Forum posts

Posted 8 years ago2015-11-24 14:00:26 UTC
in Hammer Editor CS:S Map crash Post #327524
It is really frustraiting! Yesterday I tried it with a no steam version of cs:s (v after 2013), same error the map loads when props are disabled and the map crashes when there is just one prop. And again it does not matter which one it is.

Here is the compile log:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\****\Dropbox\Dokumente\CSS Map\Map\Shdown.vmf"

Valve Software - vbsp.exe (Oct 13 2015)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading C:\Users\\****\\Dropbox\Dokumente\CSS Map\Map\Shdown.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/shdown/nature/blendgrassgrass001a_wvt_patch
Patching WVT material: maps/shdown/nature/blendcliffgrass001a_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 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\\****\\Dropbox\Dokumente\CSS Map\Map\Shdown.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) (68055 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 381 texinfos to 298
Reduced 28 texdatas to 23 (816 bytes to 620)
Writing C:\Users\\****\\Dropbox\Dokumente\CSS Map\Map\Shdown.bsp
2 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\\****\\Dropbox\Dokumente\CSS Map\Map\Shdown"

Valve Software - vvis.exe (Oct 13 2015)
8 threads
reading c:\users\\****\\dropbox\dokumente\css map\map\Shdown.bsp
reading c:\users\\****\\dropbox\dokumente\css map\map\Shdown.prt
202 portalclusters
697 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 (6)
Optimized: 24 visible clusters (0.07%)
Total clusters visible: 33012
Average clusters visible: 163
Building PAS...
Average clusters audible: 202
visdatasize:12145 compressed from 12928
writing c:\users\\****\\dropbox\dokumente\css map\map\Shdown.bsp
6 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Peter\Dropbox\Dokumente\CSS Map\Map\Shdown"

Valve Software - vrad.exe SSE (Oct 13 2015)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\users\\****\\dropbox\dokumente\css map\map\Shdown.bsp
Setting up ray-trace acceleration structure... Done (0.94 seconds)
777 faces
206625 square feet [29754104.00 square inches]
26 Displacements
13611 Square Feet [1960005.63 Square Inches]
777 patches before subdivision
4911 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 131838, max 444
transfer lists: 1.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0016 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (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 5/1024 240/49152 ( 0.5%)
brushes 202/8192 2424/98304 ( 2.5%)
brushsides 1423/65536 11384/524288 ( 2.2%)
planes 892/65536 17840/1310720 ( 1.4%)
vertexes 1311/65536 15732/786432 ( 2.0%)
nodes 422/65536 13504/2097152 ( 0.6%)
texinfos 298/12288 21456/884736 ( 2.4%)
texdata 23/2048 736/65536 ( 1.1%)
dispinfos 26/0 4576/0 ( 0.0%)
disp_verts 762/0 15240/0 ( 0.0%)
disp_tris 1024/0 2048/0 ( 0.0%)
disp_lmsamples 36956/0 36956/0 ( 0.0%)
faces 777/65536 43512/3670016 ( 1.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 552/65536 30912/3670016 ( 0.8%)
leaves 428/65536 13696/2097152 ( 0.7%)
leaffaces 1008/65536 2016/131072 ( 1.5%)
leafbrushes 494/65536 988/131072 ( 0.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5478/512000 21912/2048000 ( 1.1%)
edges 3413/256000 13652/1024000 ( 1.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 42/32768 420/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 717/65536 1434/131072 ( 1.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 243180/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 12145/16777216 ( 0.1%)
entdata [variable] 14701/393216 ( 3.7%)
LDR ambient table 428/65536 1712/262144 ( 0.7%)
HDR ambient table 428/65536 1712/262144 ( 0.7%)
LDR leaf ambient 230/65536 6440/1835008 ( 0.4%)
HDR leaf ambient 428/65536 11984/1835008 ( 0.7%)
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] 1/12096 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/13290 ( 0.0%)
pakfile [variable] 213053/0 ( 0.0%)
physics [variable] 68055/4194304 ( 1.6%)
physics terrain [variable] 3508/1048576 ( 0.3%)

Level flags = 0

Total triangle count: 1818
Writing c:\users\\****\\dropbox\dokumente\css map\map\Shdown.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\\****\\Dropbox\Dokumente\CSS Map\Map\Shdown.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\Shdown.bsp"
Posted 8 years ago2015-11-23 23:00:14 UTC
in Hammer Editor CS:S Map crash Post #327511
Hi I made my custom map for CSS:S and wanted to test it. The problem is that the map crashes when it loads (World init..) There is no error shown in the console or somewhere else, the game just closes.

There are no errors in the compile log and I also tried to verify my files throug steam.
Furthermore I discoverd a strang error, once I disabled all the props the map was loaded correctly and I was able to play.

So my guess is that there is someting wrong with props. First I thougt maybe there is one corrupt prop so I tried to compile with just one kind of prop than with another but it seems that this does not effect the result.

Does anyone had the same issue. Or has an idea what to do?
I spent to much time on the map for such a stupid error :(