Door crashes map on close & Sprite in 3D skybox

Any aspects of level design for the Source engine.

Door crashes map on close & Sprite in 3D skybox

Postby abenito206 on Mon Nov 25, 2013 12:21 am

Func_door_rotating
Image

I seem to have an issue where my func_door_rotatings crash my map. The weird thing, is that it is only the doors that are to the cells in the jail of the map. All other func_door_rotatings and func_doors are perfectly fine. What's more, is that they only crash when they are closing. They open perfectly fine. At first, since I wanted the Nova Prospekt cell doors, I used the prop_door_rotating entity in order to get them and, just like now they opened perfectly fine, but when I closed them, the map crashed. So I figured maybe that the entity was bunked, so I instead tried making func_door_rotatings textured with nodraw and simply binding them to prop_dynamics with the same cell door model. Needless to say, even this leads to the map crashing once the doors close. I've looked up a few things on these forums, but I haven't seen anything pertaining to this problem. Please help. :C

Sprite in Skybox
Image

Yeah, this issue is pretty self explanatory. There is a sprite in my 3D skybox that renders but was not placed there. As you can see in the image, only a light_environment and a sky_camera are in the skybox and for some reason that sprite is in the exact spot that the sky_camera is in. Yeah, I am using those sprites in other locations, but nowhere near there. And what's really weird is that it doesn't pop up right away. The sprite appears after a few moments, but before then, it's not there.

If it means anything, I'm compiling my map with VBCT and I have T-Junctions disabled due to the map being really freaking big.

Here's the log if it helps.
VBSP Started, Please Wait!

VBSP: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe -notjunc -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall"

Valve Software - vbsp.exe (Nov 1 2013)
notjunc = true
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_2, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_D, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_H, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop stone for material STONE/TIDSTAIRSATP, using default
Can't find surfaceprop stone for material STONE/TIDSTAIRSAFRNT, using default
"materials/de_prodigy/metal02.vtf": cached version doesn't exist
Can't find surfaceprop door for material DE_TIDES/TIDES_STORAGEDOOR, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/rp_jerall/nature/blendgrassdirt01_wvt_patch
Patching WVT material: maps/rp_jerall/nature/blendgrassdirt02_wvt_patch
Patching WVT material: maps/rp_jerall/nature/blendtoxictoxic002a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10115.8 3699.4 -3162.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10021.6 3566.2 -3162.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10105.4 3539.4 -3162.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10013.3 3582.7 -3162.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10160.0 3532.0 -3108.9)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10104.0 3684.0 -3098.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 2764 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (6)
writing C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.prt...Building visibility clusters...
done (0)
Can't load skybox file skybox/militia_hdr to build the default cubemap!
Can't load skybox file skybox/militia_hdr 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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (11732461 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 15231 texinfos to 10670
Reduced 228 texdatas to 200 (7061 bytes to 5920)
Writing C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
25 seconds elapsed

Compile Complete for this module.
VBSP Completed: Sunday, November 24, 2013, 6:36:03 PM
VBSP: WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
VBSP: Compile time: 25 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe -fast -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall"

Valve Software - vvis.exe (Nov 1 2013)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.prt
2790 portalclusters
9124 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (9)
Optimized: 494047 visible clusters (10.69%)
Total clusters visible: 4621647
Average clusters visible: 1656
Building PAS...
Average clusters audible: 2741
visdatasize:1689512 compressed from 1964160
writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
11 seconds elapsed

Compile Complete for this module.
VVIS Completed: Sunday, November 24, 2013, 6:36:15 PM
VVIS: Compile time: 11 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall"

Valve Software - vrad.exe SSE (Nov 1 2013)

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

Loading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
Setting up ray-trace acceleration structure... Done (21.58 seconds)
24916 faces
37 degenerate faces
2940045 square feet [423366528.00 square inches]
185 Displacements
774060 Square Feet [111464760.00 Square Inches]
24879 patches before subdivision
227137 patches after subdivision
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
sun extent from map=0.087156
sun extent from map=0.087156
light has _fifty_percent_distance of 44.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 44.000000 but _zero_percent_distance of 0.000000
208 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (159)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (208)
transfers 22201156, max 1863
transfer lists: 169.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(428741, 424002, 124304)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(56536, 50641, 13264)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4797, 3606, 744)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(860, 632, 125)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(103, 65, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(21, 13, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1058 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (29)
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 (30)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 188/1024 9024/49152 (18.4%)
brushes 7832/8192 93984/98304 (95.6%) VERY FULL!
brushsides 55915/65536 447320/524288 (85.3%) VERY FULL!
planes 19208/65536 384160/1310720 (29.3%)
vertexes 43846/65536 526152/786432 (66.9%)
nodes 9898/65536 316736/2097152 (15.1%)
texinfos 10670/12288 768240/884736 (86.8%) VERY FULL!
texdata 200/2048 6400/65536 ( 9.8%)
dispinfos 185/0 32560/0 ( 0.0%)
disp_verts 45641/0 912820/0 ( 0.0%)
disp_tris 80320/0 160640/0 ( 0.0%)
disp_lmsamples 2124220/0 2124220/0 ( 0.0%)
faces 24916/65536 1395296/3670016 (38.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 20413/65536 1143128/3670016 (31.1%)
leaves 10087/65536 322784/2097152 (15.4%)
leaffaces 30843/65536 61686/131072 (47.1%)
leafbrushes 15253/65536 30506/131072 (23.3%)
areas 3/256 24/2048 ( 1.2%)
surfedges 181991/512000 727964/2048000 (35.5%)
edges 133891/256000 535564/1024000 (52.3%)
LDR worldlights 207/8192 18216/720896 ( 2.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 29/1024 464/16384 ( 2.8%)
overlays 61/512 21472/180224 (11.9%)
LDR lightdata [variable] 9888356/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1689512/16777216 (10.1%)
entdata [variable] 334238/393216 (85.0%) VERY FULL!
LDR ambient table 10087/65536 40348/262144 (15.4%)
HDR ambient table 10087/65536 40348/262144 (15.4%)
LDR leaf ambient 38286/65536 1072008/1835008 (58.4%)
HDR leaf ambient 10087/65536 282436/1835008 (15.4%)
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] 1/1086476 ( 0.0%)
dtl prp lght [variable] 1/1084 ( 0.1%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/157954 ( 0.0%)
pakfile [variable] 24445/0 ( 0.0%)
physics [variable] 11732461/4194304 (279.7%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 50138
Writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
7 minutes, 42 seconds elapsed

Compile Complete for this module.
VRAD Completed: Sunday, November 24, 2013, 6:43:59 PM
VRAD: brushes 7832/8192 93984/98304 (95.6%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: brushsides 55915/65536 447320/524288 (85.3%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: texinfos 10670/12288 768240/884736 (86.8%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: entdata [variable] 334238/393216 (85.0%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: physics [variable] 11732461/4194304 (279.7%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 7 minutes, 42 seconds elapsed
abenito206
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Joined: Thu Apr 19, 2012 10:29 pm

Re: Door crashes map on close & Sprite in 3D skybox

Postby LordDz on Mon Nov 25, 2013 12:32 am

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10115.8 3699.4 -3162.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10021.6 3566.2 -3162.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10105.4 3539.4 -3162.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10013.3 3582.7 -3162.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10160.0 3532.0 -3108.9)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:

You have a leak.
Go to those brushes or go to 10115.8 3699.4 -3162.0 and see what's wrong.
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LordDz
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Joined: Mon Sep 01, 2008 12:28 pm
Location: Hammer Crash Logs

Re: Door crashes map on close & Sprite in 3D skybox

Postby abenito206 on Mon Nov 25, 2013 12:52 am

I've checked them out before. And I see no leaks what so ever. I have loaded point files and there apparently are none to load. Plus, they are surrounded by hints and skips. :C

Edit: I even cordoned it off to a point which did not include the part of the map that the compile log said were "leaks" just to see if that was really it. The doors still cause crashes.

The vmf is here is anyone would by chance be interested.

http://www.filedropper.com/jeralljail
abenito206
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Re: Door crashes map on close & Sprite in 3D skybox

Postby Dives on Mon Nov 25, 2013 6:51 pm

That type of error is caused by having an invalid brush or some funky brush intersection and vbsp can't figure out how to form visleafs around it. Go to that brush ID and clean up the geometry.
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Location: Moorpark, CA

Re: Door crashes map on close & Sprite in 3D skybox

Postby abenito206 on Tue Nov 26, 2013 1:35 am

I fixed all the little "FindPortalSide" errors just in case and my doors continue to crash the game. I don't know what to do. Here's the new log.

Compile Log

VBSP Started, Please Wait!

VBSP: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe -notjunc -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall"

Valve Software - vbsp.exe (Nov 1 2013)
notjunc = true
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_2, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_D, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_H, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop stone for material STONE/TIDSTAIRSATP, using default
Can't find surfaceprop stone for material STONE/TIDSTAIRSAFRNT, using default
"materials/de_prodigy/metal02.vtf": cached version doesn't exist
Can't find surfaceprop door for material DE_TIDES/TIDES_STORAGEDOOR, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/rp_jerall/nature/blendgrassdirt01_wvt_patch
Patching WVT material: maps/rp_jerall/nature/blendgrassdirt02_wvt_patch
Patching WVT material: maps/rp_jerall/nature/blendtoxictoxic002a_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 (1)
Find Visible Detail Sides...
Merged 2772 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (6)
writing C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.prt...Building visibility clusters...
done (0)
Can't load skybox file skybox/militia_hdr to build the default cubemap!
Can't load skybox file skybox/militia_hdr 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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (11732477 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 15231 texinfos to 10670
Reduced 228 texdatas to 200 (7061 bytes to 5920)
Writing C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
20 seconds elapsed

Compile Complete for this module.
VBSP Completed: Monday, November 25, 2013, 6:13:48 PM
VBSP: WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
VBSP: Compile time: 20 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe -fast -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall"

Valve Software - vvis.exe (Nov 1 2013)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.prt
2781 portalclusters
9103 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (8)
Optimized: 493001 visible clusters (10.71%)
Total clusters visible: 4602001
Average clusters visible: 1654
Building PAS...
Average clusters audible: 2732
visdatasize:1682394 compressed from 1957824
writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
10 seconds elapsed

Compile Complete for this module.
VVIS Completed: Monday, November 25, 2013, 6:13:59 PM
VVIS: Compile time: 10 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall"

Valve Software - vrad.exe SSE (Nov 1 2013)

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

Loading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
Setting up ray-trace acceleration structure... Done (21.31 seconds)
24910 faces
37 degenerate faces
2940084 square feet [423372160.00 square inches]
185 Displacements
774060 Square Feet [111464760.00 Square Inches]
24873 patches before subdivision
227161 patches after subdivision
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
sun extent from map=0.087156
sun extent from map=0.087156
light has _fifty_percent_distance of 44.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 44.000000 but _zero_percent_distance of 0.000000
208 direct lights
BuildFacelights: 0...1...2...3...4...Results copied to the clipboard.
5...6...7...8...9...10 (164)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (225)
transfers 22201043, max 1863
transfer lists: 169.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(428762, 423994, 124305)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(56540, 50643, 13264)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4797, 3606, 744)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(860, 632, 125)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(103, 65, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(21, 13, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1053 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (39)
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 (32)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 188/1024 9024/49152 (18.4%)
brushes 7832/8192 93984/98304 (95.6%) VERY FULL!
brushsides 55913/65536 447304/524288 (85.3%) VERY FULL!
planes 19202/65536 384040/1310720 (29.3%)
vertexes 43842/65536 526104/786432 (66.9%)
nodes 9883/65536 316256/2097152 (15.1%)
texinfos 10670/12288 768240/884736 (86.8%) VERY FULL!
texdata 200/2048 6400/65536 ( 9.8%)
dispinfos 185/0 32560/0 ( 0.0%)
disp_verts 45641/0 912820/0 ( 0.0%)
disp_tris 80320/0 160640/0 ( 0.0%)
disp_lmsamples 2124220/0 2124220/0 ( 0.0%)
faces 24910/65536 1394960/3670016 (38.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 20411/65536 1143016/3670016 (31.1%)
leaves 10072/65536 322304/2097152 (15.4%)
leaffaces 30847/65536 61694/131072 (47.1%)
leafbrushes 15237/65536 30474/131072 (23.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 181958/512000 727832/2048000 (35.5%)
edges 133869/256000 535476/1024000 (52.3%)
LDR worldlights 207/8192 18216/720896 ( 2.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 29/1024 464/16384 ( 2.8%)
overlays 61/512 21472/180224 (11.9%)
LDR lightdata [variable] 9887800/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1682394/16777216 (10.0%)
entdata [variable] 334238/393216 (85.0%) VERY FULL!
LDR ambient table 10072/65536 40288/262144 (15.4%)
HDR ambient table 10072/65536 40288/262144 (15.4%)
LDR leaf ambient 38161/65536 1068508/1835008 (58.2%)
HDR leaf ambient 10072/65536 282016/1835008 (15.4%)
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] 1/1086476 ( 0.0%)
dtl prp lght [variable] 1/1084 ( 0.1%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/157894 ( 0.0%)
pakfile [variable] 24445/0 ( 0.0%)
physics [variable] 11732477/4194304 (279.7%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 50122
Writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
8 minutes, 16 seconds elapsed

Compile Complete for this module.
VRAD Completed: Monday, November 25, 2013, 6:22:17 PM
VRAD: brushes 7832/8192 93984/98304 (95.6%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: brushsides 55913/65536 447304/524288 (85.3%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: texinfos 10670/12288 768240/884736 (86.8%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: entdata [variable] 334238/393216 (85.0%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: physics [variable] 11732477/4194304 (279.7%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 8 minutes, 16 seconds elapsed

One Line Summary: 11/25/2013 6:22:17 PM, rp_Jerall.vmf, Half-Life 2: Episode Two, normal , fast, normal, 00:00:20, 00:00:10, 00:08:17, 00:08:48
History.csv was updated.

Compile Summary - job mode: FAST
Map Name: rp_Jerall.vmf
VBSP - mode:normal , 20 seconds, 00:00:20 elapsed
VVIS - mode:fast, 10 seconds, 00:00:10 elapsed
VRAD - mode:normal, 8 minutes, 16 seconds(LDR), n/a(HDR), 00:08:17 elapsed
Total Compile time: 00:08:48
abenito206
Member
Member
 
Joined: Thu Apr 19, 2012 10:29 pm

Re: Door crashes map on close & Sprite in 3D skybox

Postby abenito206 on Tue Nov 26, 2013 2:35 am

Door problem fixed. Turns out that my input/outputs were set to onclose it would automatically close the other double door and vise versa and it was creating an infinite loop that would crash the map. Fixed it by setting it from "on close" to "on fully closed"
abenito206
Member
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Joined: Thu Apr 19, 2012 10:29 pm

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