Map crashes Garry's Mod, can't work out why

I’ve made a really simple map in Hammer. Like, REALLY simple.

It’s a big box, with a displacement in it.

When I touch the floor, Garry’s Mod crashes.

2 problems I’ve noticed other than this:
1.) Console gives out an error saying there’s no gamemode
2.) I spawn in the ground

Here’s the output from Hammer:


** Executing...
** Command: "c:\program files\steam\steamapps\backwardspy\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod" "C:\Program Files\Steam\steamapps\backwardspy\garrysmod\garrysmod\maps\VMF\gm_slope"

Valve Software - vbsp.exe (May 19 2009)
1 threads
materialPath: c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod\materials
Loading C:\Program Files\Steam\steamapps\backwardspy\garrysmod\garrysmod\maps\VMF\gm_slope.vmf
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:\Program Files\Steam\steamapps\backwardspy\garrysmod\garrysmod\maps\VMF\gm_slope.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.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_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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 (0) (4335 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 12 texinfos to 8
Reduced 3 texdatas to 3 (69 bytes to 69)
Writing C:\Program Files\Steam\steamapps\backwardspy\garrysmod\garrysmod\maps\VMF\gm_slope.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\backwardspy\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod" "C:\Program Files\Steam\steamapps\backwardspy\garrysmod\garrysmod\maps\VMF\gm_slope"

Valve Software - vvis.exe (May 19 2009)
1 threads
reading c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod\maps\vmf\gm_slope.bsp
reading c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod\maps\vmf\gm_slope.prt
  22 portalclusters
  47 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 476
Average clusters visible: 21
Building PAS...
Average clusters audible: 22
visdatasize:312  compressed from 352
writing c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod\maps\vmf\gm_slope.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\backwardspy\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod" "C:\Program Files\Steam\steamapps\backwardspy\garrysmod\garrysmod\maps\VMF\gm_slope"

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\backwardspy\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod\maps\vmf\gm_slope.bsp
Setting up ray-trace acceleration structure... Done (0.03 seconds)
126 faces
212224 square feet [30560256.00 square inches]
2 Displacements
22997 Square Feet [3311645.00 Square Inches]
126 patches before subdivision
14578 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 1093492, max 280
transfer lists:   8.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0142 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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                 12/8192          144/98304    ( 0.1%) 
brushsides              72/65536         576/524288   ( 0.1%) 
planes                  68/65536        1360/1310720  ( 0.1%) 
vertexes               168/65536        2016/786432   ( 0.3%) 
nodes                   67/65536        2144/2097152  ( 0.1%) 
texinfos                 8/12288         576/884736   ( 0.1%) 
texdata                  3/2048           96/65536    ( 0.1%) 
dispinfos                2/0             352/0        ( 0.0%) 
disp_verts             162/0            3240/0        ( 0.0%) 
disp_tris              256/0             512/0        ( 0.0%) 
disp_lmsamples       23472/0           23472/0        ( 0.0%) 
faces                  126/65536        7056/3670016  ( 0.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               19/65536        1064/3670016  ( 0.0%) 
leaves                  69/65536        2208/2097152  ( 0.1%) 
leaffaces              170/65536         340/131072   ( 0.3%) 
leafbrushes             68/65536         136/131072   ( 0.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges              602/512000       2408/2048000  ( 0.1%) 
edges                  328/256000       1312/1024000  ( 0.1%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      279008/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]         312/16777216 ( 0.0%) 
entdata               [variable]         326/393216   ( 0.1%) 
LDR ambient table       69/65536         276/262144   ( 0.1%) 
HDR ambient table       69/65536         276/262144   ( 0.1%) 
LDR leaf ambient        22/65536         616/1835008  ( 0.0%) 
HDR leaf ambient        69/65536        1932/1835008  ( 0.1%) 
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]      105663/0        ( 0.0%) 
physics               [variable]        4335/4194304  ( 0.1%) 
physics terrain       [variable]         332/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 274
Writing c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod\maps\vmf\gm_slope.bsp
4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\backwardspy\garrysmod\garrysmod\maps\VMF\gm_slope.bsp" "c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod\maps\gm_slope.bsp"


** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 218 -game "c:\program files\steam\steamapps\backwardspy\garrysmod\garrysmod" -toconsole -dev -console +sv_lan 1 +map "gm_slope"

Don’t know if this could cause it, but see if editing out all light textures will work. (save to new file first if there’s alot)

Yeah, that popped up in the errorChecker program I just installed as well.

As well as two leaks, apparently… I don’t see how it can be leaked though >_<

It’s a fully enclosed box, with a displacement in it, that’s it O_o

Displacements don’t seal your map.

Ok, I’ve actually removed the displacement, it’s a box. That’s it now.

And still, crashes when I touch the walls, ceiling or floor.

I’m still spawning inside the floor as well >_<

Another victim!

I have seen no fixes. :fuck:

http://www.facepunch.com/showthread.php?t=783904
http://www.facepunch.com/showthread.php?t=783033

Second one was me as well :wink:

But thread died without an answer, so I made this new one with the compile log ETC

There is no answer. Maybe its a game we have…

Well, that sucks >_<

I only have Garry’s Mod and TF2, so I guess there’s no chance at all of me making maps then :frowning:

I was really looking forward to it as well :((

It works in ep2 at least. :buddy::hf::buddy:

If only I had hl2… then I could probably map no problem at all…

I don’t wanna buy it just so I can map though, seeing as it might not work, and I’ve already played through the entire game.

It’s worth buying hl2, considering all the mods created already.

some mods are great.

I suppose… I might do that :stuck_out_tongue:

Put your info_player_start higher up. Like, floating about 16 units away from everything and (should be) problem solved.

Ok, thanks.

If I ever get my map working, then I’ll be able to put that knowledge to good use :slight_smile:

@Chris220:

Did u ever get around this problem? I have the exact same error and I still don’t know what to make of it… :frowning:

VRAD fucking up.

Don’t launch Garry’s Mod from hammer editor, load it up on steam normally.

I personally use HL2:DM to test my maps. Ten I port them to GMod, try playing the map in TF2.

I made a box with the dimentions 1024x1024x512, made each side a displacement and subdivided them. Drew a skybox around them and then compiled. As soon as it loads up in any game, as soon as you get below a certain level, it crashes.

It’s a bit odd.