• Hl2.exe crashing when I try to load the map.
    4 replies, posted
Every time I try to compile my map it finishes compiling, loads up the game and then crashes with no error messages, just stops responding. It was working smoothly yesterday, I didn't change much and I removed what I did change. here is my compile log, there is one or two errors but I don't think they are the issue. also this is a map for the mod Zombie Panic!: Source ** Executing... ** Command: "c:\program files\steam\steamapps\\I_GOT_MY_BIKE_FROM_KMART\sourcesdk\bin\source2007\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\\I_GOT_MY_BIKE_FROM_KMART\zombie panic! source\zps" "C:\Users\Admin\Desktop\custom\Maps\zps_zambie_retreat_island" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\I_GOT_MY_BIKE_FROM_KMART\zombie panic! source\zps\materials Loading C:\Users\Admin\Desktop\custom\Maps\zps_zambie_retreat_island.vmf Can't find surfaceprop tiles for material ZPCUSTOMMATERIALS/FLOOR/ZP_FLOOR, using default Patching WVT material: maps/zps_zambie_retreat_island/dev/dev_blendmeasure_wvt_patch Patching WVT material: maps/zps_zambie_retreat_island/nature/blenddirtgrass001a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) Processing areas...done (0) Building Faces...done (1) Chop Details...done (0) Find Visible Detail Sides... Merged 6 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Admin\Desktop\custom\Maps\zps_zambie_retreat_island.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_08*.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_08*.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 (2) (497979 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3142 texinfos to 1644 Reduced 248 texdatas to 193 (14593 bytes to 11463) Writing C:\Users\Admin\Desktop\custom\Maps\zps_zambie_retreat_island.bsp 19 seconds elapsed -0.396692 0.963823 0.000000 -0.396692 1.180432 0.000000 -0.396692 -1.170495 0.000000 -0.602127 0.963823 0.000000 make_triangles:calc_triangle_representation: Cannot convert ** Executing... ** Command: "c:\program files\steam\steamapps\\I_GOT_MY_BIKE_FROM_KMART\sourcesdk\bin\source2007\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\\I_GOT_MY_BIKE_FROM_KMART\zombie panic! source\zps" -fast "C:\Users\Admin\Desktop\custom\Maps\zps_zambie_retreat_island" Valve Software - vvis.exe (May 19 2009) fastvis = true 2 threads reading c:\users\admin\desktop\custom\maps\zps_zambie_retreat_island.bsp reading c:\users\admin\desktop\custom\maps\zps_zambie_retreat_island.prt 2160 portalclusters 7684 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (9) Optimized: 297622 visible clusters (0.00%) Total clusters visible: 3469895 Average clusters visible: 1606 Building PAS... Average clusters audible: 2112 visdatasize:1108011 compressed from 1175040 writing c:\users\admin\desktop\custom\maps\zps_zambie_retreat_island.bsp 10 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\\I_GOT_MY_BIKE_FROM_KMART\sourcesdk\bin\source2007\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\\I_GOT_MY_BIKE_FROM_KMART\zombie panic! source\zps" "C:\Users\Admin\Desktop\custom\Maps\zps_zambie_retreat_island" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\admin\desktop\custom\maps\zps_zambie_retreat_island.bsp Setting up ray-trace acceleration structure... Done (2.43 seconds) 8672 faces 12 degenerate faces 4002248 square feet [576323840.00 square inches] 30 Displacements 599912 Square Feet [86387360.00 Square Inches] 8660 patches before subdivision zero area child patch 48054 patches after subdivision sun extent from map=0.000000 184 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (45) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (52) transfers 6081788, max 1101 transfer lists: 46.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(69970, 43822, 20932) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(17715, 10760, 4402) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(3844, 2302, 793) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1237, 674, 194) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(324, 167, 41) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(108, 50, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(31, 14, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(11, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(3, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0525 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (35) FinalLightFace 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. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (29) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 53/1024 2544/49152 ( 5.2%) brushes 1154/8192 13848/98304 (14.1%) brushsides 10467/65536 83736/524288 (16.0%) planes 16040/65536 320800/1310720 (24.5%) vertexes 14658/65536 175896/786432 (22.4%) nodes 6023/65536 192736/2097152 ( 9.2%) texinfos 1644/12288 118368/884736 (13.4%) texdata 193/2048 6176/65536 ( 9.4%) dispinfos 30/0 5280/0 ( 0.0%) disp_verts 3614/0 72280/0 ( 0.0%) disp_tris 6144/0 12288/0 ( 0.0%) disp_lmsamples 626480/0 626480/0 ( 0.0%) faces 8672/65536 485632/3670016 (13.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 4754/65536 266224/3670016 ( 7.3%) leaves 6077/65536 194464/2097152 ( 9.3%) leaffaces 9537/65536 19074/131072 (14.6%) leafbrushes 4114/65536 8228/131072 ( 6.3%) areas 3/256 24/2048 ( 1.2%) surfedges 62554/512000 250216/2048000 (12.2%) edges 35323/256000 141292/1024000 (13.8%) LDR worldlights 184/8192 16192/720896 ( 2.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 543/32768 5430/327680 ( 1.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 9429/65536 18858/131072 (14.4%) cubemapsamples 46/1024 736/16384 ( 4.5%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3538056/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1108011/16777216 ( 6.6%) entdata [variable] 336228/393216 (85.5%) VERY FULL! LDR ambient table 6077/65536 24308/262144 ( 9.3%) HDR ambient table 6077/65536 24308/262144 ( 9.3%) LDR leaf ambient 13690/65536 383320/1835008 (20.9%) HDR leaf ambient 6077/65536 170156/1835008 ( 9.3%) 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] 1/206508 ( 0.0%) dtl prp lght [variable] 1/17774 ( 0.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/11968 ( 0.0%) pakfile [variable] 4154807/0 ( 0.0%) physics [variable] 497979/4194304 (11.9%) physics terrain [variable] 9020/1048576 ( 0.9%) Level flags = 0 Total triangle count: 25310 Writing c:\users\admin\desktop\custom\maps\zps_zambie_retreat_island.bsp 2 minutes, 50 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Admin\Desktop\custom\Maps\zps_zambie_retreat_island.bsp" "c:\program files\steam\steamapps\i_got_my_bike_from_kmart\zombie panic! source\zps\maps\zps_zambie_retreat_island.bsp" ** Executing... ** Command: c:\program files\steam\steam.exe ** Parameters: -applaunch 17500 -game "c:\program files\steam\steamapps\\I_GOT_MY_BIKE_FROM_KMART\zombie panic! source\zps" +map "zps_zambie_retreat_island"
[QUOTE]make_triangles:calc_triangle_representation: cannot convert[/QUOTE] [QUOTE]Description: Usually preceded by some coordinates, the best explanation I can give at the moment is that this is caused by certain models (a b0rked subpart). In particular the "/wasteland/InteriorFence002d.mdl"-model. I've also heard small panes of glass and some other (even self-made) models can cause this error to occur, as do some freaky regular brushes. This error can also be caused by bad displacements. If it is displacements they may fail to collide with vehicles and physics objects on the triangles that are causing a problem. Parts of the displacement may still work others may not. Solution: You can look for ages to find the model causing the problem, after hiding all your models first and see if that is causing your problem. Once found, you can decide to reconstruct that model, there doesn't seem to be a real error in the model itself though. In other words, leave it be, it won't hurt you. Unless you bite first! It may be the case that the game will not load the map because of this error. It would present you with a pup-up with the beloved memory error. The displacement problem as of right now has only 1 solution and it is to delete the displacement. If its a brush, find it with Cordon Tools and delete it.[/QUOTE]
Im still not sure how to find what is causing this?
Try finding the model that's causing the problem, and delete it. Also [quote]I_GOT_MY_BIKE_FROM_KMART[/quote]
you jelly of my epic name? But my question is how do I find the model?
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