Map testing crashes Gmod!

Okay, basically I have been working on a map for my community and it has been going good. Suddenly, (i believe convieniently after the Source SDK update…) when ever i render the map it renders fine, but when I load up gmod to test it out, as soon as it get to the gmod screen where it’s connecting to single player it freezes and then exits gmod saying, “HL2.exe has stopped working!” This is really pissing me off, at first I thought it might be that I had too many dynamic props in the map and so I turned a mjority of them into prop_statics, that didn’t work. Then I thought it might be the teleporters…I deleted those…still nothing. I really need help. Also, something major I wanted to ask. How would one go about importing custom models/props into hammer editor for use? I know how to do custom textures but not models/props…

Here’s the information from the processing window:

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\abenito206\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike” “C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc tt_poorland.vmf”

Valve Software - vbsp.exe (Oct 17 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc tt_poorland.vmf
Can’t find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_1, using default
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
material “props/metalcabinetside01” not found.
Material not found!: PROPS/METALCABINETSIDE01
Can’t find surfaceprop door for material DE_TIDES/TIDES_STORAGEDOOR, using default
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/ttt_poorland/nature/blendproddirtgrass_wvt_patch
Patching WVT material: maps/ttt_poorland/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)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 70 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (1)
writing C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc tt_poorland.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_09*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_09*.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 (1) (1044946 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 4329 texinfos to 2453
Reduced 353 texdatas to 277 (10348 bytes to 8436)
Writing C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc tt_poorland.bsp
9 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\abenito206\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike” -fast “C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc tt_poorland”

Valve Software - vvis.exe (Oct 17 2011)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc tt_poorland.bsp
reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc tt_poorland.prt
3436 portalclusters
10968 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (6)
Optimized: 545056 visible clusters (0.00%)
Total clusters visible: 9152824
Average clusters visible: 2663
Building PAS…
Average clusters audible: 3406
visdatasize:2877071 compressed from 2968704
writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc tt_poorland.bsp
8 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\abenito206\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike” “C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc tt_poorland”

Valve Software - vrad.exe SSE (Oct 17 2011)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc tt_poorland.bsp
Setting up ray-trace acceleration structure… Done (2.55 seconds)
12218 faces
2 degenerate faces
924572 square feet [133138384.00 square inches]
39 Displacements
36055 Square Feet [5191920.50 Square Inches]
12216 patches before subdivision
zero area child patch
75856 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
84 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (25)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (53)
transfers 9751587, max 1610
transfer lists: 74.4 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(326883, 302642, 255595)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #2 added RGB(109008, 92807, 69289)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(40691, 32311, 22296)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #4 added RGB(16215, 12166, 8076)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(6865, 4919, 3224)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #6 added RGB(3049, 2106, 1385)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(1413, 949, 629)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #8 added RGB(679, 446, 299)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(336, 217, 147)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #10 added RGB(171, 109, 74)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #11 added RGB(89, 56, 38)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #12 added RGB(47, 29, 20)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #13 added RGB(25, 16, 10)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #14 added RGB(14, 8, 6)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #15 added RGB(7, 5, 3)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #16 added RGB(4, 3, 2)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #17 added RGB(2, 1, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #18 added RGB(1, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #19 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0305 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (19)
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 (12)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 262/1024 12576/49152 (25.6%)
brushes 2797/8192 33564/98304 (34.1%)
brushsides 18272/65536 146176/524288 (27.9%)
planes 7718/65536 154360/1310720 (11.8%)
vertexes 22388/65536 268656/786432 (34.2%)
nodes 7962/65536 254784/2097152 (12.1%)
texinfos 2453/12288 176616/884736 (20.0%)
texdata 277/2048 8864/65536 (13.5%)
dispinfos 39/0 6864/0 ( 0.0%)
disp_verts 3159/0 63180/0 ( 0.0%)
disp_tris 4992/0 9984/0 ( 0.0%)
disp_lmsamples 54888/0 54888/0 ( 0.0%)
faces 12218/65536 684208/3670016 (18.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7909/65536 442904/3670016 (12.1%)
leaves 8225/65536 263200/2097152 (12.6%)
leaffaces 14899/65536 29798/131072 (22.7%)
leafbrushes 5221/65536 10442/131072 ( 8.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 92040/512000 368160/2048000 (18.0%)
edges 54649/256000 218596/1024000 (21.3%)
LDR worldlights 82/8192 7216/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 1249/32768 12490/327680 ( 3.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 23541/65536 47082/131072 (35.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 339/512 119328/180224 (66.2%)
LDR lightdata [variable] 3651596/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2877071/16777216 (17.1%)
entdata [variable] 266348/393216 (67.7%)
LDR ambient table 8225/65536 32900/262144 (12.6%)
HDR ambient table 8225/65536 32900/262144 (12.6%)
LDR leaf ambient 24425/65536 683900/1835008 (37.3%)
HDR leaf ambient 8225/65536 230300/1835008 (12.6%)
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] 1/26278 ( 0.0%)
pakfile [variable] 196693/0 ( 0.0%)
physics [variable] 1044946/4194304 (24.9%)
physics terrain [variable] 4505/1048576 ( 0.4%)

Level flags = 0

Total triangle count: 35943
Writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc tt_poorland.bsp
2 minutes, 0 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc tt_poorland.bsp” “c:\program files (x86)\steam\steamapps\abenito206\garrysmod\garrysmod\maps tt_poorland.bsp”

Could be several things. Could be if you have power of 4 displacements, You are launching gmod straight up from hammer, which wont work. Compiling vis on fast.

[editline]25th October 2011[/editline]

For custom models, you just put them into your models folder, assuming they are source ready.

I launch Gmod from steam manualy, I’ve had the same displacements before this issue began, and is had been compiling with VIS on fast the entire time…I doubt it’s any of these…as for the custom models, if they are not source ready how do I made them so?