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thegadgetcat
05-26-2010, 12:16 PM
So I've been working on a map, and it was going really good until I added an underground tunnel, then the ♥♥♥♥ hit the fan. When I compile the map, no matter the settings, it will compile, then start TF2, then it will begin to load the map, and then TF2 just quits. No errors, no popup, nothing reported in the log, and the compile went perfectly.

I went to Interlopers.net/errors with the compile log and I didn't get anything. I have googled the issue and found no real help. There was one other case I found like this, but no direct fix. Can anyone help? I will post the compile log and .vmf file if someone would like to take a look at it.

0ddity
05-26-2010, 12:18 PM
Try posting your compile log, also mod please move to SDK forums.

thegadgetcat
05-26-2010, 12:28 PM
Here it is:


** Executing...
** Command: "c:\program files\steam\steamapps\thegadgetcat\sourcesdk\bin\o rangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\thegadgetcat\team fortress 2\tf" "C:\Program Files\Steam\steamapps\thegadgetcat\sourcesdk_conte nt\tf\mapsrc\CTF_Quarry.vmf"

Valve Software - vbsp.exe (May 7 2010)
4 threads
materialPath: c:\program files\steam\steamapps\thegadgetcat\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\thegadgetcat\sourcesdk_conte nt\tf\mapsrc\CTF_Quarry.vmf
Patching WVT material: maps/ctf_quarry/nature/blendrockgroundwallforest_reducedetail_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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\thegadgetcat\sourcesdk_conte nt\tf\mapsrc\CTF_Quarry.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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (123521 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 377 texinfos to 290
Reduced 19 texdatas to 18 (517 bytes to 471)
Writing C:\Program Files\Steam\steamapps\thegadgetcat\sourcesdk_conte nt\tf\mapsrc\CTF_Quarry.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\thegadgetcat\sourcesdk\bin\o rangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\thegadgetcat\team fortress 2\tf" "C:\Program Files\Steam\steamapps\thegadgetcat\sourcesdk_conte nt\tf\mapsrc\CTF_Quarry"

Valve Software - vvis.exe (May 7 2010)
4 threads
reading c:\program files\steam\steamapps\thegadgetcat\sourcesdk_conte nt\tf\mapsrc\CTF_Quarry.bsp
reading c:\program files\steam\steamapps\thegadgetcat\sourcesdk_conte nt\tf\mapsrc\CTF_Quarry.prt
892 portalclusters
2688 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 (70)
Optimized: 4515 visible clusters (0.00%)
Total clusters visible: 221733
Average clusters visible: 248
Building PAS...
Average clusters audible: 666
visdatasize:181892 compressed from 199808
writing c:\program files\steam\steamapps\thegadgetcat\sourcesdk_conte nt\tf\mapsrc\CTF_Quarry.bsp
1 minute, 10 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\thegadgetcat\sourcesdk\bin\o rangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\thegadgetcat\team fortress 2\tf" "C:\Program Files\Steam\steamapps\thegadgetcat\sourcesdk_conte nt\tf\mapsrc\CTF_Quarry"

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

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

Loading c:\program files\steam\steamapps\thegadgetcat\sourcesdk_conte nt\tf\mapsrc\CTF_Quarry.bsp
Setting up ray-trace acceleration structure... Done (0.33 seconds)
2713 faces
904298 square feet [130218936.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2713 patches before subdivision
49563 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 3669609, max 418
transfer lists: 28.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0268 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 (25)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 344/8192 4128/98304 ( 4.2%)
brushsides 2107/65536 16856/524288 ( 3.2%)
planes 912/65536 18240/1310720 ( 1.4%)
vertexes 4004/65536 48048/786432 ( 6.1%)
nodes 1830/65536 58560/2097152 ( 2.8%)
texinfos 290/12288 20880/884736 ( 2.4%)
texdata 18/2048 576/65536 ( 0.9%)
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 2713/65536 151928/3670016 ( 4.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1195/65536 66920/3670016 ( 1.8%)
leaves 1840/65536 58880/2097152 ( 2.8%)
leaffaces 3163/65536 6326/131072 ( 4.8%)
leafbrushes 1036/65536 2072/131072 ( 1.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 17721/512000 70884/2048000 ( 3.5%)
edges 9870/256000 39480/1024000 ( 3.9%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 269/32768 2690/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3849/65536 7698/131072 ( 5.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2896328/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 181892/16777216 ( 1.1%)
entdata [variable] 10775/393216 ( 2.7%)
LDR ambient table 1840/65536 7360/262144 ( 2.8%)
HDR ambient table 1840/65536 7360/262144 ( 2.8%)
LDR leaf ambient 940/65536 26320/1835008 ( 1.4%)
HDR leaf ambient 1840/65536 51520/1835008 ( 2.8%)
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] 1/2908 ( 0.0%)
pakfile [variable] 106157/0 ( 0.0%)
physics [variable] 123521/4194304 ( 2.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7480
Writing c:\program files\steam\steamapps\thegadgetcat\sourcesdk_conte nt\tf\mapsrc\CTF_Quarry.bsp
41 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\thegadgetcat\sourcesdk_conte nt\tf\mapsrc\CTF_Quarry.bsp" "c:\program files\steam\steamapps\thegadgetcat\team fortress 2\tf\maps\CTF_Quarry.bsp"

How would I "Move" to the SDK forums? Just re-post?

0ddity
05-26-2010, 12:39 PM
I was just asking a mod to do it. You'll get more people familiar with the SDK looking at your post. Have you tried manually loading your map in tf2?

thegadgetcat
05-26-2010, 02:08 PM
Yes I have, I have also tried running it off of a dedicated server I have setup for fun, but no luck.