phys_motor makes my game crash.

I’m making a new map, with a obstacle course in it. I’m up to producing level 3, but every time I compile, and load up the map… “HL2.exe has stopped working.”

UPDATED Compile log:




** Executing...
** Command: "c:\program files\valve\steamapps\djakman\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steamapps\djakman\counter-strike source\cstrike" "C:\Program Files\Valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\valve\steamapps\djakman\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.vmf
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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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) (26549 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 150 texinfos to 76
Reduced 20 texdatas to 16 (611 bytes to 463)
Writing C:\Program Files\Valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steamapps\djakman\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steamapps\djakman\counter-strike source\cstrike" "C:\Program Files\Valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading c:\program files\valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.bsp
reading c:\program files\valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.prt
  58 portalclusters
 149 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: 8 visible clusters (0.00%)
Total clusters visible: 2316
Average clusters visible: 39
Building PAS...
Average clusters audible: 58
visdatasize:1376  compressed from 928
writing c:\program files\valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steamapps\djakman\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files\valve\steamapps\djakman\counter-strike source\cstrike" "C:\Program Files\Valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.bsp
334 faces
90357 square feet [13011461.00 square inches]
0 displacements
0 square feet [0.00 square inches]
334 patches before subdivision
7938 patches after subdivision
35 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 855127, max 334
transfer lists:   6.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(35272, 55613, 33388)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(6292, 11199, 5624)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(1434, 2837, 1317)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(344, 739, 348)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(87, 202, 109)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(23, 55, 40)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(6, 16, 17)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(2, 4, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(0, 1, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(0, 0, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(0, 0, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0035 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  12/1024          576/49152    ( 1.2%) 
brushes                 65/8192          780/98304    ( 0.8%) 
brushsides             454/65536        3632/524288   ( 0.7%) 
planes                 582/65536       11640/1310720  ( 0.9%) 
vertexes               538/65536        6456/786432   ( 0.8%) 
nodes                  242/65536        7744/2097152  ( 0.4%) 
texinfos                76/12288        5472/884736   ( 0.6%) 
texdata                 16/2048          512/65536    ( 0.8%) 
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                  334/65536       18704/3670016  ( 0.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              197/65536       11032/3670016  ( 0.3%) 
leaves                 255/65536        8160/2097152  ( 0.4%) 
leaffaces              380/65536         760/131072   ( 0.6%) 
leafbrushes            148/65536         296/131072   ( 0.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             2261/512000       9044/2048000  ( 0.4%) 
edges                 1255/256000       5020/1024000  ( 0.5%) 
LDR worldlights         35/8192         3080/720896   ( 0.4%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips             10/32768         100/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           213/65536         426/131072   ( 0.3%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      263668/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        1376/16777216 ( 0.0%) 
entdata               [variable]       11994/393216   ( 3.1%) 
LDR leaf ambient       255/65536        6120/1572864  ( 0.4%) 
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]           1/12       ( 8.3%) 
static props          [variable]           1/950      ( 0.1%) 
pakfile               [variable]       21513/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]       26549/4194304  ( 0.6%) 
==== Total Win32 BSP file data space used: 424688 bytes ====

Total triangle count: 808
Writing c:\program files\valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.bsp" "c:\program files\valve\steamapps\djakman\counter-strike source\cstrike\maps\mg_P90s_Obstacles.bsp"

And just because I used his videos DON’T FUCKING FLAME!! It CLOSED MY OTHER THREAD… Jeez.
Oh and this happened after I added the phys_motor…

Why don’t you ask 3klik?

I did, but he’s currently offline, I usually do one level a day, but this gave me a delay. I need help please. I also have a long weekend so I can continue the map.

well for starters there is a trigger hurt leak

It’s not a trigger_hurt leak, it’s a leak. The Trigger_Hurt is just the first entity it found after going through the leak.

douh!

Also something about CONTENTS_SOLID, It might be for the best to find the leak.
go to Map/load pointfile and see how the little red line comes into the area

I did that… I moved the trigger_hurt…

[editline]06:12PM[/editline]

Here’s my VMF : http://www.mediafire.com/?mm2qt3mmd0z

I compiled and loaded the pointfile, theres a leak on the right wall after you turn right past the big pool

http://img97.imageshack.us/img97/5764/leak.png

also I highly reccomend you use nodraw on surfaces that will never be seen.

Yeah, I will do that at the end. So I seal it?

Yea, just make sure its all sealed up. thats the only leak the pointfile showed me, so that should fix it, else post more.

Sealed. (Hopefully.)

[editline]06:37PM[/editline]

Okay, shit, I don’t know how to seal this D:

[editline]06:38PM[/editline]

Oh, good… fixed.

[editline]06:40PM[/editline]

Okay, I hope it won’t crash.

[editline]06:41PM[/editline]

Fuck no, it crashed.

[editline]06:43PM[/editline]

UPDATED Compile log:




** Executing...
** Command: "c:\program  files\valve\steamapps\djakman\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program  files\valve\steamapps\djakman\counter-strike source\cstrike" "C:\Program   Files\Valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\valve\steamapps\djakman\counter-strike  source\cstrike\materials
Loading C:\Program  Files\Valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.vmf
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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program  Files\Valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.prt...done  (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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) (26549 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 150 texinfos to 76
Reduced 20 texdatas to 16 (611 bytes to 463)
Writing C:\Program  Files\Valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program  files\valve\steamapps\djakman\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program  files\valve\steamapps\djakman\counter-strike source\cstrike" "C:\Program   Files\Valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading c:\program  files\valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.bsp
reading c:\program  files\valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.prt
  58 portalclusters
 149 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: 8 visible clusters (0.00%)
Total clusters visible: 2316
Average clusters visible: 39
Building PAS...
Average clusters audible: 58
visdatasize:1376  compressed from 928
writing c:\program  files\valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program  files\valve\steamapps\djakman\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program  files\valve\steamapps\djakman\counter-strike source\cstrike" "C:\Program   Files\Valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program  files\valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.bsp
334 faces
90357 square feet [13011461.00 square inches]
0 displacements
0 square feet [0.00 square inches]
334 patches before subdivision
7938 patches after subdivision
35 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 855127, max 334
transfer lists:   6.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(35272, 55613, 33388)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(6292, 11199, 5624)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(1434, 2837, 1317)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(344, 739, 348)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(87, 202, 109)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(23, 55, 40)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(6, 16, 17)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(2, 4, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(0, 1, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(0, 0, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(0, 0, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0035 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.
ComputePerLeafAmbientLighting:  0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  12/1024          576/49152    ( 1.2%) 
brushes                 65/8192          780/98304    ( 0.8%) 
brushsides             454/65536        3632/524288   ( 0.7%) 
planes                 582/65536       11640/1310720  ( 0.9%) 
vertexes               538/65536        6456/786432   ( 0.8%) 
nodes                  242/65536        7744/2097152  ( 0.4%) 
texinfos                76/12288        5472/884736   ( 0.6%) 
texdata                 16/2048          512/65536    ( 0.8%) 
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                  334/65536       18704/3670016  ( 0.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              197/65536       11032/3670016  ( 0.3%) 
leaves                 255/65536        8160/2097152  ( 0.4%) 
leaffaces              380/65536         760/131072   ( 0.6%) 
leafbrushes            148/65536         296/131072   ( 0.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             2261/512000       9044/2048000  ( 0.4%) 
edges                 1255/256000       5020/1024000  ( 0.5%) 
LDR worldlights         35/8192         3080/720896   ( 0.4%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips             10/32768         100/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           213/65536         426/131072   ( 0.3%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      263668/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        1376/16777216 ( 0.0%) 
entdata               [variable]       11994/393216   ( 3.1%) 
LDR leaf ambient       255/65536        6120/1572864  ( 0.4%) 
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]           1/12       ( 8.3%) 
static props          [variable]           1/950      ( 0.1%) 
pakfile               [variable]       21513/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]       26549/4194304  ( 0.6%) 
==== Total Win32 BSP file data space used: 424688 bytes ====

Total triangle count: 808
Writing c:\program  files\valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program  Files\Valve\steamapps\djakman\sourcesdk_content\cstrike\mapsrc\mg_P90s_Obstacles.bsp"  "c:\program files\valve\steamapps\djakman\counter-strike  source\cstrike\maps\mg_P90s_Obstacles.bsp"

[editline]06:48PM[/editline]

Oh and this happened after I added the phys_motor…

I dont see anything wrong in compile, have you tried it without the phys_motor? also, you should find a tutorial on the phys_motor if the problem goes away when you take it away.

Yep, I have, and it works without it. I want to create a rotating object which will kill anything in its path.

[editline]07:29PM[/editline]

All fixed, just used a Func_rotating, thanks for the help anyway!