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!
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