Crash to desktop? Created 16 years ago2007-07-04 01:47:48 UTC by TheElzar TheElzar

Created 16 years ago2007-07-04 01:47:48 UTC by TheElzar TheElzar

Posted 16 years ago2007-07-04 01:47:48 UTC Post #227313
I spent the last two hours working on a rough base for a new map, and after the compile (which I didn't recognize any errors in), the map won't fully load in Source.

It seems to load the map up until the actual connection to the server, then Steam crashes to the desktop.

If anyone can pick out the problem with the .vtf I'd be grateful!

I think it might have to do with a displacement error...though I'm not sure...

http://download.yousendit.com/C27EDE812AA64F4D

:
Posted 16 years ago2007-07-04 03:21:25 UTC Post #227321
You should post the compile log here, we may be able to narrow the problem down without needing to download the map.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-07-04 08:23:00 UTC Post #227333
** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:program filessteamsteamappscleophus221counter-strike sourcecstrikematerials
Loading C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
** leaked **
Entity info_player_terrorist (-685.00 -365.00 64.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 360 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/hav*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/havrt"
Can't load skybox file skybox/hav 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) (145024 bytes)
Static prop models/props/de_prodigy/prodcratesa.mdl outside the map (-928.00, -246.09, 88.00)
Static prop models/props/de_prodigy/prodcratesb.mdl outside the map (-376.00, -224.00, 88.00)
Static prop models/props/cs_militia/crate_extrasmallmill.mdl outside the map (-320.00, -272.00, 40.00)
Static prop models/props/cs_militia/crate_extrasmallmill.mdl outside the map (-320.00, -272.00, 88.00)
Static prop models/props/de_prodigy/prodcratesb.mdl outside the map (136.00, -232.00, 112.00)
Static prop models/props/de_prodigy/prodcratesb.mdl outside the map (208.00, -216.00, 112.00)
Static prop models/props/cs_militia/militiarock01.mdl outside the map (448.00, -320.00, 80.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 178 texinfos to 110
Reduced 23 texdatas to 20 (570 bytes to 440)
Writing C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2.bsp
2 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2.bsp
reading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2.prt
LoadPortals: couldn't read c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2.prt

** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2"

Valve Software - vrad.exe SSE (May 22 2006)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2.bsp
No vis information, direct lighting only.
1861 faces
7 degenerate faces
143900 square feet [20721636.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (68)
Build Patch/Sample Hash Table(s).....Done<0.0099 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 20/1024 960/49152 ( 2.0%)
brushes 374/8192 4488/98304 ( 4.6%)
brushsides 3048/65536 24384/524288 ( 4.7%)
planes 3446/65536 68920/1310720 ( 5.3%)
vertexes 3166/65536 37992/786432 ( 4.8%)
nodes 640/65536 20480/2097152 ( 1.0%)
texinfos 110/12288 7920/884736 ( 0.9%)
texdata 20/2048 640/65536 ( 1.0%)
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 1861/65536 104216/3670016 ( 2.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1510/65536 84560/3670016 ( 2.3%)
leaves 661/65536 21152/2097152 ( 1.0%)
leaffaces 2266/65536 4532/131072 ( 3.5%)
leafbrushes 697/65536 1394/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 16215/512000 64860/2048000 ( 3.2%)
edges 9476/256000 37904/1024000 ( 3.7%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 272/32768 2720/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5556/65536 11112/131072 ( 8.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 842624/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 8340/393216 ( 2.1%)
LDR leaf ambient 661/65536 15864/1572864 ( 1.0%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/392 ( 0.3%)
pakfile [variable] 10676/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 145024/4194304 ( 3.5%)

Total Win32 BSP file data space used: 1520956 bytes

Total triangle count: 6454
Writing c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2.bsp
1 minute, 9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2.bsp" "c:program filessteamsteamappscleophus221counter-strike sourcecstrikemapsgg_minimill_v2.bsp"
Posted 16 years ago2007-07-04 08:26:02 UTC Post #227334
Static prop models/props/de_prodigy/prodcratesa.mdl outside the map (-928.00, -246.09, 88.00)
Static prop models/props/de_prodigy/prodcratesb.mdl outside the map (-376.00, -224.00, 88.00)
Static prop models/props/cs_militia/crate_extrasmallm
ill.mdl outside the map (-320.00, -272.00, 40.00)
Static prop models/props/cs_militia/crate_extrasmallm
ill.mdl outside the map (-320.00, -272.00, 88.00)
Static prop models/props/de_prodigy/prodcratesb.mdl outside the map (136.00, -232.00, 112.00)
Static prop models/props/de_prodigy/prodcratesb.mdl outside the map (208.00, -216.00, 112.00)
Static prop models/props/cs_militia/militiarock01.mdl
outside the map (448.00, -320.00, 80.00)
fix it.
** leaked **
Entity info_player_terrorist (-685.00 -365.00 64.00) leaked!
fix it.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-07-04 09:00:12 UTC Post #227335
I must be blind...

I didn't read either of those both times I read through the log...

Thanks... :zonked:
Posted 16 years ago2007-07-04 09:10:18 UTC Post #227336
Tip:

Use Nem's Batch Compiler. During compile, warning are displayed in yellow text and errors in red, so it should be easier to spot them.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-04 09:19:14 UTC Post #227339
Thanks! :D
Posted 16 years ago2007-07-05 03:44:29 UTC Post #227413
I did a bit of tweaking to get rid of the errors, yet I'm still crashing to the desktop when trying to load the map...

Here's an updated compile log...

I'm still working on trying to get Nem's to work :/

[quote]** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:program filessteamsteamappscleophus221counter-strike sourcecstrikematerials
Loading C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.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...
Merged 360 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/hav*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/havrt"
Can't load skybox file skybox/hav 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 (0) (156988 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 258 texinfos to 176
Reduced 24 texdatas to 21 (584 bytes to 454)
Writing C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.bsp
2 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.bsp
reading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.prt
86 portalclusters
256 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 (1)
Optimized: 1 visible clusters (0.00%)
Total clusters visible: 6451
Average clusters visible: 75
Building PAS...
Average clusters audible: 86
visdatasize:2584 compressed from 2752
writing c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.bsp
1 second elapsed

** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3"

Valve Software - vrad.exe SSE (May 22 2006)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.bsp
1974 faces
7 degenerate faces
179140 square feet [25796260.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1967 patches before subdivision
14579 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (74)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (20)
transfers 658357, max 389
transfer lists: 5.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(7775, 7368, 5898)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(491, 365, 172)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(36, 20, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0133 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 37/1024 1776/49152 ( 3.6%)
brushes 398/8192 4776/98304 ( 4.9%)
brushsides 3227/65536 25816/524288 ( 4.9%)
planes 3742/65536 74840/1310720 ( 5.7%)
vertexes 3504/65536 42048/786432 ( 5.3%)
nodes 765/65536 24480/2097152 ( 1.2%)
texinfos 176/12288 12672/884736 ( 1.4%)
texdata 21/2048 672/65536 ( 1.0%)
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 1974/65536 110544/3670016 ( 3.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1608/65536 90048/3670016 ( 2.5%)
leaves 803/65536 25696/2097152 ( 1.2%)
leaffaces 2367/65536 4734/131072 ( 3.6%)
leafbrushes 733/65536 1466/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 17096/512000 68384/2048000 ( 3.3%)
edges 9943/256000 39772/1024000 ( 3.9%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 273/32768 2730/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5553/65536 11106/131072 ( 8.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 841888/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2584/16777216 ( 0.0%)
entdata [variable] 14195/393216 ( 3.6%)
LDR leaf ambient 803/65536 19272/1572864 ( 1.2%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/1340 ( 0.1%)
pakfile [variable] 10676/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 156988/4194304 ( 3.7%)

Total Win32 BSP file data space used: 1587357 bytes

Total triangle count: 6714
Writing c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.bsp
1 minute, 36 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.bsp" "c:program filessteamsteamappscleophus221counter-strike sourcecstrikemapsgg_minimill_v3.bsp"[/quote]

:

EDIT: Sorry for the double post...
Posted 16 years ago2007-07-05 05:46:44 UTC Post #227417
Does this happen only with custom maps, or will it happen with Valve's maps? Also, are you letting Hammer open Half-Life 2, or are you opening it yourself? I've gotten errors before that completely disappear when I manually open the game.
Posted 16 years ago2007-07-05 07:11:34 UTC Post #227420
It only happens with THIS map, period...

None of my other maps do this, nor do Valve's maps...

I'm opening the game myself, and running the map from console...

Crashes like Evel Knievel :(
Posted 16 years ago2007-07-05 08:00:49 UTC Post #227427
wtf.. this thread has asploded 0.o

nobody else see that?!

http://img249.imageshack.us/img249/3012/qtfhf1.jpg
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-07-05 08:12:35 UTC Post #227429
Holy crap!

The latest compile log looks fine to me. Have you got the developer console on, and if so, are you loading the map from it?
AJ AJGlorious Overlord
Posted 16 years ago2007-07-05 08:15:48 UTC Post #227430
Yessuh...

Loading it directly from console...

map gg_minimill_v3

Maybe I should save it and compile it with a different name...

I'll see if that works...

EDIT: Nope...

I changed the name, re-compiled...and it still crashes hl2.exe while it's trying to "Initialize Renderer"...

>_<
Posted 16 years ago2007-07-08 13:12:38 UTC Post #227949
Mini-Bump!

I've tried multiple things to see if I can get it load...and it keeps crashing at the point where it's trying to "Initialize Renderer"...

Here's the .vmf http://download.yousendit.com/8748CA307E129DA5

Here's the .bsp (to see if anyone else can load it) http://download.yousendit.com/7AF3E0B76BC9CCF8

And here's the latest compile log:

[quote]
** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:program filessteamsteamappscleophus221counter-strike sourcecstrikematerials
Loading C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.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...
Merged 362 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/hav*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/havrt"
Can't load skybox file skybox/hav 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 (0) (151326 bytes)
Error! prop_static using model "models/props_c17/furnituredrawer001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furnituredrawer001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 202 texinfos to 149
Reduced 24 texdatas to 21 (628 bytes to 489)
Writing C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.bsp
4 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.bsp
reading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.prt
111 portalclusters
386 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 (13)
Optimized: 8 visible clusters (0.00%)
Total clusters visible: 10957
Average clusters visible: 98
Building PAS...
Average clusters audible: 111
visdatasize:3993 compressed from 3552
writing c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.bsp
13 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3"

Valve Software - vrad.exe SSE (May 22 2006)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.bsp
1992 faces
7 degenerate faces
184977 square feet [26636748.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1985 patches before subdivision
14779 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (86)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
transfers 673951, max 396
transfer lists: 5.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(7990, 7601, 6074)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(509, 379, 180)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(37, 21, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0136 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 22/1024 1056/49152 ( 2.1%)
brushes 390/8192 4680/98304 ( 4.8%)
brushsides 3180/65536 25440/524288 ( 4.9%)
planes 3742/65536 74840/1310720 ( 5.7%)
vertexes 3496/65536 41952/786432 ( 5.3%)
nodes 712/65536 22784/2097152 ( 1.1%)
texinfos 149/12288 10728/884736 ( 1.2%)
texdata 21/2048 672/65536 ( 1.0%)
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 1992/65536 111552/3670016 ( 3.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1620/65536 90720/3670016 ( 2.5%)
leaves 735/65536 23520/2097152 ( 1.1%)
leaffaces 2489/65536 4978/131072 ( 3.8%)
leafbrushes 782/65536 1564/131072 ( 1.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 17291/512000 69164/2048000 ( 3.4%)
edges 9996/256000 39984/1024000 ( 3.9%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 282/32768 2820/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5757/65536 11514/131072 ( 8.8%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 852072/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3993/16777216 ( 0.0%)
entdata [variable] 12045/393216 ( 3.1%)
LDR leaf ambient 735/65536 17640/1572864 ( 1.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/1530 ( 0.1%)
pakfile [variable] 20856/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 151326/4194304 ( 3.6%)

Total Win32 BSP file data space used: 1596110 bytes

Total triangle count: 6825
Writing c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.bsp
1 minute, 50 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.bsp" "c:program filessteamsteamappscleophus221counter-strike sourcecstrikemapsgg_littlecabin_v3.bsp"[/quote]

Somebody's gotta have an idea... :aghast:
Posted 16 years ago2007-07-08 13:20:57 UTC Post #227951
Your compile log is clean except for a prop that is set to the wrong entity but that wouldn't cause it to freeze.

If I was you I would go through the VMF and delete a certain area and test. If it still crashes then delete more stuff and test until the error goes and then narrow it down till you find out what objects cause it to crash.

If it crashes it could be because you have no player starts? Or they're stuck.
Habboi HabboiSticky White Love Glue
Posted 16 years ago2007-07-08 13:24:33 UTC Post #227952
I've tried that...

I went in and deleted anything and everything even SLIGHTLY taxing...

Water, hollowed cylinders, props, rocks, displacement textures on non-displacement surfaces...

It still continues to crash...

That's why I offered the .vmf and .bsp

There must be something I'm not seeing... :furious:
Posted 16 years ago2007-07-08 14:04:32 UTC Post #227955
Alright have you tried just copying and pasting the whole map into a new file. It sometimes fixes it if the error isn't map related.
Habboi HabboiSticky White Love Glue
Posted 16 years ago2007-07-08 15:43:03 UTC Post #227960
Still crashes... :cry:
Posted 16 years ago2007-07-08 15:49:26 UTC Post #227961
Perhaps you have an invalid entity setup that Source cannot handle. Hammer may say nothing about it, the compile log may say nothing about it, but that doesn't always mean everything works.

Check your entities. Remove them one by one, compile, and test.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-08 15:51:10 UTC Post #227962
Seeing as I have free time lately I'll check the VMF now as Hammer is open...Depending on how big your map is I'll try but I won't spend all night on it :) Brb with a reply if I fixed it.

*Right it has been 2 minutes and my first look is you have skyboxed the map. I'll fix it that for you. Second that waterwheel...It looks as though it was carved...It's split into loads of fucked up brushes...I'll test that. Lastly you don't need to use origin for doors. The small circle that is made when you turn it into a door determines axis.

Ok I'll get those sorted. Nice little map though.

Edit 2

DEAR GOD MAN! You tied the whole map to func_detail! That may be the reason...

Hang on...You have carved haven't you? The well is so badly cut up into tiny brushes...I'll have to remake it with the arch tool.

Edit 3

Ok almost done. I've drastically changed your map and optimized it with nodraw and fixed intersecting brushes. This map is a little messy so I had to reshape brushes etc but no worries it is the same. I must admit I was tempted to detail up your map but I guessed by the simplicity that you wanted it that way so I restrained myself.

Anyway all that's left is this well and the waterwheel...It's nice but you've used a nasty tool to make it which is most likely the evil bug causing it to crash. Assuming you used the carve tool then it broke the cylinder into tiny brushes that the engine no likey. So I'll try to remake them...My arch tool skills suck but I'll try.
Habboi HabboiSticky White Love Glue
Posted 16 years ago2007-07-08 17:16:52 UTC Post #227967
Wherever you get fed up with fixing it feel free to give yourself a rest, haha...

I'm a bit of a noob when it comes to mapping (as you see, only been at it for a few weeks) but those tips helped...

Thanks a BUNCH for checking it out for me...

The well and waterwheel are both hollowed cylinders manipulated a bit...

I know it's a bunch of tiny pieces now, but I'd done things like that before with positive outcomes so I wasn't too worried...

I haven't carved anything though...I'm afraid of that tool :zonked:

The water was my biggest worry...

Is it alright if it goes through brushes? Or will I have to sort it out so that goes around them...

And on the detail...I was about to continue to that step when it started crashing...I wanted to get a feel for it...to see where things were and how it played out...but I never even got to walk around it...It's by NO means finished...

Either way...thanks a hell of a lot... :biggrin:
Posted 16 years ago2007-07-08 17:34:54 UTC Post #227968
Alright this whole arch thing is not my strong point so my well is a bit icky...I mean it's just filling in holes without it intersecting a tiny bit is hard and I'm getting tired. I may try the water wheel next but it looks like it could take a while. Apart from that your map is all fixed. Haven't tested it but I am sure it's those badly cut brushes and the fact half the map was tied to func_detail.

Also it's ok for water to intersect.

A few tips though is I covered the places the player never sees with nodraw to save FPS. You'll notice a lot of yellow in your map on brushes. I nodrawed the outside because it keeps it tidy but anything facing the void is not rendered so it is not required but i do it to keep it clean.

Not long now I think.

Alright I've finished the well. Although the bottom inner ring was messy so feel free to remake the 4 corners. I made them fit but they became invalid and were deleted...So I got angry.

As for the water wheel I noticed you parented the small buckets to the rotating bigger wheel. I wonder if this causes it to crash. I can picture 15 small wheels spinning as a larger one spins...I think that causes it to get jammed or something and the engine doesn't like that. I would suggest deleting it but if it has worked in the past then I don't know. I really have no more energy or will to remake it. I'm sorry but I did change a lot and if this doesn't work out you can still learn from it and start a new one.

Here is the VMF anyway:

www.habboi.co.uk/gg_littlecabin_v3.vmf

Anyway you'll also noticed I placed cubemaps around the map. You have to do this so the textures can receive the reflection data. I hope you know that after compiling a map you must type buildcubemaps in console after the map has loaded. Then re-load the map and the textures will look correctly reflective. You have to do this with every new compile as the old data is thrown away.

Hope I helped. I'm gonna collapse on my chair now...
Habboi HabboiSticky White Love Glue
Posted 16 years ago2007-07-08 19:19:51 UTC Post #227980
Just a little something to keep in mind:

Not too long ago, I made the mistake of parenting one object to an other, then parenting that other object to the original one, and it always crashed me to the desktop. Just be on the look out for that sort of parenting paradox. :D
Posted 16 years ago2007-07-08 19:57:00 UTC Post #227982
Heh, Splint...

One moves as the other does as the other does as the other does... ... ... :nuke:

And thanks, Habboi...I appreciate being able to alleviate your boredom for a while...

My thought with the water wheel was to have the large wheel rotating a certain speed in 1 direction, and the smaller buckets rotating the same speed in the opposite direction. In theory it was supposed to create the effect of the buckets being held by gravity, like a ferris wheel rather than a waterwheel...I dunno why I wanted to do that...I figure it was just a neat idea, since that's not how waterwheels work...

Hopefully I can figure out how to correctly make these things with the arch tool, I'm not used to it, as I've only used it to make spiral staircases, but I suppose I could learn...

Thanks again, I think I've learned more from you fixing my errors than I have the entire week I've been mapping :lol:
_____

Also, for the sake of not starting another thread...Is there a way to create multiple skybox textures on one map...Since you can only set 1 in the map properties I figure it requires some coding if at all possible...

I'm working on this little pet project, a HL2 version of SAW, and I need to have multiple outdoor settings...I started to fiddle with the idea of simply changing the light_environment drastically each time to get a different feel with the same skybox texture, and maybe doing some 3D skyboxes (which I'm not really comfortable with)...

Any ideas/suggestions?
Posted 16 years ago2007-07-08 20:10:54 UTC Post #227984
Right well first of all since HL2 is BSP Leaf Based you can't have a dynamic environment however a clever sod coded one a while ago for a mod. It might have been for Gmod but somehow I think using entities and a bit of coding he was able to change the light_environment and the sky like it was day to night.

And the Saw idea...It's kinda been done : ) Good maps they were. Saw 1, 2 and I believe 3 was in the works...Don't know what happened. You should try them for ideas.

Glad I could help.
Habboi HabboiSticky White Love Glue
Posted 16 years ago2007-07-08 20:29:03 UTC Post #227987
I've seen the 1st 2 SAW maps, and they were kind of not what I was expecting from a HL2 based SP game...

They were nice, but I'm not sure what they were aiming for...
Posted 16 years ago2007-07-08 20:31:29 UTC Post #227988
For some reason it posted twice...

Hmm...

Yea, I wanted to put my own spin on it...The SAW maps were a bit too "un-inspired"...The puzzles were less intense than should be for a SAW map, and were too easy...

I like creating the story, rather than ripping it off, and would rather do it with more voice acting...

I've been working on it more and more as I learn new things, so hopefully by the time it's finished it will be chock full of detail, experience, and such...
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