Map Will Not Load When Tested

I’ve been working on this map for about 2 days now, and I’ve been testing it out a couple of times. Today however when I compiled the map, it did not work in Garry’smod whatsoever. The loading bar goes to 1 bar then pauses for 2 seconds and closes Gmod out. I’ve scanned the log at interloopers.net and it found a displacement with no-draws on it, so I fixed that to see if it was causing it to not load, but the problem is still perusing. I can’t play-test my map and it’s making me very angry since I put so much time into it already. I would love if someone could help on fixing this issue with Gmod not loading my map. (Note: All maps load except this one)

Compile Log:

** Executing…
** Command: “C:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\hl2” “C:\Users\Ryan\Desktop\Garry’smod Mapping\Racetracks\gm_Island_Circuit.vmf”

Valve Software - vbsp.exe (May 14 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\hl2\materials
Loading C:\Users\Ryan\Desktop\Garry’smod Mapping\Racetracks\gm_Island_Circuit.vmf
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 multiplayer\hl2\gameinfo.txt
Patching WVT material: maps/gm_island_circuit/nature/blendrocksand008c_wvt_patch
Patching WVT material: maps/gm_island_circuit/nature/blendrockblack01a_wvt_patch
Patching WVT material: maps/gm_island_circuit/nature/blendrocksgrass005a_wvt_patch
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:\Users\Ryan\Desktop\Garry’smod Mapping\Racetracks\gm_Island_Circuit.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_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) (4055832 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables…
Reduced 629 texinfos to 436
Reduced 43 texdatas to 35 (1157 bytes to 765)
Writing C:\Users\Ryan\Desktop\Garry’smod Mapping\Racetracks\gm_Island_Circuit.bsp
1 second elapsed

** Executing…
** Command: “C:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\hl2” -fast “C:\Users\Ryan\Desktop\Garry’smod Mapping\Racetracks\gm_Island_Circuit”

Valve Software - vvis.exe (May 14 2014)
fastvis = true
4 threads
reading c:\users\ryan\desktop\garry’smod mapping\racetracks\gm_Island_Circuit.bsp
reading c:\users\ryan\desktop\garry’smod mapping\racetracks\gm_Island_Circuit.prt
1599 portalclusters
5704 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (2)
Optimized: 18642 visible clusters (0.75%)
Total clusters visible: 2497673
Average clusters visible: 1562
Building PAS…
Average clusters audible: 1599
visdatasize:652248 compressed from 639600
writing c:\users\ryan\desktop\garry’smod mapping\racetracks\gm_Island_Circuit.bsp
2 seconds elapsed

** Executing…
** Command: “C:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\hl2” “C:\Users\Ryan\Desktop\Garry’smod Mapping\Racetracks\gm_Island_Circuit”

Valve Software - vrad.exe SSE (May 14 2014)

  Valve Radiosity Simulator     

4 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead…
Warning: Couldn’t open texlight file C:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\lights.rad.
Loading c:\users\ryan\desktop\garry’smod mapping\racetracks\gm_Island_Circuit.bsp
Setting up ray-trace acceleration structure… Done (1.20 seconds)
4920 faces
2 degenerate faces
8470932 square feet [1219814144.00 square inches]
68 Displacements
1258939 Square Feet [181287264.00 Square Inches]
4918 patches before subdivision
64498 patches after subdivision
sun extent from map=0.000000
5 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (7)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (19)
transfers 8274647, max 1297
transfer lists: 63.1 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(168576, 124744, 59707)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(26035, 19511, 9083)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(2926, 2357, 1112)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(824, 694, 325)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(148, 143, 68)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(47, 47, 21)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(11, 13, 5)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(4, 4, 2)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(1, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0415 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (6)
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 (10)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 361/8192 4332/98304 ( 4.4%)
brushsides 2988/65536 23904/524288 ( 4.6%)
planes 2734/65536 54680/1310720 ( 4.2%)
vertexes 5895/65536 70740/786432 ( 9.0%)
nodes 2849/65536 91168/2097152 ( 4.3%)
texinfos 436/12288 31392/884736 ( 3.5%)
texdata 35/2048 1120/65536 ( 1.7%)
dispinfos 68/0 11968/0 ( 0.0%)
disp_verts 19652/0 393040/0 ( 0.0%)
disp_tris 34816/0 69632/0 ( 0.0%)
disp_lmsamples 1026813/0 1026813/0 ( 0.0%)
faces 4920/65536 275520/3670016 ( 7.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1503/65536 84168/3670016 ( 2.3%)
leaves 2851/65536 91232/2097152 ( 4.4%)
leaffaces 5354/65536 10708/131072 ( 8.2%)
leafbrushes 2156/65536 4312/131072 ( 3.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 28095/512000 112380/2048000 ( 5.5%)
edges 15641/256000 62564/1024000 ( 6.1%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 253/32768 2530/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3894/65536 7788/131072 ( 5.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3041940/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 652248/16777216 ( 3.9%)
entdata [variable] 2247/393216 ( 0.6%)
LDR ambient table 2851/65536 11404/262144 ( 4.4%)
HDR ambient table 2851/65536 11404/262144 ( 4.4%)
LDR leaf ambient 20219/65536 566132/1835008 (30.9%)
HDR leaf ambient 2851/65536 79828/1835008 ( 4.4%)
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] 1/2660 ( 0.0%)
pakfile [variable] 176243/0 ( 0.0%)
physics [variable] 4055832/4194304 (96.7%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 12243
Writing c:\users\ryan\desktop\garry’smod mapping\racetracks\gm_Island_Circuit.bsp
43 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Ryan\Desktop\Garry’smod Mapping\Racetracks\gm_Island_Circuit.bsp” “C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_Island_Circuit.bsp”

Maybe this ?


physics [variable] 4055832/4194304 (96.7%) VERY FULL!

What does that mean? Do I have too much of something in my map?

Could be

Hmmm… Interloopers said it wouldn’t affect compiling my map, but I’ll try to fix the displacements and see what happens. Thanks.

[editline]14th October 2014[/editline]

It was actually the displacements causing the problem, I deleted every one and the map loaded, thank you for the help, I’ll try to use less of them next time.

Displacements also increase the physics data, by removing them you significantly decreased the physics data in your map. You can check that in your compile log.

Okay, I’ll be sure to limit displacements, I needed a lot because there was a rocky mountain part in my map.

You can make an entire map out of displacements just fine, just don’t use power 4 displacements. Power 3 displacements are good enough if you make enough of them.

I always use power 4, so now I know why this error is popping up every time XD

yeah… don’t do that.