Mapping help for gmod

Hello, I have a problem with gmod and testing my map, It was working yesterday and my textures are put in the right place, but whenever I try to test my map on gmod, I can look for like a second and then gmod crashes. I don’t know the answer to this question so just take a look at the compile log.


** Executing…
** Command: “B:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe”
** Parameters: -game “B:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\gmodSDK” “B:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\gmodSDK\dev_ragdoll.vmf”

Valve Software - vbsp.exe (May 14 2014)
4 threads
materialPath: B:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\gmodSDK\materials
Loading B:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\gmodSDK\dev_ragdoll.vmf
material “dev/dev_measuregeneric06” not found.
Material not found!: DEV/DEV_MEASUREGENERIC06
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
material “dev/dev_measuregeneric04” not found.
Material not found!: DEV/DEV_MEASUREGENERIC04
material “dev/dev_measuregeneric38” not found.
Material not found!: DEV/DEV_MEASUREGENERIC38
material “dev/dev_measuregeneric02” not found.
Material not found!: DEV/DEV_MEASUREGENERIC02
material “dev/dev_measuregeneric45” not found.
Material not found!: DEV/DEV_MEASUREGENERIC45
material “dev/dev_measuregeneric44” not found.
Material not found!: DEV/DEV_MEASUREGENERIC44
Could not locate ‘GameData’ key in b:\steam\steamapps\common\source sdk base 2013 multiplayer\gmodsdk\gameinfo.txt
Patching WVT material: maps/dev_ragdoll/dev/dev_blendmeasure_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 B:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\gmodSDK\dev_ragdoll.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 (8) (282469 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 148 texinfos to 81
Reduced 9 texdatas to 8 (242 bytes to 221)
Writing B:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\gmodSDK\dev_ragdoll.bsp
1 minute, 8 seconds elapsed

** Executing…
** Command: “B:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe”
** Parameters: -game “B:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\gmodSDK” “B:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\gmodSDK\dev_ragdoll”

Valve Software - vvis.exe (May 14 2014)
4 threads
reading b:\steam\steamapps\common\source sdk base 2013 multiplayer\gmodsdk\dev_ragdoll.bsp
reading b:\steam\steamapps\common\source sdk base 2013 multiplayer\gmodsdk\dev_ragdoll.prt
117 portalclusters
383 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: 10339
Average clusters visible: 88
Building PAS…
Average clusters audible: 117
visdatasize:4420 compressed from 3744
writing b:\steam\steamapps\common\source sdk base 2013 multiplayer\gmodsdk\dev_ragdoll.bsp
0 seconds elapsed

** Executing…
** Command: “B:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe”
** Parameters: -game “B:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\gmodSDK” “B:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\gmodSDK\dev_ragdoll”

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 B:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\lights.rad.
Loading b:\steam\steamapps\common\source sdk base 2013 multiplayer\gmodsdk\dev_ragdoll.bsp
Setting up ray-trace acceleration structure… Done (0.01 seconds)
5714 faces
112 degenerate faces
762190 square feet [109755376.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5602 patches before subdivision
16356 patches after subdivision
sun extent from map=0.000000
2 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 (0)
transfers 775908, max 320
transfer lists: 5.9 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<0.0020 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (0)
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 3/1024 144/49152 ( 0.3%)
brushes 61/8192 732/98304 ( 0.7%)
brushsides 5659/65536 45272/524288 ( 8.6%)
planes 21488/65536 429760/1310720 (32.8%)
vertexes 9392/65536 112704/786432 (14.3%)
nodes 6838/65536 218816/2097152 (10.4%)
texinfos 81/12288 5832/884736 ( 0.7%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 5714/65536 319984/3670016 ( 8.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2378/65536 133168/3670016 ( 3.6%)
leaves 6842/65536 218944/2097152 (10.4%)
leaffaces 5947/65536 11894/131072 ( 9.1%)
leafbrushes 3190/65536 6380/131072 ( 4.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 43077/512000 172308/2048000 ( 8.4%)
edges 22106/256000 88424/1024000 ( 8.6%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 29/32768 290/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 348/65536 696/131072 ( 0.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 194956/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 4420/16777216 ( 0.0%)
entdata [variable] 1945/393216 ( 0.5%)
LDR ambient table 6842/65536 27368/262144 (10.4%)
HDR ambient table 6842/65536 27368/262144 (10.4%)
LDR leaf ambient 4150/65536 116200/1835008 ( 6.3%)
HDR leaf ambient 6842/65536 191576/1835008 (10.4%)
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] 1/12 ( 8.3%)
pakfile [variable] 106014/0 ( 0.0%)
physics [variable] 282469/4194304 ( 6.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 18573
Writing b:\steam\steamapps\common\source sdk base 2013 multiplayer\gmodsdk\dev_ragdoll.bsp
1 second elapsed

** Executing…
** Command: Copy File
** Parameters: “B:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\gmodSDK\dev_ragdoll.bsp” “B:\Steam\SteamApps\common\GarrysMod\garrysmod\maps\dev_ragdoll.bsp”


copying your compiling log to interlopers error checker only mentions the missing textures and the lights.rad file, try using the Hammer in garrysmod/bin folder to see if that compiles better

This will require someone to review your VMF. As this seems as not a compiling issue, but perhaps a problem in the map itself.

I have the .VMF file here, maybe you guys can take a look into it


looking at the vmf i’d say that gmod is finding it hard to render the map causing it to crash, replace the dev textures, with ones that will load and rethink the map layout so its not so large, from what i can work out your trying to make what looks like clouds move in the map maybe use a 3d skybox https://developer.valvesoftware.com/wiki/3D_Skybox

The whole point of the map is to use dev textures though

[editline]5th August 2015[/editline]

OK, another question, I moved all my steam games and it said the gameinfo.txt was missing from my custom config, how do I redirect the location to where it currently is?

is this for vbct ? if you go into the BIN folder ie. Garrysmod/bin theres a file called GameConfig.txt change the directorys listed to match the new positions of the game then try

So Is there any chance I could keep the clouds and the dev textures because that it kinda the feel of the map, I also replaced the textures that are not being seen with the nodraw texture

heres a link to some colourful dev_textures, just when you release your map remember to include them or ppl will just see purple and black missing textures https://www.dropbox.com/s/0xx3ajcvtyv4d0z/colorful%20dev%20materials.zip?dl=0 the textures are not mine so dont credit me but theres a read me from the maker :slight_smile: you can keep the clouds but make them a func_rotating instead of following a path track, the nodraw textures will just make players see a black void

Dev textures have absolutely nothing to do with a map not compiling. “Finding it hard to render te map” What does that even mean? Don’t give advice on things you do not understand

So is there anyway I can fix this shit?

Seriously, can someone find an actual soultion, I want to start mapping before school starts

It has something to do with the really complex func_traintracks you’re using try remaking them and making them less complicated.

When they are removed, It still dosent work