• When loading my map in GMod, it gets half way, then crashes.
    8 replies, posted
I've compiled my map, put in the right directory, and tryed to load it in GMod, but when it gets half way, GMod crashes; saying "hl2 has encountered an error", something like that. I've used the problem finder in hammer and it did find a couple of errors, nothing major, but i fixed them anyway, still didn't work. I ran my compile log through the interlopers compile log checker, and fixed the problems, still didn't work. I tryed copying my map into a new file, renaming it, and compiling it again, but the fucker still won't load in GMod. Seriously, what the fuck is wrong? Thanks in advance.
Does it work in other games? Try running it in EP2, post the compile log here also.
Are you using something like env_laser? I've had problems with that before. Compile log would also help.
[CODE] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\avwos\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\haunted" Valve Software - vbsp.exe (May 19 2009) 4 threads materialPath: c:\program files (x86)\steam\steamapps\avwos\half-life 2 episode two\ep2\materials Loading C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\haunted.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 46 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\haunted.prt...Building visibility clusters... done (0) WARNING: node without a volume WARNING: node without a volume Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.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) (134822 bytes) Error! prop_static using model "models/props_interiors/furniture_lamp01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_interiors/furniture_lamp01a.mdl"! Error! prop_static using model "models/props_debris/wood_board04a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_debris/wood_board04a.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 413 texinfos to 303 Reduced 61 texdatas to 55 (1408 bytes to 1185) Writing C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\haunted.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\avwos\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\haunted" Valve Software - vvis.exe (May 19 2009) 4 threads reading c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\haunted.bsp reading c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\haunted.prt 375 portalclusters 1043 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 (6) Optimized: 509 visible clusters (0.00%) Total clusters visible: 59696 Average clusters visible: 159 Building PAS... Average clusters audible: 360 visdatasize:35590 compressed from 36000 writing c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\haunted.bsp 6 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\avwos\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\haunted" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\haunted.bsp Setting up ray-trace acceleration structure... Done (0.98 seconds) 1528 faces 1 degenerate faces 86723 square feet [12488119.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1527 patches before subdivision 6851 patches after subdivision sun extent from map=0.000000 6 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 (6) transfers 531425, max 448 transfer lists: 4.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(149, 134, 130) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(16, 13, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(3, 3, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0082 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7) 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 24/1024 1152/49152 ( 2.3%) brushes 341/8192 4092/98304 ( 4.2%) brushsides 2352/65536 18816/524288 ( 3.6%) planes 2028/65536 40560/1310720 ( 3.1%) vertexes 2672/65536 32064/786432 ( 4.1%) nodes 1021/65536 32672/2097152 ( 1.6%) texinfos 303/12288 21816/884736 ( 2.5%) texdata 55/2048 1760/65536 ( 2.7%) 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 1528/65536 85568/3670016 ( 2.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1003/65536 56168/3670016 ( 1.5%) leaves 1046/65536 33472/2097152 ( 1.6%) leaffaces 1781/65536 3562/131072 ( 2.7%) leafbrushes 687/65536 1374/131072 ( 1.0%) areas 2/256 16/2048 ( 0.8%) surfedges 11439/512000 45756/2048000 ( 2.2%) edges 6785/256000 27140/1024000 ( 2.7%) LDR worldlights 6/8192 528/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 97/32768 970/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1887/65536 3774/131072 ( 2.9%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 7/512 2464/180224 ( 1.4%) LDR lightdata [variable] 314740/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 35590/16777216 ( 0.2%) entdata [variable] 58964/393216 (15.0%) LDR ambient table 1046/65536 4184/262144 ( 1.6%) HDR ambient table 1046/65536 4184/262144 ( 1.6%) LDR leaf ambient 1128/65536 31584/1835008 ( 1.7%) HDR leaf ambient 1046/65536 29288/1835008 ( 1.6%) 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] 1/1928 ( 0.1%) pakfile [variable] 212552/0 ( 0.0%) physics [variable] 134822/4194304 ( 3.2%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 4348 Writing c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\haunted.bsp 19 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\haunted.bsp" "c:\program files (x86)\steam\steamapps\avwos\garrysmod\garrysmod\maps\haunted.bsp" [/CODE] Episode 2 is updating, I'll try in 19 minutes (apparently).
You compiling for L4D?
[QUOTE=MightyHaku;18095922]You compiling for L4D?[/QUOTE] No. Doesn't work in episode 2.
Are you making it with L4D tools? Because you have to use the normal SDK. To me it seems that you are either compiling for L4D or then you are using L4D tools since it defaultly makes the map into L4D folder. "Writing c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\haunted.bsp 19 seconds elapsed"
He's using the Orangebox SDK, but his VMF is in the L4D directory.
RESOLVED The script I had for a vehicle was wrong. Duh.
Sorry, you need to Log In to post a reply to this thread.