• Map crashes when jumping into "eletric water"
    17 replies, posted
Video: [url]http://tinypic.com/player.php?v=14vrcr8&s=3[/url] Compile log: [code] ** Executing... ** Command: "d:\steam\steamapps\USERNAME\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "d:\steam\steamapps\USERNAME\half-life 2 deathmatch\hl2mp" "D:\Steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: d:\steam\steamapps\USERNAME\half-life 2 deathmatch\hl2mp\materials Loading D:\Steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.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) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 to build the default cubemap! 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 (1) (85593 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 292 texinfos to 160 Reduced 52 texdatas to 39 (1961 bytes to 1454) Writing D:\Steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.bsp 1 second elapsed ** Executing... ** Command: "d:\steam\steamapps\USERNAME\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "d:\steam\steamapps\USERNAME\half-life 2 deathmatch\hl2mp" "D:\Steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed" Valve Software - vvis.exe (Nov 8 2007) 2 threads reading d:\steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.bsp reading d:\steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.prt 184 portalclusters 440 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 (1) Optimized: 64 visible clusters (0.00%) Total clusters visible: 14314 Average clusters visible: 77 Building PAS... Average clusters audible: 162 visdatasize:9862 compressed from 8832 writing d:\steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.bsp 1 second elapsed ** Executing... ** Command: "d:\steam\steamapps\USERNAME\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "d:\steam\steamapps\USERNAME\half-life 2 deathmatch\hl2mp" "D:\Steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading d:\steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.bsp 947 faces 233820 square feet [33670084.00 square inches] 2 displacements 9834 square feet [1416216.00 square inches] 947 patches before subdivision 24727 patches after subdivision 71 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (18) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5) transfers 3161002, max 429 transfer lists: 24.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(138830, 106897, 84895) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(18700, 12890, 8192) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(2845, 1726, 866) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(418, 222, 90) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(66, 30, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(11, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0123 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. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 18/1024 864/49152 ( 1.8%) brushes 230/8192 2760/98304 ( 2.8%) brushsides 1505/65536 12040/524288 ( 2.3%) planes 842/65536 16840/1310720 ( 1.3%) vertexes 1565/65536 18780/786432 ( 2.4%) nodes 599/65536 19168/2097152 ( 0.9%) texinfos 160/12288 11520/884736 ( 1.3%) texdata 39/2048 1248/65536 ( 1.9%) dispinfos 2/0 352/0 ( 0.0%) disp_verts 162/0 3240/0 ( 0.0%) disp_tris 256/0 512/0 ( 0.0%) disp_lmsamples 22344/0 22344/0 ( 0.0%) faces 947/65536 53032/3670016 ( 1.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 463/65536 25928/3670016 ( 0.7%) leaves 618/65536 19776/2097152 ( 0.9%) leaffaces 1074/65536 2148/131072 ( 1.6%) leafbrushes 533/65536 1066/131072 ( 0.8%) areas 2/256 16/2048 ( 0.8%) surfedges 6098/512000 24392/2048000 ( 1.2%) edges 3494/256000 13976/1024000 ( 1.4%) LDR worldlights 71/8192 6248/720896 ( 0.9%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 50/32768 500/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 807/65536 1614/131072 ( 1.2%) cubemapsamples 6/1024 96/16384 ( 0.6%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1197924/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 9862/16777216 ( 0.1%) entdata [variable] 53972/393216 (13.7%) LDR leaf ambient 618/65536 14832/1572864 ( 0.9%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/14916 ( 0.0%) pakfile [variable] 79439/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 85593/4194304 ( 2.0%) ==== Total Win32 BSP file data space used: 1700084 bytes ==== Total triangle count: 2330 Writing d:\steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.bsp 25 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\Steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.bsp" "d:\steam\steamapps\USERNAME\half-life 2 deathmatch\hl2mp\maps\coop_unnamed.bsp" [/code] It doesn't always crash, for example, - I can walk onto the water and die without crashing - ~70% of the times i jump into the water it crashes
For your displacements, I think you have made all for sides a displacement. Only the visible sides (The top in this case) should be displacement, so use "destroy" on the rest of the sides. And what do you mean with electric water?
[QUOTE=Zyx;16154845]For your displacements, I think you have made all for sides a displacement. Only the visible sides (The top in this case) should be displacement, so use "destroy" on the rest of the sides. And what do you mean with electric water?[/QUOTE] nvm about the water, it's just a trigger_hurt on the water [editline]02:11PM[/editline] which seems to crash me
So if you remove the trigger_hurt it doesn't crash? What are the properties of the trigger_hurt?
It's crashing even if i remove the trigger_hurt, i'm gonna try remove the water [editline]02:29PM[/editline] Still crashes, it seems to be the displacement who crashes the game [editline]02:29PM[/editline] Any ideas?
Is it only the top sides of the brushes that are displacement? make sure they are.
Yes
I used 3 [editline]02:36PM[/editline] Does it matter if it isn't a square brush?
As long as it's got 4 sides, it's cool. You haven't made, heaven forbid, displacement water, have you?
No :P
When you make your displacement, make sure that only the red face is a displacement. [img]https://dl-web.getdropbox.com/get/Unavngivet.jpg?w=ddf1350d[/img] As I think you have the other faces as a displacement too.
Oooo, i forgot to delete the face under everything, trying again [editline]03:04PM[/editline] Still crashes, wtf D: [editline]03:05PM[/editline] I'm gonna try remake the whole displacement [editline]03:09PM[/editline] Still crashes >:C [editline]03:09PM[/editline] Automerge ftw
You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. It may also be caused by compiling a non-HDR skybox texture.
[QUOTE=Zally13;16157640]You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. It may also be caused by compiling a non-HDR skybox texture.[/QUOTE] That error is normal and can be ignored. And there aren't even any visible skybox in the map, so that wouldn't matter anyway. You could try and delete the displacement and re-create it?
[QUOTE=Zyx;16157729]That error is normal and can be ignored. And there aren't even any visible skybox in the map, so that wouldn't matter anyway. You could try and delete the displacement and re-create it?[/QUOTE] As you see in my above post, i already tried that, and it failed. :/
can you upload the vmf, so we can have a look?
I fixed it :3 I had put a light entity to low so when i jumped off into the water i touched the light entity, which crashed the game.
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