0 ( 0.0%)
    HDR lightdata [variable] 1594320/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 21740/393216 ( 5.5%)
    LDR ambient table 816/65536 3264/262144 ( 1.2%)
    HDR ambient table 816/65536 3264/262144 ( 1.2%)
    LDR leaf ambient 451/65536 12628/1835008 ( 0.7%)
    HDR leaf ambient 451/65536 12628/1835008 ( 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] 1/472 ( 0.2%)
    pakfile [variable] 2049/0 ( 0.0%)
    physics [variable] 18331/4194304 ( 0.4%)
    physics terrain [variable] 3618/1048576 ( 0.3%)

    Level flags = 0

    Total triangle count: 1505
    Writing c:\users\jake\desktop\rivervalley.bsp
    15 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Jake\Desktop\rivervalley.bsp" "c:\program files\steam\steamapps\terrorist5150\team fortress 2\tf\maps\rivervalley.bsp"
     
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Use this tool when you have compiling issues

    Hammer compiler crashing isn't uncommon, it just doesn't want to refresh the compile window, so it says "not responding."

    For you, since vbsp is crashing, it can't make a new map (basically) because something is preventing it from doing so. Looking at your log it looks like you have a leak. Go to map > load pointfile. A red line will appear, if you follow it, it will lead THROUGH the hole in your map that leads to the void. Plug that up, recompile, check again until all leaks are pluged (You will get a window that is asking you to open a .lin file. this means you have no leaks).


    Another reason could be that you have an invalid solid, if you have made any wedges lately or triangular shapes with the vertex tool, it will sometimes make an invalid solid.

    Hope that helps.
     
  3. REEJ

    REEJ L7: Fancy Member

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    And if vbsp is crashing on a map that previously compiled without any problems, reinstalling SDK on steam worked for me.
     
  4. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    Well for one thing, you have a leak. Fix it.

    By the way, you pasted your compile log all wonky. Vrad is posted in that twice, its like two fused together compile logs.
     
  5. Terrorist5150

    Terrorist5150 L1: Registered

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    I deleted the leaks, when I load up the line, it takes me under the map, where nothing is at. I DID make a ramp yesterday, but I deleted it because it didn't fit the area I was working on. And vbsp is still crashing. I'm lost here...
     
  6. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    vbsp happens twice, once for LDR and once for HDR. That said, he could have just pasted this from his log file in which case it saves all the compiles of a single version into a single text file. So the file would contain several compile logs.

    If an object leaks deleting it will not fix it. You have to seal the hole to the void. Otherwise a different entity will leak in its stead. A leak is a hole in your map to the void outside, the compiler finds the closest entity to the void when it detects the leak and uses it as a point of reference so that you can find the hole and seal it later.
     
    Last edited: Jul 6, 2011
  7. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    I said vrad, not vbsp. I threw it into interlopers and it said "Vrad happened twice, this makes no sense make a new compile log".

    I'm just going off what the checker said.
     
  8. Terrorist5150

    Terrorist5150 L1: Registered

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    I still had leaks when I was compiling it sucesfully, but are you sure it's leaks? I took care of them and vbsp still crashes and doesnt compile...
     
  9. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Yea, you can compile with leaks.

    Have you done any optimization?
    Also, you can pop into chat and PM me on steam I can help more directly.
     
  10. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Sorry, typo. I meant vrad.
     
  11. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    Tis' fine. What I mean though, by happening twice, it did the lighting 4 times. Meaning he has the copy of his log all broke as I said. I don't know though.

    Could you post a recent compile log that isn't wonky?