Hammer is unable to load a recently saved map on GMOD
16 replies, posted
Hammer is unable to load a recently saved map on GMOD
[url]http://www.interlopers.net/errors/[/url]
::::Information from website::::
found a displacement edge abutting multiple other edges
Description:
A displacement is touching more than one other displacements at the same point along one of its edges; in other words: at some point, three displacements are touching each other along an entire edge. This may cause lighting errors, as vrad doesn't know which displacements need to have their light smoothed out, if you know what i mean. I guess it can also be a wanted situation, in which cause this 'error' can be ignored.
Solution:
The usual cause i can think of is the accidental non-deletion of displacements along the sides of brushes. Eg, if you have two brushes next to each other, and their tops displaced, and you accidentally also displaced the vertical brushsides between these two, you get a T-shaped intersection of three.
image
image: purple: side that should've been destroyed, red: the edge.
This is no real error, but it could be the cause of lighting anomalies. There is no easy way to find the displacement either, the fastest way would be to go through your displacements one by one.
Generally, this error may be ignored
Last contribution: Anonymous
zero area child patch
Description:
A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?
Solution:
First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.
See also:
Reference: Finding the cause of unknown errors
Generally, this error may be ignored
Last contribution: Anonymous
I'm having a hard time understanding whats going on here. There seems to be some non-fatal errors, by the only 2 things you explained from the interlopers log checker. But that sounds like sloppy brushwork.
Now, how is this not loading the map? Does it say the BSP doesn't exist? If so, make sure its in the /garrysmod/maps folderf
Is there no BSP anywhere? Fix those errors, and see if it compiles.
[editline]Your sloppy brushwork makes me wonder how crappy and unoptimized your shit is, but hey... everyones gotta start somewhere[/editline]
Also, interlopers will not post your compile log, so posting your compile log will be the best so we can review the log too.
Make sure you use the lua or code tags to keep things nice and tidy
hammer does not say that the .bsp doesn't exist unless I take it out the folder that I made in my downloads folder while I was working in hammer.
hammer doesn't open bsps.
The BSP has to be in your games /map/ directory. In this case, /garrysmod/maps
How else do you think HL2, or any game for that matter, is going to know where to look for these files?
[QUOTE=Richard Simmons;49059154]hammer doesn't open bsps.
The BSP has to be in your games /map/ directory. In this case, /garrysmod/maps
How else do you think HL2, or any game for that matter, is going to know where to look for these files?[/QUOTE]
I know that hammer does not open .bsp's and I do have it in the proper directory.
I was trying to say that hammer runs the map properly unless I take the .bsp out from the map directory.
The problem is that I can't get the map to load any changes to the game that I made in hammer.
Sounds like the bsp file is not getting replaced with the newer version.
So either its the wrong bsp, or it didnt compile. You should post your full compile log. Please use code tags.
Your VBSP is crashing before it can write the new .bsp file. You might want to try fixing that issue with the displacements, or try compiling with the Displacements VisGroup turned off to check if they really are the problem.
I'm not too sure what you mean, but I did find VisGroups on the side panel clicked on the auto tab and unchecked displacements. I noticed that it's connected to the mountain and grass textures I have for my map. I am also compiling it
What's the map name? Its kinda important here and noones gonna steal it.
No one can seem to wait either...
--------If you really want to know that badly... Well, it's hopefully going to be an interactive CreepyPasta map--------
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\************\Downloads\gm_**********\gm_*********.vmf"
Valve Software - vbsp.exe (Dec 9 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials
Loading C:\Users\********\Downloads\gm_********\gm_**********.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/gm_*********/nature/red_grass_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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\**********\Downloads\gm_*********\gm_*********.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) (310607 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1298 texinfos to 936
Reduced 124 texdatas to 112 (2924 bytes to 2509)
Writing C:\Users\********\Downloads\gm_********\gm_********.bsp
4 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\*******\Downloads\gm_**********\gm_**********"
Valve Software - vvis.exe (Dec 9 2014)
4 threads
reading c:\users\********\downloads\gm_*********\gm_*********.bsp
reading c:\users\********\downloads\gm_*********\gm_********.prt
2294 portalclusters
7991 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1368)
Optimized: 10892 visible clusters (1.37%)
Total clusters visible: 794968
Average clusters visible: 346
Building PAS...
Average clusters audible: 1222
visdatasize:745399 compressed from 1321344
writing c:\users\********\downloads\gm_********\gm_********.bsp
22 minutes, 54 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\********\Downloads\gm_**********\gm_*********"
Valve Software - vrad.exe SSE (Dec 9 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\*********\downloads\gm_********\gm_**********.bsp
Setting up ray-trace acceleration structure... Done (1.43 seconds)
6689 faces
6 degenerate faces
2084925 square feet [300229280.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6683 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
101635 patches after subdivision
67 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 11108700, max 1184
transfer lists: 84.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(24482, 22593, 19423)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(7778, 6633, 5008)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2807, 2167, 1385)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1003, 688, 374)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(376, 229, 106)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(143, 76, 30)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(55, 26, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(22, 9, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(9, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0440 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (10)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 35/1024 1680/49152 ( 3.4%)
brushes 828/8192 9936/98304 (10.1%)
brushsides 5668/65536 45344/524288 ( 8.6%)
planes 3404/65536 68080/1310720 ( 5.2%)
vertexes 9857/65536 118284/786432 (15.0%)
nodes 4062/65536 129984/2097152 ( 6.2%)
texinfos 936/12288 67392/884736 ( 7.6%)
texdata 112/2048 3584/65536 ( 5.5%)
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 6689/65536 374584/3670016 (10.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3064/65536 171584/3670016 ( 4.7%)
leaves 4098/65536 131136/2097152 ( 6.3%)
leaffaces 8237/65536 16474/131072 (12.6%)
leafbrushes 2339/65536 4678/131072 ( 3.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 43820/512000 175280/2048000 ( 8.6%)
edges 24227/256000 96908/1024000 ( 9.5%)
LDR worldlights 67/8192 5896/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 487/32768 4870/327680 ( 1.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7377/65536 14754/131072 (11.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5302648/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 745399/16777216 ( 4.4%)
entdata [variable] 52736/393216 (13.4%)
LDR ambient table 4098/65536 16392/262144 ( 6.3%)
HDR ambient table 4098/65536 16392/262144 ( 6.3%)
LDR leaf ambient 6014/65536 168392/1835008 ( 9.2%)
HDR leaf ambient 4098/65536 114744/1835008 ( 6.3%)
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] 1/12 ( 8.3%)
static props [variable] 1/8052 ( 0.0%)
pakfile [variable] 213489/0 ( 0.0%)
physics [variable] 310607/4194304 ( 7.4%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 18050
Writing c:\users\*********\downloads\gm_*********\gm_**********.bsp
36 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\*********\Downloads\gm_*********\gm_*************.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_**********.bsp"
Looks like the compile finishes in that one. I suggest looking at any displacements (terrain meshes) you've added or modified since the last successful compile.
How and in what way do I look at displacements (terrain meshes) and how do I exactly know if the displacements were modified or added from/to a successful compile?
Your map, you should know whats different.
Like the website output you posted says, the "found a displacement edge abutting multiple other edges" error can be caused by creating displacements out of the non-visible sides for brushes. Look below your displacements and check if any of the original brushes sides have been made into displacements as well.
From my own experience and understanding I should probably be finding blocks that have too high of displacements "very misshaped blocks" for hammer to generate it properly within the game.
That's a good idea too, but you should probably read up on what a [Url=https://developer.valvesoftware.com/wiki/Displacement]Displacement[/url] is.
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