Engine Error

So I’ve been working on this map

Just compiled it, and immediately after the game begins loading after Gmod’s main menu, the game crashes and I get: Engine error, Map with no textures

Already checked pointfile in hammer, and get nothing

Any suggestions?

Post the whole compile log please.

recompiling - going to post soon

I guess I cut it off somehow

Edit is it possible that my dock model which was passing through the bottom brush of my map caused it to leak?

[editline]12:13AM[/editline]



** Executing...
** Command: "c:\program files\steam\steamapps\mcgurken\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mcgurken\garrysmod\garrysmod" "K:\hammertime"

Valve Software - vbsp.exe (May 19 2009)
1 threads
materialPath: c:\program files\steam\steamapps\mcgurken\garrysmod\garrysmod\materials
Loading K:\hammertime.vmf
Patching WVT material: maps/hammertime/nature/blendgrassgrass001a_wvt_patch
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)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing K:\hammertime.prt...Building visibility clusters...
done (1)
material "skybox/militia_hdrrt" not found.
Can't load skybox file skybox/militia_hdr to build the default cubemap!
Can't load skybox file skybox/militia_hdr to build the default cubemap!
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 (1) (166894 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 214 texinfos to 125
Reduced 24 texdatas to 20 (635 bytes to 480)
Writing K:\hammertime.bsp
8 seconds elapsed

** Executing...
** Command: " c:\program files\steam\steamapps\mcgurken\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mcgurken\garrysmod\garrysmod" "K:\hammertime"

* Could not execute the command:
   " c:\program files\steam\steamapps\mcgurken\sourcesdk\bin\orangebox\bin\vvis.exe" -game "c:\program files\steam\steamapps\mcgurken\garrysmod\garrysmod" "K:\hammertime"
* Windows gave the error message:
   "Access is denied."

** Executing...
** Command: "c:\program files\steam\steamapps\mcgurken\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\mcgurken\garrysmod\garrysmod" "K:\hammertime"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
1 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\steam\steamapps\mcgurken\sourcesdk\bin\orangebox\bin\lights.rad.
Loading k:\hammertime.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.19 seconds)
6988 faces
15281916 square feet [2200595968.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (207)
Build Patch/Sample Hash Table(s).....Done<0.4510 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (17)
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 (69)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   6/1024          288/49152    ( 0.6%) 
brushes                460/8192         5520/98304    ( 5.6%) 
brushsides            4265/65536       34120/524288   ( 6.5%) 
planes                3300/65536       66000/1310720  ( 5.0%) 
vertexes              8490/65536      101880/786432   (13.0%) 
nodes                 2338/65536       74816/2097152  ( 3.6%) 
texinfos               125/12288        9000/884736   ( 1.0%) 
texdata                 20/2048          640/65536    ( 1.0%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                 6988/65536      391328/3670016  (10.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              593/65536       33208/3670016  ( 0.9%) 
leaves                2345/65536       75040/2097152  ( 3.6%) 
leaffaces             7247/65536       14494/131072   (11.1%) 
leafbrushes           2564/65536        5128/131072   ( 3.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            32590/512000     130360/2048000  ( 6.4%) 
edges                16836/256000      67344/1024000  ( 6.6%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            5/32768          60/393216   ( 0.0%) 
waterstrips            208/32768        2080/327680   ( 0.6%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2688/65536        5376/131072   ( 4.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    27153088/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        2661/393216   ( 0.7%) 
LDR ambient table     2345/65536        9380/262144   ( 3.6%) 
HDR ambient table     2345/65536        9380/262144   ( 3.6%) 
LDR leaf ambient     10831/65536      303268/1835008  (16.5%) 
HDR leaf ambient      2345/65536       65660/1835008  ( 3.6%) 
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]        1331/0        ( 0.0%) 
physics               [variable]      166894/4194304  ( 4.0%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 16164
Writing k:\hammertime.bsp
File write failure

** Executing...
** Command: Copy File
** Parameters: "K:\hammertime.bsp" "c:\program files\steam\steamapps\mcgurken\garrysmod\garrysmod\maps\hammertime.bsp"


** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 218 -game "c:\program files\steam\steamapps\mcgurken\garrysmod\garrysmod"  +map "hammertime"


I don’t know why that’s happening but that may be it. And I’m ignorant about this particular error but it could also be this:

You have quite a lot of those.

Oh, and this:

Thought I’d enlighten you on this one:

It’s a generic error when something interrupts VBsp, therefore no .bsp is produced and thus VRad/VVis/the Game engine cannot find the non-existant file, so they give this error.

Warning: Couldn’t open texlight file c:\program files\steam\steamapps\mcgurken\sourcesdk\bin\orangebox\bin\lights.rad.

any idea why i’m missing this?

I looked into that directory and it was missing

It’s not a major error, it’s an optional file for texture lighting (IIRC it will place light entities by a texture based on definitions in the lights.rad file)

Oh. Well thank you. Would this be causing it then?

I do apologise, My last statements were incorrect. I shall blame it on being half asleep after the pub.

VBsp is finishing fine, but for some reason windows is denying access to the created bsp. Make sure you have the correct permissions etc. May also have something to do with the drive the OP is working from, something to try would be moving the bsp to the main drive partition and compiling again.