• Simple lake crashes hl2.exe
    6 replies, posted
Hi there, I'm having a problem with a map I just started working on, it crashes every time I go into the water. Here is a picture: [img]https://dl.dropbox.com/u/1344817/lake_crash.png[/img] And here is the compile log: [code] ** Executing... ** Command: "c:\steam\steamapps\dj_night\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\steam\steamapps\dj_night\half-life 2 episode two\ep2" "C:\Storage\MAPS\Displacement Tests\disp2.vmf" Valve Software - vbsp.exe (Sep 15 2011) 8 threads materialPath: c:\steam\steamapps\dj_night\half-life 2 episode two\ep2\materials Loading C:\Storage\MAPS\Displacement Tests\disp2.vmf Could not locate 'GameData' key in c:\steam\steamapps\dj_night\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/disp2/nature/blendgrassdirt001a_wvt_patch Patching WVT material: maps/disp2/dev/dev_blendmeasure_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 (0) writing C:\Storage\MAPS\Displacement Tests\disp2.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... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (4379 bytes) 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 52 texinfos to 17 Reduced 9 texdatas to 6 (245 bytes to 141) Writing C:\Storage\MAPS\Displacement Tests\disp2.bsp 2 seconds elapsed ** Executing... ** Command: "c:\steam\steamapps\dj_night\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\steam\steamapps\dj_night\half-life 2 episode two\ep2" "C:\Storage\MAPS\Displacement Tests\disp2" Valve Software - vvis.exe (Sep 15 2011) 8 threads reading c:\storage\maps\displacement tests\disp2.bsp reading c:\storage\maps\displacement tests\disp2.prt 50 portalclusters 105 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 (1) Optimized: 0 visible clusters (0.00%) Total clusters visible: 2500 Average clusters visible: 50 Building PAS... Average clusters audible: 50 visdatasize:1104 compressed from 800 writing c:\storage\maps\displacement tests\disp2.bsp 1 second elapsed ** Executing... ** Command: "c:\steam\steamapps\dj_night\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\steam\steamapps\dj_night\half-life 2 episode two\ep2" "C:\Storage\MAPS\Displacement Tests\disp2" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\storage\maps\displacement tests\disp2.bsp Setting up ray-trace acceleration structure... Done (1.48 seconds) 465 faces 680960 square feet [98058248.00 square inches] 82 Displacements 121759 Square Feet [17533330.00 Square Inches] 465 patches before subdivision 26169 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2) transfers 2991155, max 444 transfer lists: 22.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(32254, 28163, 18749) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(22765, 19570, 12530) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(2029, 1583, 805) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(963, 741, 363) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(117, 82, 32) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(43, 30, 11) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(6, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0252 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 11/8192 132/98304 ( 0.1%) brushsides 66/65536 528/524288 ( 0.1%) planes 88/65536 1760/1310720 ( 0.1%) vertexes 510/65536 6120/786432 ( 0.8%) nodes 153/65536 4896/2097152 ( 0.2%) texinfos 17/12288 1224/884736 ( 0.1%) texdata 6/2048 192/65536 ( 0.3%) dispinfos 82/0 14432/0 ( 0.0%) disp_verts 23698/0 473960/0 ( 0.0%) disp_tris 41984/0 83968/0 ( 0.0%) disp_lmsamples 328401/0 328401/0 ( 0.0%) faces 465/65536 26040/3670016 ( 0.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 94/65536 5264/3670016 ( 0.1%) leaves 155/65536 4960/2097152 ( 0.2%) leaffaces 383/65536 766/131072 ( 0.6%) leafbrushes 135/65536 270/131072 ( 0.2%) areas 2/256 16/2048 ( 0.8%) surfedges 2364/512000 9456/2048000 ( 0.5%) edges 1247/256000 4988/1024000 ( 0.5%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 2/32768 20/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 24/65536 48/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 870012/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1104/16777216 ( 0.0%) entdata [variable] 716/393216 ( 0.2%) LDR ambient table 155/65536 620/262144 ( 0.2%) HDR ambient table 155/65536 620/262144 ( 0.2%) LDR leaf ambient 792/65536 22176/1835008 ( 1.2%) HDR leaf ambient 155/65536 4340/1835008 ( 0.2%) 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] 106605/0 ( 0.0%) physics [variable] 4379/4194304 ( 0.1%) physics terrain [variable] 80548/1048576 ( 7.7%) Level flags = 0 Total triangle count: 1058 Writing c:\storage\maps\displacement tests\disp2.bsp 18 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Storage\MAPS\Displacement Tests\disp2.bsp" "c:\steam\steamapps\dj_night\half-life 2 episode two\ep2\maps\disp2.bsp" ** Executing... ** Command: c:\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\steam\steamapps\dj_night\half-life 2 episode two\ep2" -toconsole -dev -console +sv_lan 1 +map "disp2" [/code] I have tried using a different water texture, didn't fix it. If I stay on land it runs okay, but as soon as I go into the water it crashes in about 5 seconds. Can anyone help me out with this? By the way I don't know if this matters but I wanted as much detail as I could so I'm using 81 displacement brushes.
What power are your displacements?
[QUOTE=IronPhoenix;36368374]What power are your displacements?[/QUOTE] 4
[QUOTE=dj_night;36368438]4[/QUOTE] Try lowering them to 3 "Found a displacement edge abutting multiple other edges." that might be a problem too, though I doubt it. I think you've just made too many diplacements in one area and it's too much for the engine.
[QUOTE=dj_night;36368438]4[/QUOTE] The vertices are probably too close together, try making the displacement larger, or reducing the power.
Thanks, lowering the power to 3 worked.
No problem, plus Iron Phoenix set me up for that one anyways.
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