• Gmod map crash on launch.
    4 replies, posted
When I try to run my first map (rp_rakitov) on Gmod, it crashes the whole Gmod. I was thinking is this happening, because I don't won Half Life 2 and I was making the map using Team Fortress as the configuration, but Half Life 2 props and textures ? I really wish that my maps would work, since I love making maps even this is my first map if you don't count the test maps. If you got a solution please tell me. Thank You !
There is so much that could be attributed to this; You're going to have to give us a little more to go on here. Could you post compile logs, please?
[QUOTE=GaleTheHusky;47405309]There is so much that could be attributed to this; You're going to have to give us a little more to go on here. Could you post compile logs, please?[/QUOTE] I think I found the problem, every map that is using HL2 props is crashing. Maybe because I don't own HL2. So is it worth buying just to make Gmod maps ? ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Jarmo\Desktop\OMAT MAPIT\GMOD\rp_rakitovka\rp_rakitovka.vmf" Valve Software - vbsp.exe (Mar 11 2015) 8 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials Loading C:\Users\Jarmo\Desktop\OMAT MAPIT\GMOD\rp_rakitovka\rp_rakitovka.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:\Users\Jarmo\Desktop\OMAT MAPIT\GMOD\rp_rakitovka\rp_rakitovka.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_wasteland02*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_wasteland02*.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) (9556 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 29 texinfos to 17 Reduced 12 texdatas to 11 (308 bytes to 260) Writing C:\Users\Jarmo\Desktop\OMAT MAPIT\GMOD\rp_rakitovka\rp_rakitovka.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Jarmo\Desktop\OMAT MAPIT\GMOD\rp_rakitovka\rp_rakitovka" Valve Software - vvis.exe (Mar 11 2015) 8 threads reading c:\users\jarmo\desktop\omat mapit\gmod\rp_rakitovka\rp_rakitovka.bsp reading c:\users\jarmo\desktop\omat mapit\gmod\rp_rakitovka\rp_rakitovka.prt 56 portalclusters 141 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: 2138 Average clusters visible: 38 Building PAS... Average clusters audible: 56 visdatasize:1238 compressed from 896 writing c:\users\jarmo\desktop\omat mapit\gmod\rp_rakitovka\rp_rakitovka.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe" ** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Jarmo\Desktop\OMAT MAPIT\GMOD\rp_rakitovka\rp_rakitovka" Valve Software - vrad.exe SSE (Mar 11 2015) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [37 texlights parsed from 'lights.rad'] Loading c:\users\jarmo\desktop\omat mapit\gmod\rp_rakitovka\rp_rakitovka.bsp Setting up ray-trace acceleration structure... Done (0.02 seconds) 147 faces 35710 square feet [5142350.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 147 patches before subdivision 1267 patches after subdivision 2 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 (0) transfers 20165, max 111 transfer lists: 0.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1044, 1198, 1105) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(66, 68, 60) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(5, 4, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0002 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 23/8192 276/98304 ( 0.3%) brushsides 194/65536 1552/524288 ( 0.3%) planes 168/65536 3360/1310720 ( 0.3%) vertexes 210/65536 2520/786432 ( 0.3%) nodes 141/65536 4512/2097152 ( 0.2%) texinfos 17/12288 1224/884736 ( 0.1%) texdata 11/2048 352/65536 ( 0.5%) 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 147/65536 8232/3670016 ( 0.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 67/65536 3752/3670016 ( 0.1%) leaves 143/65536 4576/2097152 ( 0.2%) leaffaces 162/65536 324/131072 ( 0.2%) leafbrushes 89/65536 178/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 928/512000 3712/2048000 ( 0.2%) edges 539/256000 2156/1024000 ( 0.2%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 9/32768 90/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 114/65536 228/131072 ( 0.2%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 70192/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1238/16777216 ( 0.0%) entdata [variable] 836/393216 ( 0.2%) LDR ambient table 143/65536 572/262144 ( 0.2%) HDR ambient table 143/65536 572/262144 ( 0.2%) LDR leaf ambient 720/65536 20160/1835008 ( 1.1%) HDR leaf ambient 143/65536 4004/1835008 ( 0.2%) 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] 1/236 ( 0.4%) pakfile [variable] 87063/0 ( 0.0%) physics [variable] 9556/4194304 ( 0.2%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 354 Writing c:\users\jarmo\desktop\omat mapit\gmod\rp_rakitovka\rp_rakitovka.bsp 0 seconds elapsed Valve Software - vrad.exe SSE (Mar 11 2015) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [37 texlights parsed from 'lights.rad'] Loading c:\users\jarmo\desktop\omat mapit\gmod\rp_rakitovka\rp_rakitovka.bsp Setting up ray-trace acceleration structure... Done (0.02 seconds) 147 faces 35710 square feet [5142350.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 147 patches before subdivision 1267 patches after subdivision 2 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 (1) transfers 20165, max 111 transfer lists: 0.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(10, 10, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0002 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 23/8192 276/98304 ( 0.3%) brushsides 194/65536 1552/524288 ( 0.3%) planes 168/65536 3360/1310720 ( 0.3%) vertexes 210/65536 2520/786432 ( 0.3%) nodes 141/65536 4512/2097152 ( 0.2%) texinfos 17/12288 1224/884736 ( 0.1%) texdata 11/2048 352/65536 ( 0.5%) 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 147/65536 8232/3670016 ( 0.2%) hdr faces 147/65536 8232/3670016 ( 0.2%) origfaces 67/65536 3752/3670016 ( 0.1%) leaves 143/65536 4576/2097152 ( 0.2%) leaffaces 162/65536 324/131072 ( 0.2%) leafbrushes 89/65536 178/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 928/512000 3712/2048000 ( 0.2%) edges 539/256000 2156/1024000 ( 0.2%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 2/8192 176/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 9/32768 90/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 114/65536 228/131072 ( 0.2%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 70192/0 ( 0.0%) HDR lightdata [variable] 70192/0 ( 0.0%) visdata [variable] 1238/16777216 ( 0.0%) entdata [variable] 836/393216 ( 0.2%) LDR ambient table 143/65536 572/262144 ( 0.2%) HDR ambient table 143/65536 572/262144 ( 0.2%) LDR leaf ambient 720/65536 20160/1835008 ( 1.1%) HDR leaf ambient 673/65536 18844/1835008 ( 1.0%) 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] 1/236 ( 0.4%) pakfile [variable] 87063/0 ( 0.0%) physics [variable] 9556/4194304 ( 0.2%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 354 Writing c:\users\jarmo\desktop\omat mapit\gmod\rp_rakitovka\rp_rakitovka.bsp 0 seconds elapsed ** Executing... ** Command: Copy File
hey there, I think half life 2 shit is already included in gmod, so its another problem.
The TF2 configuration is not comaptible with Gmod anymore, because of recent changes in prop_static entities. Either remove all prop_statics from your map, or use another game configuration for your compile process.
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