• Mapping problem with gmod...
    11 replies, posted
Hello, I have some problem with mapping in gmod.Every time when I try to spawn a door(container door) or a TF2 sentry on a plain surface in my map , [img]http://img255.imageshack.us/img255/3589/gmwaterstruct0000.jpg[/img] my Gmod crashes always on the same address : "0x0f511454" Any help will be appreciated Edit : Nvidia 9500 gt AMD Athlon 64x2 ~2.61GHz 2 GB RAM Edit 2 : I'm running hammer on Half-Life 2 config , Source Engine 2006 Map compilled on settings : Run BSP on Normal , Run VIS on Normal , Run RAD on Fast
I believe there is a crash in gmod with spawning doors.
[QUOTE=Azaz3l;21943539] Map compilled on settings : Run BSP on Normal , Run VIS on Normal , Run RAD on Fast[/QUOTE] General tip: Don't run the compile tools on fast. As IronPhoenix said, there is a bug when you spawn doors. Have you tried using the 2007 engine? Its much better for Garry's Mod because it uses the same engine. (for now)
Thanks for help , I'm going to try to recompile the map with HL2:EP2's 2007 Engine
It still crashes.. I recompilled the map with source 2007 engine.No effect.How come doors don't crash gm_construct and gm_flatgrass?
Do you have power 4 displacements anywhere?
[QUOTE=Legend286;21961048]Do you have power 4 displacements anywhere?[/QUOTE] Uhm , My map consists of a plain terrain , water , info_nodes (for NPCs) , info_node_air , info_spawn and of a skybox EDIT : [img]http://img17.imageshack.us/img17/3589/gmwaterstruct0000.jpg[/img]
Would you post the compile log just in case?
[QUOTE=HighdefGE;21961537]Would you post the compile log just in case?[/QUOTE] [code]** Executing... ** Command: "c:\program files\steam\steamapps\*****\sourcesdk\bin\source2007\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\*******\half-life 2 episode two\ep2" "C:\Documents and Settings\*********************\gm_waterstruct" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\*******\half-life 2 episode two\ep2\materials Loading C:\Documents and Settings\**********\gm_waterstruct.vmf Patching WVT material: maps/gm_waterstruct/nature/blenddirtgrass008b_lowfriction_wvt_patch 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) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Documents and Settings\************\gm_waterstruct.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_04*.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_04*.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) (7332 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 26 texinfos to 19 Reduced 9 texdatas to 7 (310 bytes to 218) Writing C:\Documents and Settings\***********\gm_waterstruct.bsp 1 second elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\*******\sourcesdk\bin\source2007\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\*********\half-life 2 episode two\ep2" -fast "C:\Documents and Settings\**********\gm_waterstruct" Valve Software - vvis.exe (May 19 2009) fastvis = true 2 threads reading c:\documents and settings\*************\gm_waterstruct.bsp reading c:\documents and settings\************\gm_waterstruct.prt 719 portalclusters 1743 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 292 visible clusters (0.00%) Total clusters visible: 513909 Average clusters visible: 714 Building PAS... Average clusters audible: 717 visdatasize:135004 compressed from 138048 writing c:\documents and settings************\gm_waterstruct.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\******\sourcesdk\bin\source2007\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\*********\half-life 2 episode two\ep2" -noextra "C:\Documents and Settings\**********\gm_waterstruct" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\documents and settings\*************\gm_waterstruct.bsp Setting up ray-trace acceleration structure... Done (0.07 seconds) 3026 faces 2 degenerate faces 26543015 square feet [3822194176.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 3024 patches before subdivision 85506 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (31) transfers 18693206, max 1322 transfer lists: 142.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1254 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 (33) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 19/8192 228/98304 ( 0.2%) brushsides 114/65536 912/524288 ( 0.2%) planes 192/65536 3840/1310720 ( 0.3%) vertexes 3224/65536 38688/786432 ( 4.9%) nodes 1643/65536 52576/2097152 ( 2.5%) texinfos 19/12288 1368/884736 ( 0.2%) texdata 7/2048 224/65536 ( 0.3%) 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 3026/65536 169456/3670016 ( 4.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 53/65536 2968/3670016 ( 0.1%) leaves 1645/65536 52640/2097152 ( 2.5%) leaffaces 3104/65536 6208/131072 ( 4.7%) leafbrushes 1193/65536 2386/131072 ( 1.8%) areas 3/256 24/2048 ( 1.2%) surfedges 14693/512000 58772/2048000 ( 2.9%) edges 7625/256000 30500/1024000 ( 3.0%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 486/32768 4860/327680 ( 1.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7104/65536 14208/131072 (10.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 9179036/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 135004/16777216 ( 0.8%) entdata [variable] 62285/393216 (15.8%) LDR ambient table 1645/65536 6580/262144 ( 2.5%) HDR ambient table 1645/65536 6580/262144 ( 2.5%) LDR leaf ambient 720/65536 20160/1835008 ( 1.1%) HDR leaf ambient 1645/65536 46060/1835008 ( 2.5%) 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] 1/12 ( 8.3%) pakfile [variable] 106639/0 ( 0.0%) physics [variable] 7332/4194304 ( 0.2%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 8429 Writing c:\documents and settings\*************gm_waterstruct.bsp 1 minute, 14 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Documents and Settings\************\gm_waterstruct.bsp" "c:\program files\steam\steamapps\*********\half-life 2 episode two\ep2\maps\gm_waterstruct.bsp"[/code]
[QUOTE=Azaz3l;21961613][code]** Executing... ** Command: "c:\program files\steam\steamapps\*****\sourcesdk\bin\source20 07\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\*******\half-life 2 episode two\ep2" "C:\Documents and Settings\*********************\gm_waterstruct" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\*******\half-life 2 episode two\ep2\materials Loading C:\Documents and Settings\**********\gm_waterstruct.vmf Patching WVT material: maps/gm_waterstruct/nature/blenddirtgrass008b_lowfriction_wvt_patch 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) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Documents and Settings\************\gm_waterstruct.prt...Buildin g visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_04*.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_04*.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) (7332 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 26 texinfos to 19 Reduced 9 texdatas to 7 (310 bytes to 218) Writing C:\Documents and Settings\***********\gm_waterstruct.bsp 1 second elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\*******\sourcesdk\bin\source 2007\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\*********\half-life 2 episode two\ep2" -fast "C:\Documents and Settings\**********\gm_waterstruct" Valve Software - vvis.exe (May 19 2009) fastvis = true 2 threads reading c:\documents and settings\*************\gm_waterstruct.bsp reading c:\documents and settings\************\gm_waterstruct.prt 719 portalclusters 1743 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 292 visible clusters (0.00%) Total clusters visible: 513909 Average clusters visible: 714 Building PAS... Average clusters audible: 717 visdatasize:135004 compressed from 138048 writing c:\documents and settings************\gm_waterstruct.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\******\sourcesdk\bin\source2 007\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\*********\half-life 2 episode two\ep2" -noextra "C:\Documents and Settings\**********\gm_waterstruct" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\documents and settings\*************\gm_waterstruct.bsp Setting up ray-trace acceleration structure... Done (0.07 seconds) 3026 faces 2 degenerate faces 26543015 square feet [3822194176.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 3024 patches before subdivision 85506 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (31) transfers 18693206, max 1322 transfer lists: 142.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1254 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 (33) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 19/8192 228/98304 ( 0.2%) brushsides 114/65536 912/524288 ( 0.2%) planes 192/65536 3840/1310720 ( 0.3%) vertexes 3224/65536 38688/786432 ( 4.9%) nodes 1643/65536 52576/2097152 ( 2.5%) texinfos 19/12288 1368/884736 ( 0.2%) texdata 7/2048 224/65536 ( 0.3%) 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 3026/65536 169456/3670016 ( 4.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 53/65536 2968/3670016 ( 0.1%) leaves 1645/65536 52640/2097152 ( 2.5%) leaffaces 3104/65536 6208/131072 ( 4.7%) leafbrushes 1193/65536 2386/131072 ( 1.8%) areas 3/256 24/2048 ( 1.2%) surfedges 14693/512000 58772/2048000 ( 2.9%) edges 7625/256000 30500/1024000 ( 3.0%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 486/32768 4860/327680 ( 1.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7104/65536 14208/131072 (10.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 9179036/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 135004/16777216 ( 0.8%) entdata [variable] 62285/393216 (15.8%) LDR ambient table 1645/65536 6580/262144 ( 2.5%) HDR ambient table 1645/65536 6580/262144 ( 2.5%) LDR leaf ambient 720/65536 20160/1835008 ( 1.1%) HDR leaf ambient 1645/65536 46060/1835008 ( 2.5%) 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] 1/12 ( 8.3%) pakfile [variable] 106639/0 ( 0.0%) physics [variable] 7332/4194304 ( 0.2%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 8429 Writing c:\documents and settings\*************gm_waterstruct.bsp 1 minute, 14 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Documents and Settings\************\gm_waterstruct.bsp" "c:\program files\steam\steamapps\*********\half-life 2 episode two\ep2\maps\gm_waterstruct.bsp"[/code][/QUOTE] Fixed. Use [noparse][code][/code][/noparse] tags. Also, don't hide your username from people, its fucking stupid and we aren't going to add you on steam or anything.
Throw in a light_environment, fullbright is ugly.
Well , fixed it some how , I removed prop_dynamic from the map
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