Map makes my game crash!
Jun 12, 2010 15:25:58 GMT
Post by kkcomics on Jun 12, 2010 15:25:58 GMT
Hello again, it's me, the unlimited source of mapping problems!
This problem has me confused. After quite a bit of googling, I couldn't find a solid solution for this specific problem. When I attempt to compile my map, I run Team Fortress on the map, and an error box pops up, reading "The exception unknown software exception 0xc0000409 [or some number like that] occured in [some other number]"
Some people said the fix was a lightmap problem. The funny thing is, I actually increased the light map value before this compile, and it worked fine before when almost everything had a lightmap value of 16.
The fixes to this problem seem to vary, but I can't find a solution to my own. Here is the compile log:
** Executing...
** Command: "d:\program files\steam\steamapps\kkcomics\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\program files\steam\steamapps\kkcomics\team fortress 2\tf" "D:\Program Files\Steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.vmf"
Valve Software - vbsp.exe (May 7 2010)
2 threads
materialPath: d:\program files\steam\steamapps\kkcomics\team fortress 2\tf\materials
Loading D:\Program Files\Steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Patching WVT material: maps/ctf_castlewars_beta/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/ctf_castlewars_beta/nature/blendrockground007_wvt_patch
Patching WVT material: maps/ctf_castlewars_beta/brick/blendcobbletocobblesnow001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 1240 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\Program Files\Steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (596328 bytes)
Error! To use model "models/flag/flag.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/flag/flag.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1617 texinfos to 1218
Reduced 59 texdatas to 49 (1926 bytes to 1550)
Writing D:\Program Files\Steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.bsp
6 seconds elapsed
** Executing...
** Command: "d:\program files\steam\steamapps\kkcomics\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\program files\steam\steamapps\kkcomics\team fortress 2\tf" -fast "D:\Program Files\Steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta"
Valve Software - vvis.exe (May 7 2010)
fastvis = true
2 threads
reading d:\program files\steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.bsp
reading d:\program files\steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.prt
1416 portalclusters
4996 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 53162 visible clusters (0.00%)
Total clusters visible: 1845304
Average clusters visible: 1303
Building PAS...
Average clusters audible: 1415
visdatasize:506444 compressed from 521088
writing d:\program files\steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.bsp
2 seconds elapsed
** Executing...
** Command: "d:\program files\steam\steamapps\kkcomics\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\program files\steam\steamapps\kkcomics\team fortress 2\tf" "D:\Program Files\Steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta"
Valve Software - vrad.exe SSE (May 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\program files\steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (7.90 seconds)
9660 faces
2 degenerate faces
2014632 square feet [290107072.00 square inches]
532 Displacements
426017 Square Feet [61346456.00 Square Inches]
9658 patches before subdivision
zero area child patch
25834 patches after subdivision
sun extent from map=0.000000
24 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
transfers 3111651, max 2491
transfer lists: 23.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(58010, 47901, 40842)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(8154, 5337, 4099)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1489, 815, 610)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(307, 149, 109)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(71, 35, 26)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(17, 8, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 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<0.0180 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13)
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 (49)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 167/1024 8016/49152 (16.3%)
brushes 1433/8192 17196/98304 (17.5%)
brushsides 11857/65536 94856/524288 (18.1%)
planes 15644/65536 312880/1310720 (23.9%)
vertexes 16797/65536 201564/786432 (25.6%)
nodes 3693/65536 118176/2097152 ( 5.6%)
texinfos 1218/12288 87696/884736 ( 9.9%)
texdata 49/2048 1568/65536 ( 2.4%)
dispinfos 532/0 93632/0 ( 0.0%)
disp_verts 45508/0 910160/0 ( 0.0%)
disp_tris 75584/0 151168/0 ( 0.0%)
disp_lmsamples 154652/0 154652/0 ( 0.0%)
faces 9660/65536 540960/3670016 (14.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7328/65536 410368/3670016 (11.2%)
leaves 3861/65536 123552/2097152 ( 5.9%)
leaffaces 12450/65536 24900/131072 (19.0%)
leafbrushes 3897/65536 7794/131072 ( 5.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 75693/512000 302772/2048000 (14.8%)
edges 42489/256000 169956/1024000 (16.6%)
LDR worldlights 24/8192 2112/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 711/32768 7110/327680 ( 2.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13389/65536 26778/131072 (20.4%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2454552/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 506444/16777216 ( 3.0%)
entdata [variable] 100803/393216 (25.6%)
LDR ambient table 3861/65536 15444/262144 ( 5.9%)
HDR ambient table 3861/65536 15444/262144 ( 5.9%)
LDR leaf ambient 13186/65536 369208/1835008 (20.1%)
HDR leaf ambient 3861/65536 108108/1835008 ( 5.9%)
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] 1/19558 ( 0.0%)
pakfile [variable] 428543/0 ( 0.0%)
physics [variable] 596328/4194304 (14.2%)
physics terrain [variable] 100068/1048576 ( 9.5%)
Level flags = 0
Total triangle count: 26685
Writing d:\program files\steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.bsp
1 minute, 41 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Program Files\Steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.bsp" "d:\program files\steam\steamapps\kkcomics\team fortress 2\tf\maps\ctf_castlewars_beta.bsp"
** Executing...
** Command: d:\program files\steam\steam.exe
** Parameters: -applaunch 440 -game "d:\program files\steam\steamapps\kkcomics\team fortress 2\tf" +map "ctf_castlewars_beta"
This problem has me confused. After quite a bit of googling, I couldn't find a solid solution for this specific problem. When I attempt to compile my map, I run Team Fortress on the map, and an error box pops up, reading "The exception unknown software exception 0xc0000409 [or some number like that] occured in [some other number]"
Some people said the fix was a lightmap problem. The funny thing is, I actually increased the light map value before this compile, and it worked fine before when almost everything had a lightmap value of 16.
The fixes to this problem seem to vary, but I can't find a solution to my own. Here is the compile log:
** Executing...
** Command: "d:\program files\steam\steamapps\kkcomics\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\program files\steam\steamapps\kkcomics\team fortress 2\tf" "D:\Program Files\Steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.vmf"
Valve Software - vbsp.exe (May 7 2010)
2 threads
materialPath: d:\program files\steam\steamapps\kkcomics\team fortress 2\tf\materials
Loading D:\Program Files\Steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Patching WVT material: maps/ctf_castlewars_beta/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/ctf_castlewars_beta/nature/blendrockground007_wvt_patch
Patching WVT material: maps/ctf_castlewars_beta/brick/blendcobbletocobblesnow001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 1240 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\Program Files\Steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (596328 bytes)
Error! To use model "models/flag/flag.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/flag/flag.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1617 texinfos to 1218
Reduced 59 texdatas to 49 (1926 bytes to 1550)
Writing D:\Program Files\Steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.bsp
6 seconds elapsed
** Executing...
** Command: "d:\program files\steam\steamapps\kkcomics\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\program files\steam\steamapps\kkcomics\team fortress 2\tf" -fast "D:\Program Files\Steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta"
Valve Software - vvis.exe (May 7 2010)
fastvis = true
2 threads
reading d:\program files\steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.bsp
reading d:\program files\steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.prt
1416 portalclusters
4996 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 53162 visible clusters (0.00%)
Total clusters visible: 1845304
Average clusters visible: 1303
Building PAS...
Average clusters audible: 1415
visdatasize:506444 compressed from 521088
writing d:\program files\steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.bsp
2 seconds elapsed
** Executing...
** Command: "d:\program files\steam\steamapps\kkcomics\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\program files\steam\steamapps\kkcomics\team fortress 2\tf" "D:\Program Files\Steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta"
Valve Software - vrad.exe SSE (May 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\program files\steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (7.90 seconds)
9660 faces
2 degenerate faces
2014632 square feet [290107072.00 square inches]
532 Displacements
426017 Square Feet [61346456.00 Square Inches]
9658 patches before subdivision
zero area child patch
25834 patches after subdivision
sun extent from map=0.000000
24 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
transfers 3111651, max 2491
transfer lists: 23.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(58010, 47901, 40842)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(8154, 5337, 4099)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1489, 815, 610)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(307, 149, 109)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(71, 35, 26)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(17, 8, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 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<0.0180 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13)
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 (49)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 167/1024 8016/49152 (16.3%)
brushes 1433/8192 17196/98304 (17.5%)
brushsides 11857/65536 94856/524288 (18.1%)
planes 15644/65536 312880/1310720 (23.9%)
vertexes 16797/65536 201564/786432 (25.6%)
nodes 3693/65536 118176/2097152 ( 5.6%)
texinfos 1218/12288 87696/884736 ( 9.9%)
texdata 49/2048 1568/65536 ( 2.4%)
dispinfos 532/0 93632/0 ( 0.0%)
disp_verts 45508/0 910160/0 ( 0.0%)
disp_tris 75584/0 151168/0 ( 0.0%)
disp_lmsamples 154652/0 154652/0 ( 0.0%)
faces 9660/65536 540960/3670016 (14.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7328/65536 410368/3670016 (11.2%)
leaves 3861/65536 123552/2097152 ( 5.9%)
leaffaces 12450/65536 24900/131072 (19.0%)
leafbrushes 3897/65536 7794/131072 ( 5.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 75693/512000 302772/2048000 (14.8%)
edges 42489/256000 169956/1024000 (16.6%)
LDR worldlights 24/8192 2112/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 711/32768 7110/327680 ( 2.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13389/65536 26778/131072 (20.4%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2454552/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 506444/16777216 ( 3.0%)
entdata [variable] 100803/393216 (25.6%)
LDR ambient table 3861/65536 15444/262144 ( 5.9%)
HDR ambient table 3861/65536 15444/262144 ( 5.9%)
LDR leaf ambient 13186/65536 369208/1835008 (20.1%)
HDR leaf ambient 3861/65536 108108/1835008 ( 5.9%)
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] 1/19558 ( 0.0%)
pakfile [variable] 428543/0 ( 0.0%)
physics [variable] 596328/4194304 (14.2%)
physics terrain [variable] 100068/1048576 ( 9.5%)
Level flags = 0
Total triangle count: 26685
Writing d:\program files\steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.bsp
1 minute, 41 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Program Files\Steam\steamapps\kkcomics\sourcesdk_content\tf\mapsrc\ctf_castlewars_beta.bsp" "d:\program files\steam\steamapps\kkcomics\team fortress 2\tf\maps\ctf_castlewars_beta.bsp"
** Executing...
** Command: d:\program files\steam\steam.exe
** Parameters: -applaunch 440 -game "d:\program files\steam\steamapps\kkcomics\team fortress 2\tf" +map "ctf_castlewars_beta"