When ever I load my map in, TF2 crashes

Discussion in 'Mapping Questions & Discussion' started by youporkchop5, Apr 30, 2018.

  1. youporkchop5

    youporkchop5 L1: Registered

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    Positive Ratings:
    7
    I've verified my game files, and I've checked, its only my map that crashes the game. If anyone thinks it'll help, here's my compile log:

    ** 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\Left 4 Dead 2\sdk_content\mapsrc\cp_office_a3.vmf"

    Valve Software - vbsp.exe (Mar 6 2018)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\cp_office_a3.vmf
    Error! Variable "%keywords" is multiply defined in material "nature/battlefieldgrass001"!
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/cp_office_a3/concrete/blendwetpavement001_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 534 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\cp_office_a3.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_nightfall_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 (0) (260455 bytes)
    Unable to load vertex data "models/props/soda_machine.vvd"


    ** 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\Left 4 Dead 2\sdk_content\mapsrc\cp_office_a3"

    Valve Software - vvis.exe (Mar 6 2018)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\cp_office_a3.bsp
    reading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\cp_office_a3.prt
    836 portalclusters
    2649 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 (96)
    Optimized: 2106 visible clusters (0.76%)
    Total clusters visible: 278541
    Average clusters visible: 333
    Building PAS...
    Average clusters audible: 780
    visdatasize:167847 compressed from 187264
    writing c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\cp_office_a3.bsp
    1 minute, 36 seconds elapsed

    ** 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\Left 4 Dead 2\sdk_content\mapsrc\cp_office_a3"

    Valve Software - vrad.exe SSE (Mar 6 2018)

    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\left 4 dead 2\sdk_content\mapsrc\cp_office_a3.bsp
    Setting up ray-trace acceleration structure... Done (2.92 seconds)
    4206 faces
    17 degenerate faces
    1448045 square feet [208518496.00 square inches]
    3 Displacements
    2645 Square Feet [380928.00 Square Inches]
    4189 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    74151 patches after subdivision
    DecompressVis: 0 repeat

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\cp_office_a3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_office_a3.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -toconsole -dev -console +sv_lan 1 -lv +map "cp_office_a3" -steam
     
    • Agree Agree x 1
  2. henke37

    aa henke37

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    Those parts are abnormal. You should fix them before proceeding just to eliminate possible culprits.
     
    • Thanks Thanks x 1
  3. youporkchop5

    youporkchop5 L1: Registered

    Messages:
    31
    Positive Ratings:
    7
    @henke37, how would i fix the zero area child patch? ive used the alt-p
     
  4. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

    Messages:
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    Positive Ratings:
    789
    Zero area child patch can generally be ignored if you don't have any invalid solids in your map. I'd focus on the vertex data one. Dunno how to fix it tho.