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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