I'm getting really fed up this Runtime Error bullshit.
1 replies, posted
[b]Meant to say I'm getting really fed up [i]with[/i] this Runtime Error bullshit.[/b] :v:
My map is very well optimized, I'm building onto the grid, utilising func_detail's, the skybox is built around the map with hardly any extra and unecessary space left in between. My lightmap scales are only low when needed. The map overall is hardly that large and only fairly detailed. The error checker on Interlopers.net couldn't find anything wrong with it.
I'm at an end here for solutions, I know I've made several threads with the same issue before but this time [I]there are no issues[/I].
My map only compiles to BuildVisLeafs: 0...1 - then it halts and I get a " Microsoft Visual C++ Runtime Error " message that pops up.
Here's my compile log before anyone asks;
[code]
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Running command: cd "c:\program files\valve\steam\steamapps\common\left 4 dead 2
\bin"
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Running command: "c:\program files\valve\steam\steamapps\common\left 4 dead 2\bi
n\vbsp.exe" -game "c:\program files\valve\steam\steamapps\common\left 4 dead 2\l
eft4dead2" "C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_cont
ent\mapsrc\Suburbia_District_Level2_ChangeTest.vmf"
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Valve Software - vbsp.exe (Apr 21 2010)
2 threads
materialPath: c:\program files\valve\steam\steamapps\common\left 4 dead 2\left4d
ead2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_content\
mapsrc\Suburbia_District_Level2_ChangeTest.vmf
Can't find surfaceprop stone for material STONE/STONE_EXT_04, using default
Can't find surfaceprop cloth for material BUILDINGS/AWNING_BLUE, using default
Patching WVT material: maps/suburbia_district_level2_changetest/nature/blend_gra
ss_grass_01_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1272 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_content\
mapsrc\Suburbia_District_Level2_ChangeTest.prt...Building visibility clusters...
done (0)
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 (3) (1081026 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5720 texinfos to 2623
Reduced 511 texdatas to 465 (30202 bytes to 28405)
Writing C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_content\
mapsrc\Suburbia_District_Level2_ChangeTest.bsp
1 minute, 4 seconds elapsed
-------------------------------------------------------------------------------
Running command: cd "c:\program files\valve\steam\steamapps\common\left 4 dead 2
\bin"
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Running command: "c:\program files\valve\steam\steamapps\common\left 4 dead 2\bi
n\vvis.exe" -game "c:\program files\valve\steam\steamapps\common\left 4 dead 2\l
eft4dead2" "C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_cont
ent\mapsrc\Suburbia_District_Level2_ChangeTest"
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Valve Software - vvis.exe (Apr 21 2010)
2 threads
reading c:\program files\valve\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\Suburbia_District_Level2_ChangeTest.bsp
max farz in all env_fog_controller entities: 3000.000000 (used for radial vis)
reading c:\program files\valve\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\Suburbia_District_Level2_ChangeTest.prt
2587 portalclusters
7273 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1861)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (387)
Optimized: 7644 visible clusters (0.00%)
Total clusters visible: 578955
Average clusters visible: 223
Building PAS...
Average clusters audible: 1042
visdatasize:677422 compressed from 1697072
writing c:\program files\valve\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\Suburbia_District_Level2_ChangeTest.bsp
37 minutes, 28 seconds elapsed
-------------------------------------------------------------------------------
Running command: cd "c:\program files\valve\steam\steamapps\common\left 4 dead 2
\bin"
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Running command: "c:\program files\valve\steam\steamapps\common\left 4 dead 2\bi
n\vrad.exe" -game "c:\program files\valve\steam\steamapps\common\left 4 dead 2\
left4dead2" "C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_con
tent\mapsrc\Suburbia_District_Level2_ChangeTest"
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Valve Software - vrad.exe SSE (Apr 21 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\Suburbia_District_Level2_ChangeTest.bsp
Setting up ray-trace acceleration structure... Done (59.76 seconds)
18638 faces
3869517 square feet [557210496.00 square inches]
6 Displacements
2554 Square Feet [367884.00 Square Inches]
18638 patches before subdivision
1226560 patches after subdivision
sun extent from map=0.000000
9 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (601)
BuildVisLeafs: 0...1Finished. Press a key to close.[/code]
So really, what is there I can even do? I've tried asking about some other optimization methods or even looking them up ( area portals and hint brushes ) but no decent tutorials or descriptions.
Please, help!