HL2.exe Crash

I am still developing my map, I compiled and ran my map with Garry’s Mod. Before it even loads into the map (it’s in the “Loading Resources” phase). Every other map on my computer runs perfectly, except this one. If you need the vmf or the bsp to test it. Please let me know and I will provide a download link. Thanks for any help given.

Post the compile log.



** Executing...
** Command: "c:\program files\steam\steamapps\mdew355\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mdew355\counter-strike source\cstrike" "C:\Users\QRSvideos\Desktop\fm_\fm_pool2"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\mdew355\counter-strike source\cstrike\materials
Loading C:\Users\QRSvideos\Desktop\fm_\fm_pool2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (354.9, 519.2, 29.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 340827: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (79.1, 519.2, 29.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 340827: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (236.4, 519.2, 29.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 340827: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (246.6, 508.1, 0.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 340827: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (221.6, 509.4, 29.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 340827: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (256.8, 496.9, 29.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 340827: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (271.6, 506.8, 29.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 340827: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (329.1, 503.8, 29.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 340827: 

*** Suppressing further FindPortalSide errors.... ***
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 C:\Users\QRSvideos\Desktop\fm_\fm_pool2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_05*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_05rt"
Can't load skybox file skybox/sky_day02_05 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
material "" not found
Building Physics collision data...
done (0) (90043 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error loading studio model ""!
10
Compacting texture/material tables...
Reduced 173 texinfos to 104
Reduced 33 texdatas to 24 (1255 bytes to 889)
Writing C:\Users\QRSvideos\Desktop\fm_\fm_pool2.bsp
3 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mdew355\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mdew355\counter-strike source\cstrike" "C:\Users\QRSvideos\Desktop\fm_\fm_pool2"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading c:\users\qrsvideos\desktop\fm_\fm_pool2.bsp
reading c:\users\qrsvideos\desktop\fm_\fm_pool2.prt
 566 portalclusters
1563 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 (85)
Optimized: 78 visible clusters (0.00%)
Total clusters visible: 162280
Average clusters visible: 286
Building PAS...
Average clusters audible: 518
visdatasize:78536  compressed from 81504
writing c:\users\qrsvideos\desktop\fm_\fm_pool2.bsp
1 minute, 25 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mdew355\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\mdew355\counter-strike source\cstrike" "C:\Users\QRSvideos\Desktop\fm_\fm_pool2"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\users\qrsvideos\desktop\fm_\fm_pool2.bsp
2818 faces
1558625 square feet [224442080.00 square inches]
6 displacements
15285 square feet [2201096.25 square inches]
2818 patches before subdivision
104750 patches after subdivision
9 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (122)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (29)
transfers 15642120, max 921
transfer lists: 119.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #1 added RGB(395775, 395164, 317254)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(54463, 49344, 29979)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(8837, 7421, 3575)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(1532, 1182, 436)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(289, 205, 59)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(58, 38, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(13, 8, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(3, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1175 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   4/1024          192/49152    ( 0.4%) 
brushes                212/8192         2544/98304    ( 2.6%) 
brushsides            1897/65536       15176/524288   ( 2.9%) 
planes                1444/65536       28880/1310720  ( 2.2%) 
vertexes              3719/65536       44628/786432   ( 5.7%) 
nodes                 1158/65536       37056/2097152  ( 1.8%) 
texinfos               104/12288        7488/884736   ( 0.8%) 
texdata                 24/2048          768/65536    ( 1.2%) 
dispinfos                6/0            1056/0        ( 0.0%) 
disp_verts             486/0            9720/0        ( 0.0%) 
disp_tris              768/0            1536/0        ( 0.0%) 
disp_lmsamples       37200/0           37200/0        ( 0.0%) 
faces                 2818/65536      157808/3670016  ( 4.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              456/65536       25536/3670016  ( 0.7%) 
leaves                1163/65536       37216/2097152  ( 1.8%) 
leaffaces             3045/65536        6090/131072   ( 4.6%) 
leafbrushes           1141/65536        2282/131072   ( 1.7%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            14940/512000      59760/2048000  ( 2.9%) 
edges                 8032/256000      32128/1024000  ( 3.1%) 
LDR worldlights          6/8192          528/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            393/32768        3930/327680   ( 1.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          5277/65536       10554/131072   ( 8.1%) 
cubemapsamples           4/1024           64/16384    ( 0.4%) 
overlays                 2/512           704/180224   ( 0.4%) 
LDR lightdata         [variable]     9931532/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       78536/16777216 ( 0.5%) 
entdata               [variable]       52373/393216   (13.3%) 
LDR leaf ambient      1163/65536       27912/1572864  ( 1.8%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/206      ( 0.5%) 
pakfile               [variable]       45811/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]       90043/4194304  ( 2.1%) 
==== Total Win32 BSP file data space used: 10749077 bytes ====

Total triangle count: 7440
Writing c:\users\qrsvideos\desktop\fm_\fm_pool2.bsp
2 minutes, 44 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\QRSvideos\Desktop\fm_\fm_pool2.bsp" "c:\program files\steam\steamapps\mdew355\counter-strike source\cstrike\maps\fm_pool2.bsp"


From the error checker:

There really isn’t any error in there other than that. Have you tried reading the console before it crashes?

No I haven’t, but I can try. I’ll see what happens and then post it.

EDIT: Nope, my computer is too slow to do that. FAIL!!! But when I run it through interlopers error report form. I get a lot more errors than what you showed me. Firegod522, Can I send you the .vmf and see if you can find what’s wrong with it?

The other errors I got in there wouldn’t cause the error so I just ignored them.

Go ahead and post it.

I just uploaded it to my website, and I know the map isn’t AWESOME but this will probably be the second map I make, so bear with me. lol. http://www.qrsvideos.com/downloads/fm_pool2.zip

:ohdear:

http://img96.imageshack.us/img96/3114/superfail.jpg

Fix that up, make it by hand using the vertex edit tools.

I had that there before it started to crash on me. So I don’t think that that is the issue to as why my HL2.exe is crashing. I’ve tested the map several times with that “Super Fail”. I’ll try and make it square and see if I can fix it up, otherwise I’m not really sure.

Still do it. That’s ugly as fuck.

I’m trying to figure out how all those fucking entities got spread all over the map like that. I didnt add those. Im deleting them, and hammer put all the entities that is in the system on my damn map. WTF lol
now i have to go figure out why those are there

I just noticed you are using a displacement… It uses the default brick floor texture. :suicide:

Displacements were made for grass and rock textures, not bricks.

The cylinder in the middle should be func_detailed.

I changed it to sand :stuck_out_tongue: lol. Why should the cylinder be func_detail?

Because its not going to block any real viability and would just rape vvis like that big clusterfuck of brushes around it would.

I changed it to func_detail now. I’m just adding all the stuff that i deleted in the process of getting rid of all those entities.

Dude you can’t do that lined thing in hammer that’s only for making awesome shapes on paper at school.
When you’re trying to make the corners like that, the way I’d recommend is make the circle with the cylinder brush, then using vertex tool to put boxes in, deform them, and fill the space.

I’m still a Hammer noob. But I got everything to work right, the file size is small and it runs just fine.
I’m going to post it on garrysmod.org in the next couple days. I’ll make a topic on the releases category when I publish it.

I suggest you don’t.

You probably clicked on the “entity gallery” option in the map tab, that’s what would cause that.