• What is with these blocks?
    11 replies, posted
For some crazy reason, the difference between a working map, and a map that crashes CS:GO before it even begins loading, is this: WORKING: [IMG]http://i.imgur.com/S27W5bO.jpg[/IMG] [U]NOT[/U] WORKING: [img]http://i.imgur.com/J5ifJBl.jpg[/img] I can't make sense of it. _________________ I've had this window open for a few hours now and have tried to recreate this section using the simplest of block shapes [I]several times[/I], and I'm still getting the crash. Pulling my hair out here. Let it be known that I've barely optimized the map during it's creation. The first half of the map uses a decent amount of func_details, other than that it's pretty raw. Here's a screenshot of my last working save for scale, which includes the wall but not the chutes. Is it a size issue? A brush count? This is my first map, any and all help appreciated. [IMG]http://i.imgur.com/3OwoatQ.png[/IMG]
You shouldnt use a giant skybox around the map. And if you get leaks when you remove it, use pointfile to locate and fix them. That could fix your problem (it could but it may not fix it). So do that, and post if it still happen. ps: in case you do it, dont use Unit1 in hammer, that's the best way to get leaks. Use unit8 minimum when building stuff (2 should be for small detail).
Also press alt+p and look for errors. Especially "invalid solids". Those "tubes" look oddly made
Hammer's error report brings back zero results. Luckily the section causing trouble is easy to assemble so I've began work from the previous save. Also they aren't tubes, just simple cylinder brushes, but taking your advice I replaced a pillar earlier in the map. I've taken Moltard's advice and have sifted through all the leaks to remove the skybox, the map works fine. Looking a bit at vis optimization I've relocated the whole map off center to prevent extra portals being made. I'll begin work on the new section and will report back with progress.
Are those tubes both going down and to the side? If so, those brushes are no longer convex once the file is saved and compiled due to the stupid grid system. You'll have to find another solution. In my map I used displacements that were on grid and then distorted them until I got desired results. If you go that route you'll probably want a seamless scaling material because it will probably stretch horribly otherwise. https://developer.valvesoftware.com/wiki/$seamless_scale Feel free to look at my map, csgo_bloodgulch, to see how I used those displacements. They're in the caves to the side.
Good to hear you're messing progress! What I meant with tubes were the"hallways" on the left that are both down and to the side. So the same as Itszutak said. Depending on how you build this structure you can move one end like you did but if you build it "wrong" you can't. I will post a picture once I'm home
I've done a couple compiles with new chutes, then removing them, removing the surf ramps you see at the bottom left, removing the black marble columns, and yet the crashing still occurs. Here is the log file made by CS on a compile excluding the chutes, columns and surf ramps. [url]http://pastebin.com/uZE9sEH2[/url] Here is the state of the map when compiled. [img]http://i.imgur.com/awJgYin.png[/img]
Compile only some parts of the map (add to visgroup or use cordon tool). So you can find the area causing the crash.
that log file don't look like any compile log i've ever seen before it looks like a log of the game starting
That's exactly right. It launches straight from Hammer, attempts to load the map file, and kills itself. Alright, so here is where I'm at today. [I]This[/I] works: [IMG]http://i.imgur.com/n8WqSyP.png[/IMG] And [I]this[/I] works: [img]http://i.imgur.com/LC9VPOh.png[/img] But [I]this[/I] is a crash: [img]http://i.imgur.com/GCAC0Hz.png[/img] All I can draw from this is CS has an issue with maps being spread across multiple quadrants, but that doesn't make sense as there are MANY maps out there larger than the one I'm constructing. Do I need to implement tool + hint brushes to try and break it up a bit? Here is a readout of the map log compiled with both VIS groups enabled: [url]http://pastebin.com/SKmSJpSb[/url] ______________ Developments! I ran a full map compile with RAD turned off, and it loads in CS. So it's something to do with the lighting. I'll run another compile with RAD turned on, but my custom textures replaced, and report back. ______________ No luck. All of my custom textures converted to vanilla CS ones, RAD set to fast, still crashes. So it's a lighting issue that only occurs when the full map is enabled... ¯\_(ツ)_/¯ Here is everything involved with the map if you would like to investigate for yourself: [url]https://www.sendspace.com/file/dpf9ny[/url]
After doing a bit more research and testing, it turns out that not adjusting the material lightmap scale to better match the size of my map was killing the game. I made an overall change from 16 to 26, and now the map boots into CSGO with no issues. I can finally move past this roadblock! Thanks for your input none-the-less. :smile:
[QUOTE]Do I need to implement tool + hint brushes to try and break it up a bit? [/QUOTE] if you have'nt done any map optimizing then yeah start do it or as the map gets larger and more detailed the crashing will come back
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