Game crashes when I launch the map

I didn’t find any errors in the map, no leaks or something. It doesn’t give me any errors when launching the map, the game just closes. Can somebody help me?

Compile log



** Executing...
** Command: "d:\steam\steamapps\jopari\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\jopari	eam fortress 2	f" "D:\Steam\SteamApps\jopari\sourcesdk_content	f\mapsrc\ferrisjarateland_test"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: d:\steam\steamapps\jopari	eam fortress 2	f\materials
Loading D:\Steam\SteamApps\jopari\sourcesdk_content	f\mapsrc\ferrisjarateland_test.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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\SteamApps\jopari\sourcesdk_content	f\mapsrc\ferrisjarateland_test.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) (351938 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 245 texinfos to 124
Reduced 10 texdatas to 10 (221 bytes to 221)
Writing D:\Steam\SteamApps\jopari\sourcesdk_content	f\mapsrc\ferrisjarateland_test.bsp
2 seconds elapsed
  -2.284148 -12.136177 0.000000
  3.746500 -12.136177 0.000000
  3.473043 -12.136177 0.000000
  -3.430196 -22.245459 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "d:\steam\steamapps\jopari\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\jopari	eam fortress 2	f" -fast "D:\Steam\SteamApps\jopari\sourcesdk_content	f\mapsrc\ferrisjarateland_test"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
4 threads
reading d:\steam\steamapps\jopari\sourcesdk_content	f\mapsrc\ferrisjarateland_test.bsp
reading d:\steam\steamapps\jopari\sourcesdk_content	f\mapsrc\ferrisjarateland_test.prt
  72 portalclusters
 218 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 6 visible clusters (0.00%)
Total clusters visible: 5130
Average clusters visible: 71
Building PAS...
Average clusters audible: 72
visdatasize:1876  compressed from 2304
writing d:\steam\steamapps\jopari\sourcesdk_content	f\mapsrc\ferrisjarateland_test.bsp
0 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\jopari\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "d:\steam\steamapps\jopari	eam fortress 2	f" -noextra "D:\Steam\SteamApps\jopari\sourcesdk_content	f\mapsrc\ferrisjarateland_test"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading d:\steam\steamapps\jopari\sourcesdk_content	f\mapsrc\ferrisjarateland_test.bsp
Setting up ray-trace acceleration structure... Done (0.02 seconds)
6901 faces
1 degenerate faces
1444564 square feet [208017312.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6900 patches before subdivision
73108 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (6)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 11052781, max 568
transfer lists:  84.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(289409, 197324, 163480)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(58149, 13380, 1320)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(11503, 1077, 57)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(2669, 92, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(637, 8, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(161, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(42, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(11, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(3, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0269 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (18)
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 (104)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   7/1024          336/49152    ( 0.7%) 
brushes                800/8192         9600/98304    ( 9.8%) 
brushsides            6519/65536       52152/524288   ( 9.9%) 
planes               10120/65536      202400/1310720  (15.4%) 
vertexes             10444/65536      125328/786432   (15.9%) 
nodes                 6558/65536      209856/2097152  (10.0%) 
texinfos               124/12288        8928/884736   ( 1.0%) 
texdata                 10/2048          320/65536    ( 0.5%) 
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                 6901/65536      386456/3670016  (10.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3258/65536      182448/3670016  ( 5.0%) 
leaves                6566/65536      210112/2097152  (10.0%) 
leaffaces             7833/65536       15666/131072   (12.0%) 
leafbrushes           6795/65536       13590/131072   (10.4%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            47447/512000     189788/2048000  ( 9.3%) 
edges                25789/256000     103156/1024000  (10.1%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     3169984/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        1876/16777216 ( 0.0%) 
entdata               [variable]       17068/393216   ( 4.3%) 
LDR ambient table     6566/65536       26264/262144   (10.0%) 
HDR ambient table     6566/65536       26264/262144   (10.0%) 
LDR leaf ambient      8272/65536      231616/1835008  (12.6%) 
HDR leaf ambient      6566/65536      183848/1835008  (10.0%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]      105715/0        ( 0.0%) 
physics               [variable]      351938/4194304  ( 8.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 20007
Writing d:\steam\steamapps\jopari\sourcesdk_content	f\mapsrc\ferrisjarateland_test.bsp
2 minutes, 19 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\SteamApps\jopari\sourcesdk_content	f\mapsrc\ferrisjarateland_test.bsp" "d:\steam\steamapps\jopari	eam fortress 2	f\maps\ferrisjarateland_test.bsp"


** Executing...
** Command: d:\steam\steam.exe
** Parameters: -applaunch 440 -game "d:\steam\steamapps\jopari	eam fortress 2	f"  +map "ferrisjarateland_test" 

<soundsscissorsmake>


   -2.284148 -12.136177 0.000000
  3.746500 -12.136177 0.000000
  3.473043 -12.136177 0.000000
  -3.430196 -22.245459 0.000000
make_triangles:calc_triangle_representation: Cannot convert


There be your problem!

Hmmm. I saw it too, but no idea what it is.

How shall I fix this?

if you used the wasteland/interiorFence002d.mdl model in your map, swap it out to something else.

Then uncheck the visgroup for models and recompile (you can say no to both VVIS and VRAD, and check do not run, so you can quickly determine if the error is still there)

If that doesn’t work, uncheck displacements and recompile.

If nothing else works, it’s brushwork. Cordon off parts of your map and recompile to see where the brush is.

I’m making TF2 map, I don’t have displacements yet, and haven’t done any crazy brushwork. Hmm…

Try disabling all the models and recompiling. (VisGroup them off)

I even deleted all models. Didn’t work