• Build Patch/Sample Hash Table Crash
    8 replies, posted
Now this is an unusual crash, it gets to Build Patch/Sample Hash Table(s).... then just crashes.. and i have no idea why!!! Heres a compile log (File names removed :P) [CODE] ================== VBSP ================== materialPath: c:\program files\steam\steamapps\d0m1n1c1\half-life 2 episode two\ep2\materials Loading C:\Program Files\Steam\steamapps\Hammer\Garrysmod\Fortexian Construct V2\gm_fortexianconstruct_v2b7.vmf fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (1) Chop Details...done (0) Find Visible Detail Sides... Merged 2258 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) writing C:\Program Files\Steam\steamapps\Hammer\Garrysmod\Fortexian Construct V2\gm_fortexianconstruct_v2b7.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/mpa02*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/mpa02*.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 (2) (1841402 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! ..10 Compacting texture/material tables... Reduced 3528 texinfos to 2062 Reduced 113 texdatas to 100 (3109 bytes to 2428) Writing C:\Program Files\Steam\steamapps\Hammer\Garrysmod\Fortexian Construct V2\gm_fortexianconstruct_v2b7.bsp 12 seconds elapsed ================== VVIS ================== 4 threads reading c:\program files\steam\steamapps\hammer\garrysmod\fortexian construct v2\gm_fortexianconstruct_v2b7.bsp reading c:\program files\steam\steamapps\hammer\garrysmod\fortexian construct v2\gm_fortexianconstruct_v2b7.prt 4444 portalclusters 10835 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 87150 visible clusters (0.00%) Total clusters visible: 8102934 Average clusters visible: 1823 Building PAS... Average clusters audible: 2104 visdatasize:4782777 compressed from 4977280 writing c:\program files\steam\steamapps\hammer\garrysmod\fortexian construct v2\gm_fortexianconstruct_v2b7.bsp 12 seconds elapsed ================== VRAD ================== [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\hammer\garrysmod\fortexian construct v2\gm_fortexianconstruct_v2b7.bsp 23057 faces 56225767 square feet [8096510464.00 square inches] 6 Displacements 144316 Square Feet [20781568.00 Square Inches] 23057 patches before subdivision 382611 patches after subdivision 748 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 157845969, max 5153 transfer lists: 1204.3 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(620450, 578619, 236698) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(198278, 182937, 74316) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(49074, 43778, 17739) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(18856, 17265, 6581) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(5599, 5043, 1840) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2137, 1962, 677) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(705, 640, 210) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(268, 245, 76) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(95, 86, 25) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(36, 33, 9) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(14, 12, 3) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(5, 5, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(2, 2, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s)..... [/CODE]Help? :D
[code]PruneNodes... WriteBSP... done (2) writing C:\Program Files\Steam\steamapps\Hammer\Garrysmod\|||.prt...B uilding visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/mpa02*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/mpa02*.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 (2) (1841402 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! ..10 Compacting texture/material tables... Reduced 3528 texinfos to 2062 Reduced 113 texdatas to 100 (3109 bytes to 2428) Writing C:\Program Files\Steam\steamapps\Hammer\Garrysmod\(:D).bsp 12 seconds elapsed ================== VVIS ================== 4 threads reading c:\program files\steam\steamapps\hammer\garrysmod\(:D).bsp reading c:\program files\steam\steamapps\hammer\garrysmod\(:D).prt 4444 portalclusters 10835 numportals 0...1...2...3...4...5...6...7...8...9...10Optimize d: 87150 visible clusters (0.00%) Total clusters visible: 8102934 Average clusters visible: 1823 Building PAS... Average clusters audible: 2104 visdatasize:4782777 compressed from 4977280 writing c:\program files\steam\steamapps\hammer\garrysmod\(:D).bsp 12 seconds elapsed ================== VRAD ================== [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\hammer\garrysmod\(:D).bsp 23057 faces 56225767 square feet [8096510464.00 square inches] 6 Displacements 144316 Square Feet [20781568.00 Square Inches] 23057 patches before subdivision 382611 patches after subdivision 748 direct lights 0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10transfers 157845969, max 5153 transfer lists: 1204.3 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(620450, 578619, 236698) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(198278, 182937, 74316) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(49074, 43778, 17739) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(18856, 17265, 6581) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(5599, 5043, 1840) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2137, 1962, 677) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(705, 640, 210) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(268, 245, 76) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(95, 86, 25) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(36, 33, 9) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(14, 12, 3) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(5, 5, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(2, 2, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....[/code] [noparse][code][/code][/noparse], not quote tags. Just for future reference. Anyway, could this have something to do with it? Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
No it isnt, ive had that error before and it has worked fine. It cant be that
Well then idk. I just ran it through Interloper's error checker and nothing came up besides that and the fact that all of the compiling tools weren't running. If you post the ENTIRE compile log there may be something but I can't see anything wrong with it right now. Wait, is that the entire thing? i just assumed it wasn't because Interlopers said you're not running any of the compiling tools...
Well it was run using VCBT so its not like the Hammers Compiler
Oh. So that is the whole thing? Well I'll assume you've used this compiler successfully before and say that I'm afraid I can't help any more. Sorry.
What is with your path file? [quote]c:\program files\steam\steamapps\hammer\garrysmod\(:D).bsp[/quote] Post your entire compile log, not this shit. Nobody is going to add you on steam or hack you because we know your username.
It is my entire compile log... as ive said before, and it didnt even have my steam username anyway :/ EDIT: There i made it so it had the right path files ...
Why does your VBSP Show up like [quote][code]================== VBSP ================== materialPath: c:\program files\steam\steamapps\d0m1n1c1\half-life 2 episode two\ep2\materials Loading C:\Program Files\Steam\steamapps\Hammer\Garrysmod\Fortexian Construct V2\gm_fortexianconstruct_v2b7.vmf fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (1) Chop Details...done (0) Find Visible Detail Sides... Merged 2258 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) writing C:\Program Files\Steam\steamapps\Hammer\Garrysmod\Fortexian Construct V2\gm_fortexianconstruct_v2b7.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/mpa02*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/mpa02*.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 (2) (1841402 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! ..10 Compacting texture/material tables... Reduced 3528 texinfos to 2062 Reduced 113 texdatas to 100 (3109 bytes to 2428) Writing C:\Program Files\Steam\steamapps\Hammer\Garrysmod\Fortexian Construct V2\gm_fortexianconstruct_v2b7.bsp 12 seconds elapsed [/quote][/code] Cause mine shows up like this. [code]** Executing... ** Command: "c:\program files\steam\steamapps\firegod522\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\firegod522\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\firegod522\sourcesdk_content\ep2\mapsrc\sb_construct" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\firegod522\half-life 2 episode two\ep2\materials Loading C:\Program Files\Steam\steamapps\firegod522\sourcesdk_content\ep2\mapsrc\sb_construct.vmf 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 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 64 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\firegod522\sourcesdk_content\ep2\mapsrc\sb_construct.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.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 (1) (165252 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 409 texinfos to 323 Reduced 48 texdatas to 24 (1982 bytes to 808) Writing C:\Program Files\Steam\steamapps\firegod522\sourcesdk_content\ep2\mapsrc\sb_construct.bsp 4 seconds elapsed[/code] Are you using a custom VBSP, VRAD, and VVIS? [editline]03:42PM[/editline] Give me bad reading, just re-read the thread. Use the normal valve tools and see if it works right.
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