Map makes whole PC lock up; No idea why; Help needed NOW.

so i’m making a map. i compile it. test it in-game. after running around for 5-10 seconds the map makes my whole computer lock up; first the game, then the whole machine.

the map has basic brushes, displacements, spawnpoint, static props, 1-2 dynamic props, lights, light_env, fog and that’s it. don’t have any pictures guess why

it didn’t do this a while ago, it just started crashing my whole fucking computer for no fucking reason some compiles later. i don’t have any more information on the problem because i have ABSOLUTELY no clue what the flying fuck is going on here.

no it does not happen with other Source maps

Use the cordon tool to isolate areas of the map. Compile each section.

before i do that, how does it help?

NOW.

[editline]31st May 2012[/editline]

Jesus christ you swear more than me :v:

If you isolate each area, you are then looking to see if it crashes in each map you make. Or, you could remove one thing each compile. Its basic troubleshooting.

i’ll try that

only when i’m pissed

post your compile log

Upload the BSP or get somebody else to compile the VMF under a different name. Computers work weird - once, one of my maps would quit to desktop upon loading the BSP. I gave a friend the VMF, told him to compile it without changing anything, and his BSP worked. It’s worth a shot.



** Executing...
** Command: "c:\program files\steam\steamapps\user\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\user\day of defeat source\dod" "C:\Program Files\Steam\steamapps\user\sourcesdk_content\hl2\mapsrc	erminator.vmf"

Valve Software - vbsp.exe (Apr 26 2012)
3 threads
materialPath: c:\program files\steam\steamapps\user\day of defeat source\dod\materials
Loading C:\Program Files\Steam\steamapps\user\sourcesdk_content\hl2\mapsrc	erminator.vmf
Could not locate 'GameData' key in c:\program files\steam\steamapps\user\day of defeat source\dod\gameinfo.txt
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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 138 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Program Files\Steam\steamapps\user\sourcesdk_content\hl2\mapsrc	erminator.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_dod_09_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_dod_09_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (2462108 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 450 texinfos to 289
Reduced 34 texdatas to 31 (1034 bytes to 914)
Writing C:\Program Files\Steam\steamapps\user\sourcesdk_content\hl2\mapsrc	erminator.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\user\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\user\day of defeat source\dod" "C:\Program Files\Steam\steamapps\user\sourcesdk_content\hl2\mapsrc	erminator"

Valve Software - vvis.exe (Apr 26 2012)
3 threads
reading c:\program files\steam\steamapps\user\sourcesdk_content\hl2\mapsrc	erminator.bsp
reading c:\program files\steam\steamapps\user\sourcesdk_content\hl2\mapsrc	erminator.prt
 298 portalclusters
 694 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 (5)
Optimized: 235 visible clusters (0.44%)
Total clusters visible: 53471
Average clusters visible: 179
Building PAS...
Average clusters audible: 294
visdatasize:23938  compressed from 23840
writing c:\program files\steam\steamapps\user\sourcesdk_content\hl2\mapsrc	erminator.bsp
5 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\user\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\user\day of defeat source\dod" -noextra "C:\Program Files\Steam\steamapps\user\sourcesdk_content\hl2\mapsrc	erminator"

Valve Software - vrad.exe SSE (Apr 26 2012)

      Valve Radiosity Simulator     
3 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\user\sourcesdk_content\hl2\mapsrc	erminator.bsp
Setting up ray-trace acceleration structure... Done (7.24 seconds)
1842 faces
1 degenerate faces
4442430 square feet [639709888.00 square inches]
142 Displacements
511329 Square Feet [73631400.00 Square Inches]
1841 patches before subdivision
33069 patches after subdivision
13 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (11)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 838429, max 404
transfer lists:   6.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(637, 812, 2012)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(53, 58, 123)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(7, 6, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0729 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (8)
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 (11)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                232/8192         2784/98304    ( 2.8%) 
brushsides            2179/65536       17432/524288   ( 3.3%) 
planes                2534/65536       50680/1310720  ( 3.9%) 
vertexes              2649/65536       31788/786432   ( 4.0%) 
nodes                  903/65536       28896/2097152  ( 1.4%) 
texinfos               289/12288       20808/884736   ( 2.4%) 
texdata                 31/2048          992/65536    ( 1.5%) 
dispinfos              142/0           24992/0        ( 0.0%) 
disp_verts           12894/0          257880/0        ( 0.0%) 
disp_tris            21056/0           42112/0        ( 0.0%) 
disp_lmsamples      611928/0          611928/0        ( 0.0%) 
faces                 1842/65536      103152/3670016  ( 2.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1010/65536       56560/3670016  ( 1.5%) 
leaves                 905/65536       28960/2097152  ( 1.4%) 
leaffaces             2245/65536        4490/131072   ( 3.4%) 
leafbrushes           1021/65536        2042/131072   ( 1.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            12323/512000      49292/2048000  ( 2.4%) 
edges                 7163/256000      28652/1024000  ( 2.8%) 
LDR worldlights         13/8192         1144/720896   ( 0.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            131/32768        1310/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2235/65536        4470/131072   ( 3.4%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     3953896/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       23938/16777216 ( 0.1%) 
entdata               [variable]        8514/393216   ( 2.2%) 
LDR ambient table      905/65536        3620/262144   ( 1.4%) 
HDR ambient table      905/65536        3620/262144   ( 1.4%) 
LDR leaf ambient      2072/65536       58016/1835008  ( 3.2%) 
HDR leaf ambient       905/65536       25340/1835008  ( 1.4%) 
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]           1/13214    ( 0.0%) 
pakfile               [variable]      174158/0        ( 0.0%) 
physics               [variable]     2462108/4194304  (58.7%) 
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 4496
Writing c:\program files\steam\steamapps\user\sourcesdk_content\hl2\mapsrc	erminator.bsp
51 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\user\sourcesdk_content\hl2\mapsrc	erminator.bsp" "c:\program files\steam\steamapps\user\day of defeat source\dod\maps	erminator.bsp"




NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!


don’t apply the nodraw texture for displacements.


WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.


physics               [variable]     2462108/4194304

you should use power 4 displacements only when really necessary, such as for large displacement surfaces. imo i think it’d be better if you cut up a large power 4 into multiple power 3s to save on memory. i ran into this same problem where the map would throw errors into the console then eventually crash after a while because all my displacements were set to power 4.

Just a heads up, a 1024x1024 power 3 has the same number of tris as a 2048x2046 power 4. If you make the displacements smaller and lower the power, you have exactly the same vertex density and it still will create problems for you.

It’s an issue with the collision mesh creation on displacements in areas of high vertex density. Look for places where you’ve heavily manipulated the terrain. Consider just dropping the power of all your displacements or making them a bit bigger.

any way to do that without having to re-do the displacement?

Select the displacements and knock them down to power of 3.

i wasn’t expecting it to be that simple :v:

okay let’s see what i can do about this

I’m pretty sure you’re going to have to resculpt when you knock the power down.

yeah had to resculpt slightly

it worked, thanks. this can be locked