When I Run My Map, tf2 opens for a moment, then crashes. (Fixed)

Peht

L1: Registered
Jul 16, 2024
5
0
here's the compiler data

** 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:\Users\Admin\Downloads\babys_first_map.vmf"

Valve Software - vbsp.exe (Jun 25 2024)
8 threads
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\Admin\Downloads\babys_first_map.log', but we don't own that location. Allowing.
Using shader api: shaderapiempty.dll
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Admin\Downloads\babys_first_map.vmf
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\Admin\Downloads\babys_first_map.prt...Building visibility clusters...
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) (7286 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 45 texinfos to 31
Reduced 8 texdatas to 8 (192 bytes to 192)
Writing C:\Users\Admin\Downloads\babys_first_map.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\Admin\Downloads\babys_first_map.bsp', but we don't own that location. Allowing.
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds 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:\Users\Admin\Downloads\babys_first_map"

Valve Software - vvis.exe (Jun 25 2024)
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\admin\downloads\babys_first_map.log', but we don't own that location. Allowing.
8 threads
reading c:\users\admin\downloads\babys_first_map.bsp
reading c:\users\admin\downloads\babys_first_map.prt
154 portalclusters
418 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: 2 visible clusters (0.01%)
Total clusters visible: 14518
Average clusters visible: 94
Building PAS...
Average clusters audible: 154
visdatasize:7416 compressed from 7392
writing c:\users\admin\downloads\babys_first_map.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\admin\downloads\babys_first_map.bsp', but we don't own that location. Allowing.
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 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:\Users\Admin\Downloads\babys_first_map"

Valve Software - vrad.exe SSE (Jun 25 2024)

Valve Radiosity Simulator
8 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\admin\downloads\babys_first_map.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\admin\downloads\babys_first_map.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
946 faces
1550471 square feet [223267904.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
946 patches before subdivision
49930 patches after subdivision
sun extent from map=0.000000
56 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 2876360, max 353
transfer lists: 21.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(823912, 498160, 423959)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(75487, 22985, 17666)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(9002, 1227, 853)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1281, 71, 45)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(211, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(38, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0176 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 54 (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 3/1024 144/49152 ( 0.3%)
brushes 19/8192 228/98304 ( 0.2%)
brushsides 114/65536 912/524288 ( 0.2%)
planes 134/65536 2680/1310720 ( 0.2%)
vertexes 1212/65536 14544/786432 ( 1.8%)
nodes 379/65536 12128/2097152 ( 0.6%)
texinfos 31/12288 2232/884736 ( 0.3%)
texdata 8/2048 256/65536 ( 0.4%)
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 946/65536 52976/3670016 ( 1.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 68/65536 3808/3670016 ( 0.1%)
leaves 383/65536 12256/2097152 ( 0.6%)
leaffaces 970/65536 1940/131072 ( 1.5%)
leafbrushes 256/65536 512/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4510/512000 18040/2048000 ( 0.9%)
edges 2280/256000 9120/1024000 ( 0.9%)
LDR worldlights 56/8192 4928/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 108/32768 1080/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1299/65536 2598/131072 ( 2.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1372664/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 7416/16777216 ( 0.0%)
entdata [variable] 4983/393216 ( 1.3%)
LDR ambient table 383/65536 1532/262144 ( 0.6%)
HDR ambient table 383/65536 1532/262144 ( 0.6%)
LDR leaf ambient 1476/65536 41328/1835008 ( 2.3%)
HDR leaf ambient 383/65536 10724/1835008 ( 0.6%)
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] 1/300 ( 0.3%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 7286/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2346
Writing c:\users\admin\downloads\babys_first_map.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Admin\Downloads\babys_first_map.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\babys_first_map.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_win64.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -novid -nojoy -noipx -threads 4 -nod3d9ex +map "babys_first_map" -steam