TF2 map crashing
Sept 3, 2011 22:47:31 GMT
Post by dolphice on Sept 3, 2011 22:47:31 GMT
Hello, I have a problem.
I've been working on a map for a couple days. I don't plan on doing anything with it, I just get a little bored in the afternoon. Anyway, I'm not sure what I did, but now the map crashes every time I try to load it in TF2. I really shouldn't be that bothered by it, but I don't like not knowing the problems in my creations.
Compile log:
I've been working on a map for a couple days. I don't plan on doing anything with it, I just get a little bored in the afternoon. Anyway, I'm not sure what I did, but now the map crashes every time I try to load it in TF2. I really shouldn't be that bothered by it, but I don't like not knowing the problems in my creations.
Compile log:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sarcastickitler\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sarcastickitler\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\sarcastickitler\sourcesdk_content\tf\mapsrc\inprogressbroken.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\sarcastickitler\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\sarcastickitler\sourcesdk_content\tf\mapsrc\inprogressbroken.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/inprogressbroken/swamp/nature/blenddirtswampgrass001_wvt_patch
Patching WVT material: maps/inprogressbroken/swamp/nature/blendswampmudtodirt001_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 60 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\sarcastickitler\sourcesdk_content\tf\mapsrc\inprogressbroken.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_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 (1) (204466 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 150 texinfos to 108
Reduced 38 texdatas to 26 (1358 bytes to 730)
Writing C:\Program Files (x86)\Steam\steamapps\sarcastickitler\sourcesdk_content\tf\mapsrc\inprogressbroken.bsp
4 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sarcastickitler\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sarcastickitler\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\sarcastickitler\sourcesdk_content\tf\mapsrc\inprogressbroken"
Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\sarcastickitler\sourcesdk_content\tf\mapsrc\inprogressbroken.bsp
reading c:\program files (x86)\steam\steamapps\sarcastickitler\sourcesdk_content\tf\mapsrc\inprogressbroken.prt
904 portalclusters
2666 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 (312)
Optimized: 841 visible clusters (0.00%)
Total clusters visible: 388687
Average clusters visible: 429
Building PAS...
Average clusters audible: 884
visdatasize:208597 compressed from 216960
writing c:\program files (x86)\steam\steamapps\sarcastickitler\sourcesdk_content\tf\mapsrc\inprogressbroken.bsp
5 minutes, 12 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sarcastickitler\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sarcastickitler\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\sarcastickitler\sourcesdk_content\tf\mapsrc\inprogressbroken"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\sarcastickitler\sourcesdk_content\tf\mapsrc\inprogressbroken.bsp
Setting up ray-trace acceleration structure... Done (1.31 seconds)
4077 faces
1 degenerate faces
4137729 square feet [595833088.00 square inches]
2 Displacements
6912 Square Feet [995400.63 Square Inches]
4076 patches before subdivision
110586 patches after subdivision
sun extent from map=0.000000
14 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (22)
transfers 18429400, max 1108
transfer lists: 140.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(897110, 1172131, 1042782)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(163216, 197353, 160231)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(38909, 43150, 30693)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(11407, 11889, 7452)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3675, 3571, 1952)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1347, 1230, 597)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(506, 429, 183)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(200, 158, 60)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(80, 58, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(33, 22, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(13, 8, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(6, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0679 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (11)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 29/1024 1392/49152 ( 2.8%)
brushes 496/8192 5952/98304 ( 6.1%)
brushsides 3638/65536 29104/524288 ( 5.6%)
planes 2552/65536 51040/1310720 ( 3.9%)
vertexes 5839/65536 70068/786432 ( 8.9%)
nodes 2196/65536 70272/2097152 ( 3.4%)
texinfos 108/12288 7776/884736 ( 0.9%)
texdata 26/2048 832/65536 ( 1.3%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 578/0 11560/0 ( 0.0%)
disp_tris 1024/0 2048/0 ( 0.0%)
disp_lmsamples 19122/0 19122/0 ( 0.0%)
faces 4077/65536 228312/3670016 ( 6.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1811/65536 101416/3670016 ( 2.8%)
leaves 2226/65536 71232/2097152 ( 3.4%)
leaffaces 4694/65536 9388/131072 ( 7.2%)
leafbrushes 1724/65536 3448/131072 ( 2.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 26545/512000 106180/2048000 ( 5.2%)
edges 15559/256000 62236/1024000 ( 6.1%)
LDR worldlights 14/8192 1232/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 395/32768 3950/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6291/65536 12582/131072 ( 9.6%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2760024/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 208597/16777216 ( 1.2%)
entdata [variable] 27427/393216 ( 7.0%)
LDR ambient table 2226/65536 8904/262144 ( 3.4%)
HDR ambient table 2226/65536 8904/262144 ( 3.4%)
LDR leaf ambient 11663/65536 326564/1835008 (17.8%)
HDR leaf ambient 2226/65536 62328/1835008 ( 3.4%)
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] 1/10846 ( 0.0%)
pakfile [variable] 4348/0 ( 0.0%)
physics [variable] 204466/4194304 ( 4.9%)
physics terrain [variable] 2050/1048576 ( 0.2%)
Level flags = 0
Total triangle count: 10764
Writing c:\program files (x86)\steam\steamapps\sarcastickitler\sourcesdk_content\tf\mapsrc\inprogressbroken.bsp
1 minute, 1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sarcastickitler\sourcesdk_content\tf\mapsrc\inprogressbroken.bsp" "c:\program files (x86)\steam\steamapps\sarcastickitler\team fortress 2\tf\maps\inprogressbroken.bsp"