Custom Map - Ep2 crash

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Custom Map - Ep2 crash

Postby Aus_Karlos on Mon Mar 24, 2014 10:27 am

Hey guys ive got an interesting issue that has been popping up. Ive got a map ive been designing for a better part of a year. I took a long break and ive only just got back into it. Since the latest update (Steampipe) i needed to move all my custom assets to the common folder of EP2.

However when i compile my map and run it in the EP2 engine the game crashes to desktop (apparently shaderapidx9.dll is the cause) however no MDMP file is generated so i can't debug.
I did narrow it down to a Model (tree_trunk_fallen.mdl) using the cordon tool. Which is a L4D model.
So im thinking this crash is caused by another L4D model as removing all props from the VisGroup and compiling there is no crash to desktop and the map runs fine.
Just a few things about the crashing.
1) Crashing only occurs once the model in the players RenderView not PVS.
2) When mat_wireframe is enabled it does not crash until wireframe is disabled (A Texture issue then?)
3) Does not crash when Vrad is disabled on compile (Vertex lighting issue? - I'll compile Vrad without advanced lighting)

Now here's the strange part i have an old BSP of the map (I backup in increments) from about 1 year ago with the same model, yet it does not crash. But the latest compile does? So something has changed.

Does anyone else have an issue the the L4D models or has someone else got a similar error?
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Re: Custom Map - Ep2 crash

Postby LordDz on Mon Mar 24, 2014 3:17 pm

Post compile log.
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Re: Custom Map - Ep2 crash

Postby Aus_Karlos on Mon Mar 24, 2014 3:33 pm

Code: Select all
materialPath: S:\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials
Loading s:\steam\steamapps\common\sourcesdk_content\ep2\mapsrc\rp_city_15_test.vmf
Can't find surfaceprop wet for material CONCRETE/URBAN_SIDEWALK_02A, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in s:\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt
Patching WVT material: maps/rp_city_15_test/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/rp_city_15_test/concrete/blendconcrete38a12a_wvt_patch
Patching WVT material: maps/rp_city_15_test/nature/blendgrassgravel001a_wvt_patch
Patching WVT material: maps/rp_city_15_test/concrete/blendroad_broken01_wvt_patch
Patching WVT material: maps/rp_city_15_test/nature/blendgrassdirt01_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 76 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing s:\steam\steamapps\common\sourcesdk_content\ep2\mapsrc\rp_city_15_test.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep02_02_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep02_02_hdr*.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) (345317 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1627 texinfos to 852
Reduced 160 texdatas to 139 (4277 bytes to 3388)
Writing s:\steam\steamapps\common\sourcesdk_content\ep2\mapsrc\rp_city_15_test.bsp
4 seconds elapsed



8 threads
reading s:\steam\steamapps\common\sourcesdk_content\ep2\mapsrc\rp_city_15_test.bsp
reading s:\steam\steamapps\common\sourcesdk_content\ep2\mapsrc\rp_city_15_test.prt
1784 portalclusters
5529 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 136942 visible clusters (5.58%)
Total clusters visible: 2453162
Average clusters visible: 1375
Building PAS...
Average clusters audible: 1771
visdatasize:799586  compressed from 799232
writing s:\steam\steamapps\common\sourcesdk_content\ep2\mapsrc\rp_city_15_test.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading s:\steam\steamapps\common\sourcesdk_content\ep2\mapsrc\rp_city_15_test.bsp
Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf
Loaded alpha texture materials\models\props_foliage\arbre01.vtf
Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_branches.vtf
Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves.vtf
Loaded alpha texture materials\models\props_foliage\arbre01.vtf
5871 faces
2 degenerate faces
4062878 square feet [585054464.00 square inches]
126 Displacements
290392 Square Feet [41816504.00 Square Inches]
5869 patches before subdivision
zero area child patch
128473 patches after subdivision
207 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 8949347, max 1127
transfer lists:  68.3 megs
0...1...2...3...4...5...6...7...8...9...10   Bounce #1 added RGB(238455, 221602, 164095)
0...1...2...3...4...5...6...7...8...9...10   Bounce #2 added RGB(26578, 20804, 11793)
0...1...2...3...4...5...6...7...8...9...10   Bounce #3 added RGB(3706, 2495, 1179)
0...1...2...3...4...5...6...7...8...9...10   Bounce #4 added RGB(720, 417, 163)
0...1...2...3...4...5...6...7...8...9...10   Bounce #5 added RGB(168, 77, 25)
0...1...2...3...4...5...6...7...8...9...10   Bounce #6 added RGB(49, 18, 5)
0...1...2...3...4...5...6...7...8...9...10   Bounce #7 added RGB(16, 4, 1)
0...1...2...3...4...5...6...7...8...9...10   Bounce #8 added RGB(6, 1, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #9 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0427 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  25/1024         1200/49152    ( 2.4%)
brushes                941/8192        11292/98304    (11.5%)
brushsides            7215/65536       57720/524288   (11.0%)
planes                5166/65536      103320/1310720  ( 7.9%)
vertexes             10318/65536      123816/786432   (15.7%)
nodes                 3839/65536      122848/2097152  ( 5.9%)
texinfos               852/12288       61344/884736   ( 6.9%)
texdata                139/2048         4448/65536    ( 6.8%)
dispinfos              126/0           22176/0        ( 0.0%)
disp_verts            7014/0          140280/0        ( 0.0%)
disp_tris            10656/0           21312/0        ( 0.0%)
disp_lmsamples      650556/0          650556/0        ( 0.0%)
faces                 5871/65536      328776/3670016  ( 9.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             2391/65536      133896/3670016  ( 3.6%)
leaves                3865/65536      123680/2097152  ( 5.9%)
leaffaces             6396/65536       12792/131072   ( 9.8%)
leafbrushes           2922/65536        5844/131072   ( 4.5%)
areas                    3/256            24/2048     ( 1.2%)
surfedges            37148/512000     148592/2048000  ( 7.3%)
edges                22280/256000      89120/1024000  ( 8.7%)
LDR worldlights        207/8192        18216/720896   ( 2.5%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            852/32768        8520/327680   ( 2.6%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         12456/65536       24912/131072   (19.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                16/512          5632/180224   ( 3.1%)
LDR lightdata         [variable]     6113408/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      799586/16777216 ( 4.8%)
entdata               [variable]      108339/393216   (27.6%)
LDR ambient table     3865/65536       15460/262144   ( 5.9%)
HDR ambient table     3865/65536       15460/262144   ( 5.9%)
LDR leaf ambient     20525/65536      574700/1835008  (31.3%)
HDR leaf ambient      3865/65536      108220/1835008  ( 5.9%)
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]           1/481812   ( 0.0%)
dtl prp lght          [variable]           1/4        (25.0%)
HDR dtl prp lght      [variable]           1/4        (25.0%)
static props          [variable]           1/42146    ( 0.0%)
pakfile               [variable]     3264163/0        ( 0.0%)
physics               [variable]      345317/4194304  ( 8.2%)
physics terrain       [variable]       23410/1048576  ( 2.2%)

Level flags = 1

Total triangle count: 15843
Writing s:\steam\steamapps\common\sourcesdk_content\ep2\mapsrc\rp_city_15_test.bsp
1 minute, 30 seconds elapsed



[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading s:\steam\steamapps\common\sourcesdk_content\ep2\mapsrc\rp_city_15_test.bsp
Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf
Loaded alpha texture materials\models\props_foliage\arbre01.vtf
Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_branches.vtf
Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves.vtf
Loaded alpha texture materials\models\props_foliage\arbre01.vtf
5871 faces
2 degenerate faces
4062878 square feet [585054464.00 square inches]
126 Displacements
290392 Square Feet [41816504.00 Square Inches]
5869 patches before subdivision
zero area child patch
128473 patches after subdivision
207 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 8949347, max 1127
transfer lists:  68.3 megs
0...1...2...3...4...5...6...7...8...9...10   Bounce #1 added RGB(169191, 160793, 123110)
0...1...2...3...4...5...6...7...8...9...10   Bounce #2 added RGB(16588, 13459, 8119)
0...1...2...3...4...5...6...7...8...9...10   Bounce #3 added RGB(2253, 1590, 804)
0...1...2...3...4...5...6...7...8...9...10   Bounce #4 added RGB(401, 245, 104)
0...1...2...3...4...5...6...7...8...9...10   Bounce #5 added RGB(87, 43, 15)
0...1...2...3...4...5...6...7...8...9...10   Bounce #6 added RGB(23, 9, 3)
0...1...2...3...4...5...6...7...8...9...10   Bounce #7 added RGB(7, 2, 1)
0...1...2...3...4...5...6...7...8...9...10   Bounce #8 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0465 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  25/1024         1200/49152    ( 2.4%)
brushes                941/8192        11292/98304    (11.5%)
brushsides            7215/65536       57720/524288   (11.0%)
planes                5166/65536      103320/1310720  ( 7.9%)
vertexes             10318/65536      123816/786432   (15.7%)
nodes                 3839/65536      122848/2097152  ( 5.9%)
texinfos               852/12288       61344/884736   ( 6.9%)
texdata                139/2048         4448/65536    ( 6.8%)
dispinfos              126/0           22176/0        ( 0.0%)
disp_verts            7014/0          140280/0        ( 0.0%)
disp_tris            10656/0           21312/0        ( 0.0%)
disp_lmsamples      650556/0          650556/0        ( 0.0%)
faces                 5871/65536      328776/3670016  ( 9.0%)
hdr faces             5871/65536      328776/3670016  ( 9.0%)
origfaces             2391/65536      133896/3670016  ( 3.6%)
leaves                3865/65536      123680/2097152  ( 5.9%)
leaffaces             6396/65536       12792/131072   ( 9.8%)
leafbrushes           2922/65536        5844/131072   ( 4.5%)
areas                    3/256            24/2048     ( 1.2%)
surfedges            37148/512000     148592/2048000  ( 7.3%)
edges                22280/256000      89120/1024000  ( 8.7%)
LDR worldlights        207/8192        18216/720896   ( 2.5%)
HDR worldlights        207/8192        18216/720896   ( 2.5%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            852/32768        8520/327680   ( 2.6%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         12456/65536       24912/131072   (19.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                16/512          5632/180224   ( 3.1%)
LDR lightdata         [variable]     6113408/0        ( 0.0%)
HDR lightdata         [variable]     6113408/0        ( 0.0%)
visdata               [variable]      799586/16777216 ( 4.8%)
entdata               [variable]      108339/393216   (27.6%)
LDR ambient table     3865/65536       15460/262144   ( 5.9%)
HDR ambient table     3865/65536       15460/262144   ( 5.9%)
LDR leaf ambient     20525/65536      574700/1835008  (31.3%)
HDR leaf ambient     20309/65536      568652/1835008  (31.0%)
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]           1/481812   ( 0.0%)
dtl prp lght          [variable]           1/4        (25.0%)
HDR dtl prp lght      [variable]           1/4        (25.0%)
static props          [variable]           1/42146    ( 0.0%)
pakfile               [variable]     6314911/0        ( 0.0%)
physics               [variable]      345317/4194304  ( 8.2%)
physics terrain       [variable]       23410/1048576  ( 2.2%)

Level flags = 3

Total triangle count: 15843
Writing s:\steam\steamapps\common\sourcesdk_content\ep2\mapsrc\rp_city_15_test.bsp
1 minute, 31 seconds elapsed


At the moment im compiling Vvis in Fast mode. Have done it in Normal mode aswell.. Also note that the map is no where near ready and hasn't been optimized.. It doesn't even have a skybox yet :P.
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Re: Custom Map - Ep2 crash

Postby LordDz on Tue Mar 25, 2014 6:01 am

Always compile Vvis in normal mode. If you want faster compiles, you can have either Vrad on fast or off. If it still takes too long time, you may consider optimizing your map more with func_detail, etc. Vvis on fast causes some bugs, that may lead to crashing.
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Re: Custom Map - Ep2 crash

Postby Aus_Karlos on Tue Mar 25, 2014 8:49 am

As i stated before the map isn't optimized but i did compile with Vvis on normal and it still crashed. Anyway it seems to be related with a Shader that the model uses to render (shaderapidx9.dll) when Vertex Lighting is enabled on the prop_static properties. So im just going to disable Vertex Lighting on any L4D props.. However it seems strange that the old bsp with the same models with Vertex lighting enabled doesn't crash.
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Re: Custom Map - Ep2 crash

Postby LordDz on Tue Mar 25, 2014 12:44 pm

Nah I understand that, it's just vvis on fast is bad. :) Are you 110% sure it's the prop? You haven't added any other entities lately that might have some black magic attached to them?
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Re: Custom Map - Ep2 crash

Postby [Steve] on Tue Mar 25, 2014 1:04 pm

Does everything work fine without the prop? because if its the prop it probably just needs a recompile for your engine version.
The Mdl Format changes slightly between engine revisions and in some cases causes partial incompatibility.
Grab Crowbar and decompile it , then Use studio Compiler to recompile it.
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Re: Custom Map - Ep2 crash

Postby Aus_Karlos on Tue Mar 25, 2014 1:18 pm

Its the L4D props, just compiling a new map with just one L4D prop causes the EP2 engine to crash.. So yeah looks like im going to have to recompile some models.
Thanks
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