• Map crashing on load.
    16 replies, posted
  • I've tried everything, checked for errors, func_detailed everything I could. nodraw'd a bunch of faces, everything. here's the compile log. [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\steamname\sourcesdk\bin\source2007\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1" Valve Software - vbsp.exe (May 19 2009) 4 threads materialPath: c:\program files (x86)\steam\steamapps\SourceMods\overgrowth\materials Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.vmf Patching WVT material: maps/overgrowth1/dev/dev_blendmeasure2_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 28 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_05*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_05*.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) (82100 bytes) Error loading studio model ""! Error! prop_static using model "models/props_interiors/furniture_couch01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_interiors/furniture_couch01a.mdl"! Error! prop_static using model "models/props_c17/furnituretable003a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furnituretable003a.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 898 texinfos to 540 Reduced 39 texdatas to 36 (1035 bytes to 973) Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\steamname\sourcesdk\bin\source2007\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1" Valve Software - vvis.exe (May 19 2009) 4 threads reading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp reading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.prt 201 portalclusters 621 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 (3) Optimized: 28 visible clusters (0.00%) Total clusters visible: 26367 Average clusters visible: 131 Building PAS... Average clusters audible: 200 visdatasize:12031 compressed from 12864 writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp 3 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\steamname\sourcesdk\bin\source2007\bin\vrad.exe" ** Parameters: -both -final -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp Setting up ray-trace acceleration structure... Done (0.51 seconds) 1180 faces 203208 square feet [29262088.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1180 patches before subdivision 12964 patches after subdivision 4 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (46) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 832985, max 434 transfer lists: 6.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(21301, 19156, 18653) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1544, 1163, 938) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(134, 90, 60) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(15, 9, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0181 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 (4) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 14/1024 672/49152 ( 1.4%) brushes 211/8192 2532/98304 ( 2.6%) brushsides 1428/65536 11424/524288 ( 2.2%) planes 936/65536 18720/1310720 ( 1.4%) vertexes 1700/65536 20400/786432 ( 2.6%) nodes 513/65536 16416/2097152 ( 0.8%) texinfos 540/12288 38880/884736 ( 4.4%) texdata 36/2048 1152/65536 ( 1.8%) 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 1180/65536 66080/3670016 ( 1.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 783/65536 43848/3670016 ( 1.2%) leaves 528/65536 16896/2097152 ( 0.8%) leaffaces 1463/65536 2926/131072 ( 2.2%) leafbrushes 421/65536 842/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 8932/512000 35728/2048000 ( 1.7%) edges 5109/256000 20436/1024000 ( 2.0%) LDR worldlights 4/8192 352/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 146/32768 1460/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2214/65536 4428/131072 ( 3.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 14/512 4928/180224 ( 2.7%) LDR lightdata [variable] 909996/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 12031/16777216 ( 0.1%) entdata [variable] 18703/393216 ( 4.8%) LDR ambient table 528/65536 2112/262144 ( 0.8%) HDR ambient table 528/65536 2112/262144 ( 0.8%) LDR leaf ambient 2349/65536 65772/1835008 ( 3.6%) HDR leaf ambient 528/65536 14784/1835008 ( 0.8%) 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] 1/2538 ( 0.0%) pakfile [variable] 87089/0 ( 0.0%) physics [variable] 82100/4194304 ( 2.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 3404 Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp 58 seconds elapsed Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp Setting up ray-trace acceleration structure... Done (0.47 seconds) 1180 faces 203208 square feet [29262088.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1180 patches before subdivision 12964 patches after subdivision 4 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (47) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 832985, max 434 transfer lists: 6.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(21301, 19156, 18653) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(1544, 1163, 938) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(134, 90, 60) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(15, 9, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0119 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 14/1024 672/49152 ( 1.4%) brushes 211/8192 2532/98304 ( 2.6%) brushsides 1428/65536 11424/524288 ( 2.2%) planes 936/65536 18720/1310720 ( 1.4%) vertexes 1700/65536 20400/786432 ( 2.6%) nodes 513/65536 16416/2097152 ( 0.8%) texinfos 540/12288 38880/884736 ( 4.4%) texdata 36/2048 1152/65536 ( 1.8%) 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 1180/65536 66080/3670016 ( 1.8%) hdr faces 1180/65536 66080/3670016 ( 1.8%) origfaces 783/65536 43848/3670016 ( 1.2%) leaves 528/65536 16896/2097152 ( 0.8%) leaffaces 1463/65536 2926/131072 ( 2.2%) leafbrushes 421/65536 842/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 8932/512000 35728/2048000 ( 1.7%) edges 5109/256000 20436/1024000 ( 2.0%) LDR worldlights 4/8192 352/720896 ( 0.0%) HDR worldlights 4/8192 352/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 146/32768 1460/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2214/65536 4428/131072 ( 3.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 14/512 4928/180224 ( 2.7%) LDR lightdata [variable] 909996/0 ( 0.0%) HDR lightdata [variable] 909996/0 ( 0.0%) visdata [variable] 12031/16777216 ( 0.1%) entdata [variable] 18703/393216 ( 4.8%) LDR ambient table 528/65536 2112/262144 ( 0.8%) HDR ambient table 528/65536 2112/262144 ( 0.8%) LDR leaf ambient 2349/65536 65772/1835008 ( 3.6%) HDR leaf ambient 2349/65536 65772/1835008 ( 3.6%) 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] 1/2538 ( 0.0%) pakfile [variable] 87089/0 ( 0.0%) physics [variable] 82100/4194304 ( 2.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 3404 Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp 58 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp" "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth\maps\overgrowth1.bsp" [/code] please help
  • Avatar of sphinxa279
  • running the map straight from a hammer compile or loading the game then running the map?
  • Avatar of Doom
  • Hmmm, all I see is [code]Error loading studio model ""! Error! prop_static using model "models/props_interiors/furniture_couch01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_interiors/furniture_couch01a.mdl"! Error! prop_static using model "models/props_c17/furnituretable003a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furnituretable003a.mdl"![/code] None of the above should cause a crash as far as I know. It basically states that you have two props, a couch and a table, which have to wrong prop entity type. They're supposed to be prop_dynamics, but you've made them prop_statics It also state that you have selected a prop with no model attached to it, it doesn't specify which though. Wait for Firegod to come around, he'll tell you what's wrong. [editline]2nd May 2012[/editline] [QUOTE=sphinxa279;35795469]running the map straight from a hammer compile or loading the game then running the map?[/QUOTE] You can load the game and then run the map. I do it all the time, and I never encounter any issues. Or at least I haven't yet.
  • [QUOTE=sphinxa279;35795469]running the map straight from a hammer compile or loading the game then running the map?[/QUOTE] both. also to the above, I fixed those already, that's a bit old compile log.
  • Avatar of sphinxa279
  • [QUOTE=Doom;35795493] You can load the game and then run the map. I do it all the time, and I never encounter any issues. Or at least I haven't yet.[/QUOTE] Yeah I know this one, but some people have had issues running the map straight from hammer as opposed to loading the game then running the map. Lotus, can we get the latest compile log?
  • [QUOTE=sphinxa279;35795542]Yeah I know this one, but some people have had issues running the map straight from hammer as opposed to loading the game then running the map. Lotus, can we get the latest compile log?[/QUOTE] [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\mysteamname\sourcesdk\bin\source2007\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1" Valve Software - vbsp.exe (May 19 2009) 4 threads materialPath: c:\program files (x86)\steam\steamapps\SourceMods\overgrowth\materials Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.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 48 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_05*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_05*.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 (1) (81897 bytes) Error! prop_static using model "models/props_c17/furnituretable003a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furnituretable003a.mdl"! Error! prop_static using model "models/props_c17/furniturebathtub001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furniturebathtub001a.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 850 texinfos to 535 Reduced 42 texdatas to 40 (1106 bytes to 1062) Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\mysteamname\sourcesdk\bin\source2007\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1" Valve Software - vvis.exe (May 19 2009) 4 threads reading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp reading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.prt 170 portalclusters 531 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 (2) Optimized: 13 visible clusters (0.00%) Total clusters visible: 19351 Average clusters visible: 113 Building PAS... Average clusters audible: 170 visdatasize:8882 compressed from 8160 writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\mysteamname\sourcesdk\bin\source2007\bin\vrad.exe" ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp Setting up ray-trace acceleration structure... Done (0.63 seconds) 1110 faces 203061 square feet [29240826.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1110 patches before subdivision 13008 patches after subdivision 4 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2) transfers 819066, max 441 transfer lists: 6.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(18781, 16827, 16289) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1389, 1038, 824) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(125, 83, 55) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(15, 8, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0095 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 14/1024 672/49152 ( 1.4%) brushes 213/8192 2556/98304 ( 2.6%) brushsides 1445/65536 11560/524288 ( 2.2%) planes 926/65536 18520/1310720 ( 1.4%) vertexes 1640/65536 19680/786432 ( 2.5%) nodes 462/65536 14784/2097152 ( 0.7%) texinfos 535/12288 38520/884736 ( 4.4%) texdata 40/2048 1280/65536 ( 2.0%) 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 1110/65536 62160/3670016 ( 1.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 746/65536 41776/3670016 ( 1.1%) leaves 477/65536 15264/2097152 ( 0.7%) leaffaces 1398/65536 2796/131072 ( 2.1%) leafbrushes 426/65536 852/131072 ( 0.7%) areas 2/256 16/2048 ( 0.8%) surfedges 8420/512000 33680/2048000 ( 1.6%) edges 4976/256000 19904/1024000 ( 1.9%) LDR worldlights 4/8192 352/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 136/32768 1360/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2043/65536 4086/131072 ( 3.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 20/512 7040/180224 ( 3.9%) LDR lightdata [variable] 888444/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 8882/16777216 ( 0.1%) entdata [variable] 24001/393216 ( 6.1%) LDR ambient table 477/65536 1908/262144 ( 0.7%) HDR ambient table 477/65536 1908/262144 ( 0.7%) LDR leaf ambient 2047/65536 57316/1835008 ( 3.1%) HDR leaf ambient 477/65536 13356/1835008 ( 0.7%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/2600 ( 0.0%) pakfile [variable] 86754/0 ( 0.0%) physics [variable] 81897/4194304 ( 2.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 3189 Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp 14 seconds elapsed Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp Setting up ray-trace acceleration structure... Done (0.45 seconds) 1110 faces 203061 square feet [29240826.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1110 patches before subdivision 13008 patches after subdivision 4 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 819066, max 441 transfer lists: 6.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(18781, 16827, 16289) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1389, 1038, 824) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(125, 83, 55) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(15, 8, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0124 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) 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 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 14/1024 672/49152 ( 1.4%) brushes 213/8192 2556/98304 ( 2.6%) brushsides 1445/65536 11560/524288 ( 2.2%) planes 926/65536 18520/1310720 ( 1.4%) vertexes 1640/65536 19680/786432 ( 2.5%) nodes 462/65536 14784/2097152 ( 0.7%) texinfos 535/12288 38520/884736 ( 4.4%) texdata 40/2048 1280/65536 ( 2.0%) 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 1110/65536 62160/3670016 ( 1.7%) hdr faces 1110/65536 62160/3670016 ( 1.7%) origfaces 746/65536 41776/3670016 ( 1.1%) leaves 477/65536 15264/2097152 ( 0.7%) leaffaces 1398/65536 2796/131072 ( 2.1%) leafbrushes 426/65536 852/131072 ( 0.7%) areas 2/256 16/2048 ( 0.8%) surfedges 8420/512000 33680/2048000 ( 1.6%) edges 4976/256000 19904/1024000 ( 1.9%) LDR worldlights 4/8192 352/720896 ( 0.0%) HDR worldlights 4/8192 352/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 136/32768 1360/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2043/65536 4086/131072 ( 3.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 20/512 7040/180224 ( 3.9%) LDR lightdata [variable] 888444/0 ( 0.0%) HDR lightdata [variable] 888444/0 ( 0.0%) visdata [variable] 8882/16777216 ( 0.1%) entdata [variable] 24001/393216 ( 6.1%) LDR ambient table 477/65536 1908/262144 ( 0.7%) HDR ambient table 477/65536 1908/262144 ( 0.7%) LDR leaf ambient 2047/65536 57316/1835008 ( 3.1%) HDR leaf ambient 2047/65536 57316/1835008 ( 3.1%) 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] 1/2600 ( 0.0%) pakfile [variable] 86754/0 ( 0.0%) physics [variable] 81897/4194304 ( 2.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 3189 Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp 14 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp" "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth\maps\overgrowth1.bsp" ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\mysteamname\half-life 2\hl2.exe" ** Parameters: -dev -console -allowdebug -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" +map "overgrowth1" [/code]
  • [QUOTE=IronPhoenix;35795645]Do you have a logic_auto running something on a delay?[/QUOTE] nope.
  • [QUOTE=sphinxa279;35795800]I'm going to assume all your other levels in your mod work fine it's just this map?[/QUOTE] only map i've worked on... i'll make a quick test level and see if it works.
  • [QUOTE=IronPhoenix;35796338]Oh, any power of 4 displacements?[/QUOTE] no displacements at all. [editline]2nd May 2012[/editline] [QUOTE=GoldPlatinum;35796280]I could take a look on your map if you want.[/QUOTE] i don't think you could do much, there's lots of custom content so it'll be a fuckin mess.
  • Avatar of GoldPlatinum
  • Feel free to send it as well, i could try to compile it for you. Maybe its just a hardware issue.
  • Avatar of sphinxa279
  • How did you get on with another map? if it ran copy your broken map into a new VMF and let me know how you get on.
  • Avatar of sphinxa279
  • [QUOTE=lotusking;35806659]holy shit it worked thank you so much sphinxa fuck yes[/QUOTE] No worries Lotus, happy mapping! :)