• Map crashes Garry's Mod, can't work out why
    22 replies, posted
I've made a really simple map in Hammer. Like, REALLY simple. It's a big box, with a displacement in it. When I touch the floor, Garry's Mod crashes. 2 problems I've noticed other than this: 1.) Console gives out an error saying there's no gamemode 2.) I spawn in the ground Here's the output from Hammer: [CODE]** Executing... ** Command: "c:\program files\steam\steamapps\backwardspy\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod" "C:\Program Files\Steam\steamapps\backwardspy\garrysmod\garrysmod\maps\VMF\gm_slope" Valve Software - vbsp.exe (May 19 2009) 1 threads materialPath: c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod\materials Loading C:\Program Files\Steam\steamapps\backwardspy\garrysmod\garrysmod\maps\VMF\gm_slope.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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\backwardspy\garrysmod\garrysmod\maps\VMF\gm_slope.prt...Building visibility clusters... done (0) 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) (4335 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 12 texinfos to 8 Reduced 3 texdatas to 3 (69 bytes to 69) Writing C:\Program Files\Steam\steamapps\backwardspy\garrysmod\garrysmod\maps\VMF\gm_slope.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\backwardspy\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod" "C:\Program Files\Steam\steamapps\backwardspy\garrysmod\garrysmod\maps\VMF\gm_slope" Valve Software - vvis.exe (May 19 2009) 1 threads reading c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod\maps\vmf\gm_slope.bsp reading c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod\maps\vmf\gm_slope.prt 22 portalclusters 47 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 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 476 Average clusters visible: 21 Building PAS... Average clusters audible: 22 visdatasize:312 compressed from 352 writing c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod\maps\vmf\gm_slope.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\backwardspy\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod" "C:\Program Files\Steam\steamapps\backwardspy\garrysmod\garrysmod\maps\VMF\gm_slope" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 1 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file c:\program files\steam\steamapps\backwardspy\sourcesdk\bin\orangebox\bin\lights.rad. Loading c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod\maps\vmf\gm_slope.bsp Setting up ray-trace acceleration structure... Done (0.03 seconds) 126 faces 212224 square feet [30560256.00 square inches] 2 Displacements 22997 Square Feet [3311645.00 Square Inches] 126 patches before subdivision 14578 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2) transfers 1093492, max 280 transfer lists: 8.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0142 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 12/8192 144/98304 ( 0.1%) brushsides 72/65536 576/524288 ( 0.1%) planes 68/65536 1360/1310720 ( 0.1%) vertexes 168/65536 2016/786432 ( 0.3%) nodes 67/65536 2144/2097152 ( 0.1%) texinfos 8/12288 576/884736 ( 0.1%) texdata 3/2048 96/65536 ( 0.1%) dispinfos 2/0 352/0 ( 0.0%) disp_verts 162/0 3240/0 ( 0.0%) disp_tris 256/0 512/0 ( 0.0%) disp_lmsamples 23472/0 23472/0 ( 0.0%) faces 126/65536 7056/3670016 ( 0.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 19/65536 1064/3670016 ( 0.0%) leaves 69/65536 2208/2097152 ( 0.1%) leaffaces 170/65536 340/131072 ( 0.3%) leafbrushes 68/65536 136/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 602/512000 2408/2048000 ( 0.1%) edges 328/256000 1312/1024000 ( 0.1%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 279008/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 312/16777216 ( 0.0%) entdata [variable] 326/393216 ( 0.1%) LDR ambient table 69/65536 276/262144 ( 0.1%) HDR ambient table 69/65536 276/262144 ( 0.1%) LDR leaf ambient 22/65536 616/1835008 ( 0.0%) HDR leaf ambient 69/65536 1932/1835008 ( 0.1%) 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] 1/12 ( 8.3%) pakfile [variable] 105663/0 ( 0.0%) physics [variable] 4335/4194304 ( 0.1%) physics terrain [variable] 332/1048576 ( 0.0%) Level flags = 0 Total triangle count: 274 Writing c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod\maps\vmf\gm_slope.bsp 4 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\backwardspy\garrysmod\garrysmod\maps\VMF\gm_slope.bsp" "c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod\maps\gm_slope.bsp" ** Executing... ** Command: c:\program files\steam\steam.exe ** Parameters: -applaunch 218 -game "c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod" -toconsole -dev -console +sv_lan 1 +map "gm_slope"[/CODE]
[quote=]could not find lights.rad in lights.rad[/quote] Don't know if this could cause it, but see if editing out all light textures will work. (save to new file first if there's alot)
Yeah, that popped up in the errorChecker program I just installed as well. As well as two leaks, apparently... I don't see how it can be leaked though >_< It's a fully enclosed box, with a displacement in it, that's it O_o
Displacements don't seal your map.
Ok, I've actually removed the displacement, it's a box. That's it now. And still, crashes when I touch the walls, ceiling or floor. I'm still spawning inside the floor as well >_<
Another victim! I have seen no fixes. :fuck: [url]http://www.facepunch.com/showthread.php?t=783904[/url] [url]http://www.facepunch.com/showthread.php?t=783033[/url]
Second one was me as well ;) But thread died without an answer, so I made this new one with the compile log ETC
[QUOTE=Chris220;16438823]Second one was me as well ;) But thread died without an answer, so I made this new one with the compile log ETC[/QUOTE] There is no answer. Maybe its a game we have...
Well, that sucks >_< I only have Garry's Mod and TF2, so I guess there's no chance at all of me making maps then :( I was really looking forward to it as well :((
[QUOTE=Chris220;16439110]Well, that sucks >_< I only have Garry's Mod and TF2, so I guess there's no chance at all of me making maps then :( I was really looking forward to it as well :(([/QUOTE] It works in ep2 at least. :buddy::hf::buddy:
If only I had hl2... then I could probably map no problem at all... I don't wanna buy it just so I can map though, seeing as it might not work, and I've already played through the entire game.
[QUOTE=Chris220;16439665]If only I had hl2... then I could probably map no problem at all... I don't wanna buy it just so I can map though, seeing as it might not work, and I've already played through the entire game.[/QUOTE] It's worth buying hl2, considering all the mods created already. some mods are great.
I suppose... I might do that :P
[QUOTE=Chris220;16437855]I'm still spawning inside the floor as well >_<[/QUOTE] Put your info_player_start higher up. Like, floating about 16 units away from everything and (should be) problem solved.
Ok, thanks. If I ever get my map working, then I'll be able to put that knowledge to good use :)
@Chris220: Did u ever get around this problem? I have the exact same error and I still don't know what to make of it... :(
VRAD fucking up.
Don't launch Garry's Mod from hammer editor, load it up on steam normally.
I personally use HL2:DM to test my maps. Ten I port them to GMod, try playing the map in TF2.
I made a box with the dimentions 1024x1024x512, made each side a displacement and subdivided them. Drew a skybox around them and then compiled. As soon as it loads up in any game, as soon as you get below a certain level, it crashes. It's a bit odd.
[QUOTE=SylverSun;19374523]I made a box with the dimentions 1024x1024x512, made each side a displacement and subdivided them. Drew a skybox around them and then compiled. As soon as it loads up in any game, as soon as you get below a certain level, it crashes. It's a bit odd.[/QUOTE] An overly high density of displacement vertices causes the ep2 engine to crash.
I'm trying to make a map with a massive displacement cave, garrysmod never gets a chance to load, it just dies at 90% loaded. probably too dense since it loads when i hide the cave.
[QUOTE=Kamekazi;31733334]I'm trying to make a map with a massive displacement cave, garrysmod never gets a chance to load, it just dies at 90% loaded. probably too dense since it loads when i hide the cave.[/QUOTE] Post in the Megathread, Thats what its there for, Dont revive old threads.
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