• Map crash
    4 replies, posted
Hi, Currently I am working on a fairly large map. It contains a part of a city and a countryside. Every time when I drive with one of valve's vehicles (Jalopy, Buggy, Airboat) on a certain spot, garry's mod freezes and crashes. It always happens around the same spot. It doesnt crash when I drive in contraption vehicles (airboat seat and stuff). On the place it happens are no weird things or whatsoever i can think of that causes the crash. Just displacements and brushes that resemble a road. Does anyone have a clue what could be the problem? Thanks in advance. [Quote] materialPath: d:\games install folder\steamapps\thedragonfly\half-life 2 episode two\ep2\materials Loading D:\Hammer Maps\VMF files\gm_freedom_city_2010.vmf Could not locate 'GameData' key in d:\games install folder\steamapps\thedragonfly\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/gm_freedom_city_2010/nature/blendgrassgrass001a_wvt_patch Patching WVT material: maps/gm_freedom_city_2010/concrete/blendconcreterock001a_wvt_patch 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 (0) Chop Details...done (0) Find Visible Detail Sides... Merged 288 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing D:\Hammer Maps\VMF files\gm_freedom_city_2010.prt...Building visibility clusters... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_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_day02_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 (7) (1444020 bytes) Error! prop_static using model "models/props_interiors/vendingmachinesoda01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_interiors/vendingmachinesoda01a.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 8234 texinfos to 4744 Reduced 243 texdatas to 188 (12418 bytes to 10217) Writing D:\Hammer Maps\VMF files\gm_freedom_city_2010.bsp 21 seconds elapsed 4 threads reading d:\hammer maps\vmf files\gm_freedom_city_2010.bsp reading d:\hammer maps\vmf files\gm_freedom_city_2010.prt 4844 portalclusters 15476 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 405968 visible clusters (0.00%) Total clusters visible: 7725755 Average clusters visible: 1594 Building PAS... Average clusters audible: 4263 visdatasize:4024162 compressed from 5890304 writing d:\hammer maps\vmf files\gm_freedom_city_2010.bsp 14 seconds elapsed [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading d:\hammer maps\vmf files\gm_freedom_city_2010.bsp 19437 faces 2 degenerate faces 18070041 square feet [2602085888.00 square inches] 377 Displacements 2916130 Square Feet [419922720.00 Square Inches] 19435 patches before subdivision 165719 patches after subdivision 6 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 27144083, max 3905 transfer lists: 207.1 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(371252, 346070, 201541) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(27942, 24498, 13210) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(3829, 3116, 1468) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(666, 476, 186) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(151, 90, 28) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(42, 20, 4) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(13, 5, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(5, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(2, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1774 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 120/1024 5760/49152 (11.7%) brushes 4027/8192 48324/98304 (49.2%) brushsides 36024/65536 288192/524288 (55.0%) planes 27936/65536 558720/1310720 (42.6%) vertexes 30932/65536 371184/786432 (47.2%) nodes 10355/65536 331360/2097152 (15.8%) texinfos 4744/12288 341568/884736 (38.6%) texdata 188/2048 6016/65536 ( 9.2%) dispinfos 377/0 66352/0 ( 0.0%) disp_verts 81913/0 1638260/0 ( 0.0%) disp_tris 143104/0 286208/0 ( 0.0%) disp_lmsamples 427738/0 427738/0 ( 0.0%) faces 19437/65536 1088472/3670016 (29.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 10333/65536 578648/3670016 (15.8%) leaves 10476/65536 335232/2097152 (16.0%) leaffaces 24714/65536 49428/131072 (37.7%) leafbrushes 11505/65536 23010/131072 (17.6%) areas 2/256 16/2048 ( 0.8%) surfedges 130104/512000 520416/2048000 (25.4%) edges 75887/256000 303548/1024000 (29.6%) LDR worldlights 6/8192 528/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 1230/32768 12300/327680 ( 3.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 20511/65536 41022/131072 (31.3%) cubemapsamples 7/1024 112/16384 ( 0.7%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 8848532/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 4024162/16777216 (24.0%) entdata [variable] 130504/393216 (33.2%) LDR ambient table 10476/65536 41904/262144 (16.0%) HDR ambient table 10476/65536 41904/262144 (16.0%) LDR leaf ambient 60337/65536 1689436/1835008 (92.1%) VERY FULL! HDR leaf ambient 10476/65536 293328/1835008 (16.0%) 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] 1/48000 ( 0.0%) pakfile [variable] 748023/0 ( 0.0%) physics [variable] 1444020/4194304 (34.4%) physics terrain [variable] 217910/1048576 (20.8%) Level flags = 0 Total triangle count: 49750 Writing d:\hammer maps\vmf files\gm_freedom_city_2010.bsp 7 minutes, 15 seconds elapsed [/quote]
The problem is probably with the displacements. Try reducing the number of displacement vertices in the vicinity.
[QUOTE=Terrenteller;22472026]The problem is probably with the displacements. Try reducing the number of displacement vertices in the vicinity.[/QUOTE] Ok that crossed my mind, but before messing around with stuff that won't fix it i wanted someones opninion. I will try it, and let you know in a few! Thanks.
Also, there is a static prop that is deleted, because it needs to be a "dynamic entity" - physics is the example it gives... [quote]Error! prop_static using model "models/props_interiors/vendingmachinesoda01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_interiors/vendingmachinesoda01a.mdl"![/quote] [quote]materialPath: d:\games install folder\steamapps\thedragonfly\half-life 2 episode two\ep2\materials Loading D:\Hammer Maps\VMF files\gm_freedom_city_2010.vmf Could not locate 'GameData' key in d:\games install folder\steamapps\thedragonfly\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/gm_freedom_city_2010/nature/blendgrassgrass001a_wvt_patch Patching WVT material: maps/gm_freedom_city_2010/concrete/blendconcreterock001a_wvt_patch[/quote] would this have anything to do with it also? Also, just asking, would the LDR leaf ambient have anything to do with it? its says its very full, is all...
[QUOTE=Terrenteller;22472026]The problem is probably with the displacements. Try reducing the number of displacement vertices in the vicinity.[/QUOTE] Yep it worked. I always use a power of 4 for smoothness. I put it on 3 and it doesnt crash anymore. You just made my more than 50 hours of work worthwhile!
Sorry, you need to Log In to post a reply to this thread.