• After compiling map in Hammer CS:GO crashes on loading world
    1 replies, posted
Hey guys, i am completely finished with this map but for some reason it won't load in game. I have attached the compile log below; Any ideas? [CODE]p45/smg_ump45.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_a wp/awp.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g 3sg1/snip_g3sg1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s car20/snip_scar20.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s sg08/snip_ssg08.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s sg08/snip_ssg08_scope.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_r evolver/pist_revolver.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ falchion_advanced/knife_falchion_advanced.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ push/knife_push.vmt. materialPath: E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\mat erials Loading E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\Trad e Mamula\trade_mamula_test_2.vmf Map revision 1652 Can't find surfaceprop stone for material DE_CBBLE/COBBLEROAD01, using default Can't find surfaceprop stone for material STONE/INFWLLFTOP, using default Can't find surfaceprop stone for material DE_CBBLE/STONE_ALT/BRICK_B_PLASTER, us ing default Patching WVT material: maps/trade_mamula_test_2/asphalt/hr_conc_a_damage_e_wvt_p atch Patching WVT material: maps/trade_mamula_test_2/concrete/blend_milwall002_concre tefloor012a_wvt_patch Patching WVT material: maps/trade_mamula_test_2/nature/blendrocksgrass006a_wvt_p atch Patching WVT material: maps/trade_mamula_test_2/de_cbble/grass_alt/grass_b_blend _wvt_patch Patching WVT material: maps/trade_mamula_test_2/de_nuke/nukblenddirtgrass_wvt_pa tch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) DRASTIC MEMORY OVERFLOW: Fell out of small block heap! Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1972 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (3) writing E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\Trad e Mamula\trade_mamula_test_2.prt...Building visibility clusters... done (0) error: material TOOLS/TOOLSSKYBOX doesn't have a $bottommaterial Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Warning: overflowed 2 displacement corner-neighbor lists.Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (5) (1812521 bytes) Error! prop_static using model "models/props/cs_office/computer_caseb_p6b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/computer_caseb_p6b.mdl"! Error! prop_static using model "models/props/cs_office/computer_caseb_p2.mdl", w hich must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/computer_caseb_p2.mdl"! Error! prop_static using model "models/props/de_train/hr_t/hr_tv_plasma/hr_tv_pl asma.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/de_train/hr_t/hr_tv_plasma/hr_tv_plasma .mdl"! Error! prop_static using model "models/props/cs_office/file_cabinet1_group.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/file_cabinet1_group.mdl"! Error! prop_static using model "models/props/cs_office/tv_plasma.mdl", which mus t be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/tv_plasma.mdl"! Error! prop_static using model "models/props/cs_office/plant01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/plant01.mdl"! Error! prop_static using model "models/props_junk/wood_crate001a.mdl", which mus t be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_junk/wood_crate001a.mdl"! Error! prop_static using model "models/props/cs_militia/barstool01.mdl", which m ust be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_militia/barstool01.mdl"! Error! To use model "models/props_signs/sign_horizontal_09.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_signs/sign_horizontal_09.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 2566 texinfos to 1786 Reduced 352 texdatas to 294 (13511 bytes to 10899) Writing E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\Trad e Mamula\trade_mamula_test_2.bsp 28 seconds elapsed CDynamicFunction: Closing library 'Kernel32.dll' (75BB0000) ------------------------------------------------------------------------------- Running command: cd "E:\Steam\steamapps\common\Counter-Strike Global Offensive\b in" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "E:\Steam\steamapps\common\Counter-Strike Global Offensive\bin\ vvis.exe" -game "E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" -fast "E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\Trad e Mamula\trade_mamula_test_2" ------------------------------------------------------------------------------- CDynamicFunction: Loading library 'Kernel32.dll' (75BB0000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77BE253 0 Valve Software - vvis.exe (Dec 17 2015) fastvis = true 4 threads reading e:\steam\steamapps\common\counter-strike global offensive\csgo\maps\trad e mamula\trade_mamula_test_2.bsp reading e:\steam\steamapps\common\counter-strike global offensive\csgo\maps\trad e mamula\trade_mamula_test_2.prt 6973 portalclusters 26001 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (26) Optimized: 1228679 visible clusters (0.00%) Total clusters visible: 26876830 Average clusters visible: 3854 Building PAS... Average clusters audible: 5128 visdatasize:8764618 compressed from 12160912 writing e:\steam\steamapps\common\counter-strike global offensive\csgo\maps\trad e mamula\trade_mamula_test_2.bsp 29 seconds elapsed CDynamicFunction: Closing library 'Kernel32.dll' (75BB0000) ------------------------------------------------------------------------------- Running command: cd "E:\Steam\steamapps\common\Counter-Strike Global Offensive\b in" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "E:\Steam\steamapps\common\Counter-Strike Global Offensive\bin\ vrad.exe" -game "E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo " -noextra "E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\ Trade Mamula\trade_mamula_test_2" ------------------------------------------------------------------------------- CDynamicFunction: Loading library 'Kernel32.dll' (75BB0000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77BE253 0 Valve Software - vrad.exe SSE (Dec 17 2015) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading e:\steam\steamapps\common\counter-strike global offensive\csgo\maps\trad e mamula\trade_mamula_test_2.bsp Setting up ray-trace acceleration structure... Done (5.01 seconds) 30431 faces 77 degenerate faces 99767520 square feet [14366522368.00 square inches] 897 Displacements 2864300 Square Feet [412459232.00 Square Inches] 30354 patches before subdivision zero area child patch zero area child patch zero area child patch 492702 patches after subdivision light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 0. 000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 0. 000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 0. 000000 sun extent from map=0.000000 178 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (251) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (168) transfers 42128073, max 4655 transfer lists: 321.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1057356, 1063430, 1003004) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(100221, 94274, 76905) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(26428, 24110, 18448) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(4436, 3856, 2640) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1928, 1779, 1370) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(342, 296, 210) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(226, 238, 234) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(35, 34, 33) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(37, 47, 61) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(5, 5, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(8, 12, 19) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(1, 1, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(2, 3, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(0, 0, 1) Build Patch/Sample Hash Table(s).....Done<1.1344 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (27) 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 (30) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 166/1024 7968/49152 (16.2%) brushes 4678/8192 56136/98304 (57.1%) brushsides 49326/65536 394608/524288 (75.3%) planes 52766/65536 1055320/1310720 (80.5%) VERY FULL! vertexes 43921/65536 527052/786432 (67.0%) nodes 13215/65536 422880/2097152 (20.2%) texinfos 1786/12288 128592/884736 (14.5%) texdata 294/2048 9408/65536 (14.4%) dispinfos 897/0 157872/0 ( 0.0%) disp_verts 29865/0 597300/0 ( 0.0%) disp_tris 42144/0 84288/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 544349/0 544349/0 ( 0.0%) faces 30431/65536 1704136/3670016 (46.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 18072/65536 1012032/3670016 (27.6%) facebrushes 5149/0 10298/0 ( 0.0%) facebrushlists 30431/0 121724/0 ( 0.0%) leaves 13382/65536 428224/2097152 (20.4%) leaffaces 40215/65536 80430/131072 (61.4%) leafbrushes 13729/65536 27458/131072 (20.9%) areas 6/1024 48/8192 ( 0.6%) surfedges 215900/512000 863600/2048000 (42.2%) edges 119190/256000 476760/1024000 (46.6%) LDR worldlights 176/8192 17600/819200 ( 2.1%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 5/32768 60/393216 ( 0.0%) waterstrips 3016/32768 30160/327680 ( 9.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 48435/65536 96870/131072 (73.9%) cubemapsamples 168/1024 2688/16384 (16.4%) overlays 95/1024 33440/360448 ( 9.3%) LDR lightdata [variable] 30376163/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 8764618/16777216 (52.2%) entdata [variable] 189486/393216 (48.2%) LDR ambient table 13382/65536 53528/262144 (20.4%) HDR ambient table 13382/65536 53528/262144 (20.4%) LDR leaf ambient 61509/65536 1722252/1835008 (93.9%) VERY FULL! HDR leaf ambient 13382/65536 374696/1835008 (20.4%) 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] 1/60100 ( 0.0%) pakfile [variable] 12481217/0 ( 0.0%) physics [variable] 1812521/4194304 (43.2%) physics terrain [variable] 186106/1048576 (17.7%) Level flags = 4 Total triangle count: 81883 Writing e:\steam\steamapps\common\counter-strike global offensive\csgo\maps\trad e mamula\trade_mamula_test_2.bsp 8 minutes, 6 seconds elapsed CDynamicFunction: Closing library 'Kernel32.dll' (75BB0000) ------------------------------------------------------------------------------- Running command: copy "E:\Steam\steamapps\common\Counter-Strike Global Offensive \csgo\maps\Trade Mamula\trade_mamula_test_2.bsp" "E:\Steam\steamapps\common\Coun ter-Strike Global Offensive\csgo\maps\trade_mamula_test_2.bsp" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: cd "E:\Steam" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: E:\Steam\steam.exe -applaunch 730 -game "E:\Steam\steamapps\com mon\Counter-Strike Global Offensive\csgo" +map "trade_mamula_test_2" ------------------------------------------------------------------------------- Finished. Press a key to close.[/CODE] Thanks in advance, -Can
[code]DRASTIC MEMORY OVERFLOW: Fell out of small block heap! brushsides 49326/65536 394608/524288 (75.3%) planes 52766/65536 1055320/1310720 (80.5%) VERY FULL! LDR leaf ambient 61509/65536 1722252/1835008 (93.9%) VERY FULL![/code] Looks like you have too much brushes (map's too big) or brush details on your map, try to covert some of those func_details or brushes to models using propper or a modelling program. Post a picture of your map on the top grid view. [editline]24th December 2015[/editline] Also, you may want to fix this ones: [code]Error! prop_static using model "models/props/cs_office/computer_caseb_p6b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/computer_caseb_p6b.mdl"! Error! prop_static using model "models/props/cs_office/computer_caseb_p2.mdl", w hich must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/computer_caseb_p2.mdl"! Error! prop_static using model "models/props/de_train/hr_t/hr_tv_plasma/hr_tv_pl asma.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/de_train/hr_t/hr_tv_plasma/hr_tv_plasma .mdl"! Error! prop_static using model "models/props/cs_office/file_cabinet1_group.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/file_cabinet1_group.mdl"! Error! prop_static using model "models/props/cs_office/tv_plasma.mdl", which mus t be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/tv_plasma.mdl"! Error! prop_static using model "models/props/cs_office/plant01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/plant01.mdl"! Error! prop_static using model "models/props_junk/wood_crate001a.mdl", which mus t be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_junk/wood_crate001a.mdl"! Error! prop_static using model "models/props/cs_militia/barstool01.mdl", which m ust be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_militia/barstool01.mdl"! Error! To use model "models/props_signs/sign_horizontal_09.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_signs/sign_horizontal_09.mdl"! light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 0. 000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 0. 000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 0. 000000[/code]
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