• Map crashes during load up
    6 replies, posted
So I'm making a build type map, and it crashes upon load up in gmod. Could it be that I have two seperate skyboxes? I'm willing to send the map to someone if they want to try and figure it out. I'm not sure what's causing it, uhhhh here's the compile report: ** Executing... ** Command: "c:\program files\steam\steamapps\gunsrfun2\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\gunsrfun2\half-life 2\hl2" "C:\Program Files\Steam\steamapps\gunsrfun2\sourcesdk_content\hl2\mapsrc\gm_build_it.vmf" Valve Software - vbsp.exe (Jul 7 2010) 2 threads materialPath: c:\program files\steam\steamapps\gunsrfun2\half-life 2\hl2\materials Loading C:\Program Files\Steam\steamapps\gunsrfun2\sourcesdk_content\hl2\mapsrc\gm_build_it.vmf Could not locate 'GameData' key in c:\program files\steam\steamapps\gunsrfun2\half-life 2\hl2\gameinfo.txt 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... Merged 2 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\gunsrfun2\sourcesdk_content\hl2\mapsrc\gm_build_it.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_05*.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_05*.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) (59959 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 142 texinfos to 91 Reduced 37 texdatas to 29 (1153 bytes to 911) Writing C:\Program Files\Steam\steamapps\gunsrfun2\sourcesdk_content\hl2\mapsrc\gm_build_it.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\gunsrfun2\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\gunsrfun2\half-life 2\hl2" "C:\Program Files\Steam\steamapps\gunsrfun2\sourcesdk_content\hl2\mapsrc\gm_build_it" Valve Software - vvis.exe (Jul 7 2010) 2 threads reading c:\program files\steam\steamapps\gunsrfun2\sourcesdk_content\hl2\mapsrc\gm_build_it.bsp reading c:\program files\steam\steamapps\gunsrfun2\sourcesdk_content\hl2\mapsrc\gm_build_it.prt 264 portalclusters 650 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 (6) Optimized: 55 visible clusters (0.00%) Total clusters visible: 29872 Average clusters visible: 113 Building PAS... Average clusters audible: 188 visdatasize:19043 compressed from 21120 writing c:\program files\steam\steamapps\gunsrfun2\sourcesdk_content\hl2\mapsrc\gm_build_it.bsp 6 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\gunsrfun2\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\gunsrfun2\half-life 2\hl2" "C:\Program Files\Steam\steamapps\gunsrfun2\sourcesdk_content\hl2\mapsrc\gm_build_it" Valve Software - vrad.exe SSE (Jul 7 2010) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\gunsrfun2\sourcesdk_content\hl2\mapsrc\gm_build_it.bsp Setting up ray-trace acceleration structure... Done (0.47 seconds) 796 faces 967990 square feet [139390640.00 square inches] 8 Displacements 401695 Square Feet [57844176.00 Square Inches] 796 patches before subdivision 23880 patches after subdivision sun extent from map=0.529919 7 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (19) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5) transfers 1326416, max 408 transfer lists: 10.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(68262, 53012, 30870) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(10006, 8015, 4459) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(1983, 1693, 1011) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(481, 437, 270) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(159, 161, 110) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(60, 63, 44) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(29, 32, 22) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(14, 15, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(7, 8, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(4, 4, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(2, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0358 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6) 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 (6) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 4/1024 192/49152 ( 0.4%) brushes 172/8192 2064/98304 ( 2.1%) brushsides 1157/65536 9256/524288 ( 1.8%) planes 520/65536 10400/1310720 ( 0.8%) vertexes 1317/65536 15804/786432 ( 2.0%) nodes 664/65536 21248/2097152 ( 1.0%) texinfos 91/12288 6552/884736 ( 0.7%) texdata 29/2048 928/65536 ( 1.4%) dispinfos 8/0 1408/0 ( 0.0%) disp_verts 2312/0 46240/0 ( 0.0%) disp_tris 4096/0 8192/0 ( 0.0%) disp_lmsamples 474596/0 474596/0 ( 0.0%) faces 796/65536 44576/3670016 ( 1.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 391/65536 21896/3670016 ( 0.6%) leaves 669/65536 21408/2097152 ( 1.0%) leaffaces 887/65536 1774/131072 ( 1.4%) leafbrushes 493/65536 986/131072 ( 0.8%) areas 2/256 16/2048 ( 0.8%) surfedges 5263/512000 21052/2048000 ( 1.0%) edges 3208/256000 12832/1024000 ( 1.3%) LDR worldlights 7/8192 616/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 106/32768 1060/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1590/65536 3180/131072 ( 2.4%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 884060/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 19043/16777216 ( 0.1%) entdata [variable] 5961/393216 ( 1.5%) LDR ambient table 669/65536 2676/262144 ( 1.0%) HDR ambient table 669/65536 2676/262144 ( 1.0%) LDR leaf ambient 3147/65536 88116/1835008 ( 4.8%) HDR leaf ambient 669/65536 18732/1835008 ( 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] 1/208 ( 0.5%) pakfile [variable] 214103/0 ( 0.0%) physics [variable] 59959/4194304 ( 1.4%) physics terrain [variable] 4344/1048576 ( 0.4%) Level flags = 0 Total triangle count: 2128 Writing c:\program files\steam\steamapps\gunsrfun2\sourcesdk_content\hl2\mapsrc\gm_build_it.bsp 39 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\gunsrfun2\sourcesdk_content\hl2\mapsrc\gm_build_it.bsp" "c:\program files\steam\steamapps\gunsrfun2\half-life 2\hl2\maps\gm_build_it.bsp" Idk what to do about it I'm pretty sure I caught the leaks.
From all the compiling errors I've had, I don't see any that I would recognize. Interlopers compile log check doesn't show anything either. If you have a dual screen set-up try using only 1 monitor. I had a similar crashing problem, and after I disconnected it worked fine :v: [QUOTE]** Executing... ** Command: "c:\program files\steam\steamapps\gunsrfun2\sourcesdk\bin\[b]oran gebox[/b]\bin\vbsp.exe"[/QUOTE] I don't think there should be a space there.
[QUOTE=l33tkill;29520405]From all the compiling errors I've had, I don't see any that I would recognize. Interlopers compile log check doesn't show anything either. If you have a dual screen set-up try using only 1 monitor. I had a similar crashing problem, and after I disconnected it worked fine :v: I don't think there should be a space there.[/QUOTE] haha I have no idea why there's a space there, but no I only use one monitor
Also, what do you mean by two separate skyboxes? Are you trying to make a 3-d skybox? Or are you trying to have two different skybox textures at once? (not possible) Check the folder and make sure it's named properly
[QUOTE=l33tkill;29520473]Also, what do you mean by two separate skyboxes? Are you trying to make a 3-d skybox? Or are you trying to have two different skybox textures at once? (not possible) Check the folder and make sure it's named properly[/QUOTE] Ummm by check the folder, which folder are you indicating, and no I'm not making two different textures, I have two seperate skyboxes like I have a grass area, and a snow area, separated by a tunnel/bunker and I don't have the skybox going over the bunker or around it because the player wouldn't see it anyway
[QUOTE=l33tkill;29520405]From all the compiling errors I've had, I don't see any that I would recognize. Interlopers compile log check doesn't show anything either. If you have a dual screen set-up try using only 1 monitor. I had a similar crashing problem, and after I disconnected it worked fine :v: I don't think there should be a space there.[/QUOTE] The space is a forum bug. Garry or compwizzi needs to fix it.
[QUOTE=l33tkill;29520405]From all the compiling errors I've had, I don't see any that I would recognize. Interlopers compile log check doesn't show anything either. If you have a dual screen set-up try using only 1 monitor. I had a similar crashing problem, and after I disconnected it worked fine :v: I have two monitors and it works fine. I don't think there should be a space there.[/QUOTE]
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