Map failing to load in game

This map I’ve been working on for a while, finally trying my first playtest of it and I get this when ever I try to load it in both half life 2 and garry’s mod.

http://img291.imageshack.us/img291/7199/bullshitx.png

Compile log:




materialPath: c:\program files\steam\steamapps\account name\half-life 2\hl2\materials
Loading C:\Documents and Settings\Owner\Desktop\housebase1.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Documents and Settings\Owner\Desktop\housebase1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_08*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"
Can't load skybox file skybox/sky_day01_08 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 (0) (281526 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2065 texinfos to 1336
Reduced 195 texdatas to 173 (7540 bytes to 7035)
Writing C:\Documents and Settings\Owner\Desktop\housebase1.bsp
4 seconds elapsed



2 threads
reading c:\documents and settings\owner\desktop\housebase1.bsp
reading c:\documents and settings\owner\desktop\housebase1.prt
 875 portalclusters
2001 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 641 visible clusters (0.00%)
Total clusters visible: 85902
Average clusters visible: 98
Building PAS...
Average clusters audible: 261
visdatasize:85217  compressed from 196000
writing c:\documents and settings\owner\desktop\housebase1.bsp
8 seconds elapsed



[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\documents and settings\owner\desktop\housebase1.bsp
3818 faces
105284 square feet [15160947.00 square inches]
54 displacements
17652 square feet [2541938.75 square inches]
3818 patches before subdivision
53928 patches after subdivision
29 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6662704, max 572
transfer lists:  50.8 megs
0...1...2...3...4...5...6...7...8...9...10    Bounce #1 added RGB(21642, 11570, 4522)
0...1...2...3...4...5...6...7...8...9...10    Bounce #2 added RGB(2781, 1591, 670)
0...1...2...3...4...5...6...7...8...9...10    Bounce #3 added RGB(542, 300, 126)
0...1...2...3...4...5...6...7...8...9...10    Bounce #4 added RGB(125, 65, 27)
0...1...2...3...4...5...6...7...8...9...10    Bounce #5 added RGB(30, 15, 6)
0...1...2...3...4...5...6...7...8...9...10    Bounce #6 added RGB(8, 4, 1)
0...1...2...3...4...5...6...7...8...9...10    Bounce #7 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10    Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0380 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 4 (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                  31/1024         1488/49152    ( 3.0%) 
brushes                741/8192         8892/98304    ( 9.0%) 
brushsides            5028/65536       40224/524288   ( 7.7%) 
planes                2222/65536       44440/1310720  ( 3.4%) 
vertexes              6491/65536       77892/786432   ( 9.9%) 
nodes                 1974/65536       63168/2097152  ( 3.0%) 
texinfos              1336/12288       96192/884736   (10.9%) 
texdata                173/2048         5536/65536    ( 8.4%) 
dispinfos               54/0            9504/0        ( 0.0%) 
disp_verts           15606/0          312120/0        ( 0.0%) 
disp_tris            27648/0           55296/0        ( 0.0%) 
disp_lmsamples       48548/0           48548/0        ( 0.0%) 
faces                 3818/65536      213808/3670016  ( 5.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1941/65536      108696/3670016  ( 3.0%) 
leaves                2006/65536       64192/2097152  ( 3.1%) 
leaffaces             4345/65536        8690/131072   ( 6.6%) 
leafbrushes           1399/65536        2798/131072   ( 2.1%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            25872/512000     103488/2048000  ( 5.1%) 
edges                15113/256000      60452/1024000  ( 5.9%) 
LDR worldlights         29/8192         2552/720896   ( 0.4%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            282/32768        2820/327680   ( 0.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          5088/65536       10176/131072   ( 7.8%) 
cubemapsamples          63/1024         1008/16384    ( 6.2%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     4598988/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       85217/16777216 ( 0.5%) 
entdata               [variable]       77291/393216   (19.7%) 
LDR leaf ambient      2006/65536       48144/1572864  ( 3.1%) 
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]           1/58580    ( 0.0%) 
dtl prp lght          [variable]           1/11139    ( 0.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/1874     ( 0.1%) 
pakfile               [variable]      668298/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      281526/4194304  ( 6.7%) 
==== Total Win32 BSP file data space used: 7101472 bytes ====

Total triangle count: 10465
Writing c:\documents and settings\owner\desktop\housebase1.bsp
1 minute, 16 seconds elapsed


Any power 4 displacements? Does this crash occur in other games, e.g. GMod?

All my displacements are power 4. I always use power 4 in all my maps., and as I said yes it also occurs in Garry’s Mod.

Try power 3 displacements, and making the displacements smaller.

After some poking around at my vmf I found this

http://img294.imageshack.us/img294/5451/zomgqu.png

I’ll try another compile now and see if fixing this will stop the load crash.

ALT+P and see if you have any errors and fix them.

Not sure if that will help at all.

Removing the out of bounds displacement didn’t help.

Still crashes when attempting to load :frowning:

[editline]03:47PM[/editline]

http://img828.imageshack.us/img828/4411/altp.png

Nah.

[editline]04:06PM[/editline]

Here’s what my displacements look like right now.

I’ve reduced the power to three, same size though.

http://img13.imageshack.us/img13/2686/displacement1.png

These 256x256 displacements are placed around the base of the house in line with each other.
Total of 33 256x256 displacements with a three power level.


These are my only other displacements, 96x96 dirt walls for a small tunnel.

http://img338.imageshack.us/img338/421/displacement2.png

Though using power level four, I don’t want to sacrifice the detail of the 4power on these particular displacements unless I’m sure this is the problem.

[editline]04:22PM[/editline]

Just compiled with it like that^

Still crashes on load.

Use power of 3 and deal with it.

Ok I’ll change the tunnel walls to level three and report back in a minute.

[editline]04:51PM[/editline]

That did it. Not sure how but that did it.

Thanks guys.