I am making a Half-Life 2 mod called Carriers, but one particular map named ca_Hazen won't work. It's a lab, and in the beginning there is a steel hallway. When the player walks through said hallway, the mod crashes. Now that I've tried to fix it, the map doesn't compile and Hammer stops responding. The weird thing is, I can load up the map in Garry's Mod and play it fine (though it is in fullbright because the compiler doesn't get to create the lighting).
The outer walls are all textured with nodraw for optimization and there are no pointfiles, so I can't detect leaks. Does anybody know any fix to this? It would be very-much appreciated as this problem has been going on for a while. I am also willing to upload the VMF if it is needed.
post the compile log.
What do you mean it crashes? If any of valve compile tools are in task manager then it should still be working.
I get the "hl2.exe has stopped responding" message when I play it within my mod. When I compile it, it gets to "**Executing..." then stops responding.
[code]
materialPath: c:\program files\steam\steamapps\SourceMods\carriers\materials
Loading C:\Program Files\Steam\steamapps\sourcemods\carriers\maps\lab.vmf
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Program Files\Steam\steamapps\sourcemods\carriers\maps\lab.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 3 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (149703 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 320 texinfos to 195
Reduced 67 texdatas to 50 (2054 bytes to 1435)
Writing C:\Program Files\Steam\steamapps\sourcemods\carriers\maps\lab.bsp
4 seconds elapsed
2 threads
reading c:\program files\steam\steamapps\sourcemods\carriers\maps\lab.bsp
reading c:\program files\steam\steamapps\sourcemods\carriers\maps\lab.prt
873 portalclusters
2680 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 2350 visible clusters (0.00%)
Total clusters visible: 326137
Average clusters visible: 373
Building PAS...
Average clusters audible: 666
visdatasize:177334 compressed from 195552
writing c:\program files\steam\steamapps\sourcemods\carriers\maps\lab.bsp
12 minutes, 4 seconds elapsed[/code]
[code]NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface![/code]
you have displacements with nodraw, make sure you are only making the faces you will see displacements.
might fix the crashing, if not, try optimizing.
[QUOTE=Firegod522;31536483][code]NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface![/code]
you have displacements with nodraw, make sure you are only making the faces you will see displacements.
might fix the crashing, if not, try optimizing.[/QUOTE]
I've destroyed those faces, testing now. I'll edit this post with the result.
[editline]5th August 2011[/editline]
[quote=Carriers: hl2.exe - Application Error]
The instruction at 0x0f03ab06 references memory at 0x00000000. The memory could not be read.
Click on OK to terminate the program[/quote]
Okay, I tried making a staircase have nodraw textures in places that would not be visible to the player, and also made it a func_detail. But I still receive the error above. What I'm wondering is why I can still play the level at the start, perfectly fine, but it always crashes at this particular area.
[sp]this isnt the edit button[/sp]
Have you tried throwing it in a new .vmf and recompiling?
[QUOTE=Firegod522;31540209]Have you tried throwing it in a new .vmf and recompiling?[/QUOTE]
I tried it, and:
[code]
** Executing...
** Command: "c:\program files\steam\steamapps\teh_rabbit_man\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\carriers" "C:\Program Files\Steam\steamapps\sourcemods\carriers\maps\ca_hazen"
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\SourceMods\carriers\materials
Loading C:\Program Files\Steam\steamapps\sourcemods\carriers\maps\ca_hazen.vmf
fixing up env_cubemap materials on brush sides...
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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...
done (0) (16 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
** Executing...
** Command: "c:\program files\steam\steamapps\teh_rabbit_man\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\carriers" "C:\Program Files\Steam\steamapps\sourcemods\carriers\maps\ca_hazen"
Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\sourcemods\carriers\maps\ca_hazen.bsp
Error opening c:\program files\steam\steamapps\sourcemods\carriers\maps\ca_hazen.bsp
** Executing...
** Command: "c:\program files\steam\steamapps\teh_rabbit_man\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\carriers" "C:\Program Files\Steam\steamapps\sourcemods\carriers\maps\ca_hazen"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\sourcemods\carriers\maps\ca_hazen.bsp
Error opening c:\program files\steam\steamapps\sourcemods\carriers\maps\ca_hazen.bsp
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\sourcemods\carriers\maps\ca_hazen.bsp" "c:\program files\steam\steamapps\SourceMods\carriers\maps\ca_hazen.bsp"
[/code]
Reinstall Source SDK.
Unless your mod has many special entities you could use whatever the mod is based on, like ep2. Maybe that will work.
I agree with Corruptendo's point. Been there many times.
If you haven't already, I would additionally suggest you rename your .vmf every time any large changes/adjustments in the geometry/entity work of the map are done. I find it helps with work flow.
Just out of curiousity, have you tried using vbct (Valve Batch Compile Tool - [URL="http://qsextreme.com/vbct/"]Link Here[/URL])? I doubt the transistion to a different compiler may mitigate the issue, but it certainly doesn't hurt to try.
Have you tried using the cordon tool and attempt to compile various areas of your map? You may be able to pin-point the problem.
Hope this Helps!
[QUOTE=dslight;31547420]I agree with Corruptendo's point. Been there many times.
If you haven't already, I would additionally suggest you rename your .vmf every time any large changes/adjustments in the geometry/entity work of the map are done. I find it helps with work flow.
Just out of curiousity, have you tried using vbct (Valve Batch Compile Tool - [URL="http://qsextreme.com/vbct/"]Link Here[/URL])? I doubt the transistion to a different compiler may mitigate the issue, but it certainly doesn't hurt to try.
Have you tried using the cordon tool and attempt to compile various areas of your map? You may be able to pin-point the problem.
Hope this Helps![/QUOTE]
I'm currently reinstalling Source SDK, hopefully this will work. I always change the names of my maps in progress as they are being worked on (in the format of *mapname*_1 *mapname*_2 etc).
I'll try VBCT if the reinstall doesn't work, thanks.
[editline]5th August 2011[/editline]
[QUOTE=Zyx;31547392]Unless your mod has many special entities you could use whatever the mod is based on, like ep2. Maybe that will work.[/QUOTE]
It works in Garry's Mod, but not mine, for some reason.
Okay, I reinstalled Source SDK and it still doesn't work. When I try to make a new VMF, I get the same error as before. I just used the Cordon tool to isolate the room where the game crashes, and I was able to enter that area fine, meaning the error must be in a different part of the map.
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