Map Crashes in HL2 Menu

Any aspects of level design for the Source engine.

Map Crashes in HL2 Menu

Postby stukabomber44 on Thu Oct 13, 2011 4:08 am

Hey guys,

My map was working fine but then I added the Gman and some points for him to follow and it went to shit. I deleted the room and the extra part I created, walled it up and it still wont run. Any ideas?




** Executing...
** Command: "c:\program files (x86)\steam\steamapps\jaimesmith182\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\jaimesmith182\half-life 2\hl2" "C:\Users\Jaime\Desktop\MMV\demo10.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\jaimesmith182\half-life 2\hl2\materials
Loading C:\Users\Jaime\Desktop\MMV\demo10.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\jaimesmith182\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/demo10/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity func_button (-833.00 338.00 204.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.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) (140137 bytes)
Error! prop_static using model "models/props_junk/trashdumpster01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/trashdumpster01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 128 texinfos to 88
Reduced 18 texdatas to 16 (429 bytes to 368)
Writing C:\Users\Jaime\Desktop\MMV\demo10.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\jaimesmith182\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\jaimesmith182\half-life 2\hl2" "C:\Users\Jaime\Desktop\MMV\demo10"

Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\users\jaime\desktop\mmv\demo10.bsp
reading c:\users\jaime\desktop\mmv\demo10.prt
LoadPortals: couldn't read c:\users\jaime\desktop\mmv\demo10.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\jaimesmith182\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\jaimesmith182\half-life 2\hl2" "C:\Users\Jaime\Desktop\MMV\demo10"

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

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\jaime\desktop\mmv\demo10.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.44 seconds)
1544 faces
97307 square feet [14012264.00 square inches]
1 Displacements
2835 Square Feet [408284.22 Square Inches]
28 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<0.0030 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (6)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 19/1024 912/49152 ( 1.9%)
brushes 370/8192 4440/98304 ( 4.5%)
brushsides 2494/65536 19952/524288 ( 3.8%)
planes 1566/65536 31320/1310720 ( 2.4%)
vertexes 2805/65536 33660/786432 ( 4.3%)
nodes 1351/65536 43232/2097152 ( 2.1%)
texinfos 88/12288 6336/884736 ( 0.7%)
texdata 16/2048 512/65536 ( 0.8%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 8102/0 8102/0 ( 0.0%)
faces 1544/65536 86464/3670016 ( 2.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1066/65536 59696/3670016 ( 1.6%)
leaves 1371/65536 43872/2097152 ( 2.1%)
leaffaces 1770/65536 3540/131072 ( 2.7%)
leafbrushes 547/65536 1094/131072 ( 0.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 11471/512000 45884/2048000 ( 2.2%)
edges 6749/256000 26996/1024000 ( 2.6%)
LDR worldlights 28/8192 2464/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 154/32768 1540/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2520/65536 5040/131072 ( 3.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 266800/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 57844/393216 (14.7%)
LDR ambient table 1371/65536 5484/262144 ( 2.1%)
HDR ambient table 1371/65536 5484/262144 ( 2.1%)
LDR leaf ambient 6224/65536 174272/1835008 ( 9.5%)
HDR leaf ambient 1371/65536 38388/1835008 ( 2.1%)
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] 1/4952 ( 0.0%)
pakfile [variable] 174014/0 ( 0.0%)
physics [variable] 140137/4194304 ( 3.3%)
physics terrain [variable] 774/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 4114
Writing c:\users\jaime\desktop\mmv\demo10.bsp
10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Jaime\Desktop\MMV\demo10.bsp" "c:\program files (x86)\steam\steamapps\jaimesmith182\half-life 2\hl2\maps\demo10.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 220 -game "c:\program files (x86)\steam\steamapps\jaimesmith182\half-life 2\hl2" -novid +map "demo10"
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Re: Map Crashes in HL2 Menu

Postby Post-Hoc on Thu Oct 13, 2011 4:10 am

Your Func_Button leaked.
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Re: Map Crashes in HL2 Menu

Postby stukabomber44 on Thu Oct 13, 2011 4:32 am

Ok, well I got rid of that, the problem still persists.



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\jaimesmith182\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\jaimesmith182\half-life 2\hl2" "C:\Users\Jaime\Desktop\MMV\demo10.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\jaimesmith182\half-life 2\hl2\materials
Loading C:\Users\Jaime\Desktop\MMV\demo10.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\jaimesmith182\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/demo10/dev/dev_blendmeasure_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:\Users\Jaime\Desktop\MMV\demo10.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.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) (139369 bytes)
Error! prop_static using model "models/props_junk/trashdumpster01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/trashdumpster01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 113 texinfos to 80
Reduced 18 texdatas to 16 (429 bytes to 368)
Writing C:\Users\Jaime\Desktop\MMV\demo10.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\jaimesmith182\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\jaimesmith182\half-life 2\hl2" "C:\Users\Jaime\Desktop\MMV\demo10"

Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\users\jaime\desktop\mmv\demo10.bsp
reading c:\users\jaime\desktop\mmv\demo10.prt
381 portalclusters
1013 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: 54 visible clusters (0.00%)
Total clusters visible: 26639
Average clusters visible: 69
Building PAS...
Average clusters audible: 190
visdatasize:27184 compressed from 36576
writing c:\users\jaime\desktop\mmv\demo10.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\jaimesmith182\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\jaimesmith182\half-life 2\hl2" "C:\Users\Jaime\Desktop\MMV\demo10"

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

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\jaime\desktop\mmv\demo10.bsp
Setting up ray-trace acceleration structure... Done (0.43 seconds)
1442 faces
79409 square feet [11435015.00 square inches]
1 Displacements
2835 Square Feet [408284.22 Square Inches]
1442 patches before subdivision
10998 patches after subdivision
28 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 942834, max 372
transfer lists: 7.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(27478, 9710, 3081)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(11630, 1511, 157)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(5240, 240, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2467, 38, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(1221, 6, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(634, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(345, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(195, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(114, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(68, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(41, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(25, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(16, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0042 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.
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 17/1024 816/49152 ( 1.7%)
brushes 369/8192 4428/98304 ( 4.5%)
brushsides 2488/65536 19904/524288 ( 3.8%)
planes 1544/65536 30880/1310720 ( 2.4%)
vertexes 2317/65536 27804/786432 ( 3.5%)
nodes 957/65536 30624/2097152 ( 1.5%)
texinfos 80/12288 5760/884736 ( 0.7%)
texdata 16/2048 512/65536 ( 0.8%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 8102/0 8102/0 ( 0.0%)
faces 1442/65536 80752/3670016 ( 2.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 983/65536 55048/3670016 ( 1.5%)
leaves 975/65536 31200/2097152 ( 1.5%)
leaffaces 1633/65536 3266/131072 ( 2.5%)
leafbrushes 639/65536 1278/131072 ( 1.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 10614/512000 42456/2048000 ( 2.1%)
edges 6226/256000 24904/1024000 ( 2.4%)
LDR worldlights 28/8192 2464/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 102/32768 1020/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1758/65536 3516/131072 ( 2.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 261116/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 27184/16777216 ( 0.2%)
entdata [variable] 56810/393216 (14.4%)
LDR ambient table 975/65536 3900/262144 ( 1.5%)
HDR ambient table 975/65536 3900/262144 ( 1.5%)
LDR leaf ambient 2714/65536 75992/1835008 ( 4.1%)
HDR leaf ambient 975/65536 27300/1835008 ( 1.5%)
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] 1/4950 ( 0.0%)
pakfile [variable] 174014/0 ( 0.0%)
physics [variable] 139369/4194304 ( 3.3%)
physics terrain [variable] 774/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 3794
Writing c:\users\jaime\desktop\mmv\demo10.bsp
9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Jaime\Desktop\MMV\demo10.bsp" "c:\program files (x86)\steam\steamapps\jaimesmith182\half-life 2\hl2\maps\demo10.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 220 -game "c:\program files (x86)\steam\steamapps\jaimesmith182\half-life 2\hl2" -novid +map "demo10"
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Re: Map Crashes in HL2 Menu

Postby Post-Hoc on Thu Oct 13, 2011 5:20 am

Error! prop_static using model "models/props_junk/trashdumpster01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/trashdumpster01a.mdl"!


Also what's with the '+map "demo10"' at the end?
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Re: Map Crashes in HL2 Menu

Postby Zecrah on Thu Oct 13, 2011 5:15 pm

That means it'll load the map after compiling. Try disabling that, stuka. Check the 'don't run game after compiling' box in the compile window. Causes more hassle than it's worth.

What I do is have the game running in a window and just alt-tab to it, then use console and type "map demo10" or whatever the map name is. If you launch with the -dev flag it disables background menus and gives you a bit of diagnostics in the top left.

I must also point you to this tool, it's incredibly useful: http://www.interlopers.net/errors/index.php :P
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Re: Map Crashes in HL2 Menu

Postby Gary on Thu Oct 13, 2011 6:18 pm

Zecrah wrote:[...] Check the 'don't run game after compiling' box in the compile window. Causes more hassle than it's worth.


I have never had any problems with it :?


Zecrah wrote:What I do is have the game running in a window and just alt-tab to it, then use console and type "map demo10" or whatever the map name is. If you launch with the -dev flag it disables background menus and gives you a bit of diagnostics in the top left.


I work like this too.
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Re: Map Crashes in HL2 Menu

Postby Zecrah on Thu Oct 13, 2011 7:02 pm

Hm weird. It used to cause issues for me. It seems selective, so it's worth a shot.
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Re: Map Crashes in HL2 Menu

Postby Jangalomph on Thu Oct 13, 2011 9:30 pm

Make sure your displacements are a power of 3 and not 4. This will cause maps to crash for no reason at all. "I assume you have at least 1 displacement"
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Re: Map Crashes in HL2 Menu

Postby Zecrah on Thu Oct 13, 2011 9:47 pm

I use displacements to the power of 4 occasionally.

:o
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Re: Map Crashes in HL2 Menu

Postby Dives on Thu Oct 13, 2011 10:48 pm

Its not displacements of the power of 4 specifically, its that if you make a displacement that has vertexes that are too dense, it causes a crash. You can use a power of 4 displacement if it's big enough.

But I don't think that's relevant to Stukabomber's problem. When you say it doesn't run, does it crash HL2, or does it stick you back at the menu? If its the latter, does the console show any errors?
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Re: Map Crashes in HL2 Menu

Postby Jangalomph on Thu Oct 13, 2011 11:22 pm

Meh, try the power of 4 to 3 thing because you never know. It works wonders sometimes.
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