Simple lake crashes hl2.exe

Hi there,

I’m having a problem with a map I just started working on, it crashes every time I go into the water.

Here is a picture:

https://dl.dropbox.com/u/1344817/lake_crash.png

And here is the compile log:




** Executing...
** Command: "c:\steam\steamapps\dj_night\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\steam\steamapps\dj_night\half-life 2 episode two\ep2" "C:\Storage\MAPS\Displacement Tests\disp2.vmf"

Valve Software - vbsp.exe (Sep 15 2011)
8 threads
materialPath: c:\steam\steamapps\dj_night\half-life 2 episode two\ep2\materials
Loading C:\Storage\MAPS\Displacement Tests\disp2.vmf
Could not locate 'GameData' key in c:\steam\steamapps\dj_night\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/disp2/nature/blendgrassdirt001a_wvt_patch
Patching WVT material: maps/disp2/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 C:\Storage\MAPS\Displacement Tests\disp2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_04*.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_04*.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...
done (0) (4379 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 52 texinfos to 17
Reduced 9 texdatas to 6 (245 bytes to 141)
Writing C:\Storage\MAPS\Displacement Tests\disp2.bsp
2 seconds elapsed

** Executing...
** Command: "c:\steam\steamapps\dj_night\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "c:\steam\steamapps\dj_night\half-life 2 episode two\ep2" "C:\Storage\MAPS\Displacement Tests\disp2"

Valve Software - vvis.exe (Sep 15 2011)
8 threads
reading c:\storage\maps\displacement tests\disp2.bsp
reading c:\storage\maps\displacement tests\disp2.prt
  50 portalclusters
 105 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 (1)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 2500
Average clusters visible: 50
Building PAS...
Average clusters audible: 50
visdatasize:1104  compressed from 800
writing c:\storage\maps\displacement tests\disp2.bsp
1 second elapsed

** Executing...
** Command: "c:\steam\steamapps\dj_night\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters:  -game "c:\steam\steamapps\dj_night\half-life 2 episode two\ep2" "C:\Storage\MAPS\Displacement Tests\disp2"

Valve Software - vrad.exe SSE (Sep 15 2011)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\storage\maps\displacement tests\disp2.bsp
Setting up ray-trace acceleration structure... Done (1.48 seconds)
465 faces
680960 square feet [98058248.00 square inches]
82 Displacements
121759 Square Feet [17533330.00 Square Inches]
465 patches before subdivision
26169 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 2991155, max 444
transfer lists:  22.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(32254, 28163, 18749)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(22765, 19570, 12530)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(2029, 1583, 805)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(963, 741, 363)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(117, 82, 32)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(43, 30, 11)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(6, 4, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0252 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
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                   1/1024           48/49152    ( 0.1%) 
brushes                 11/8192          132/98304    ( 0.1%) 
brushsides              66/65536         528/524288   ( 0.1%) 
planes                  88/65536        1760/1310720  ( 0.1%) 
vertexes               510/65536        6120/786432   ( 0.8%) 
nodes                  153/65536        4896/2097152  ( 0.2%) 
texinfos                17/12288        1224/884736   ( 0.1%) 
texdata                  6/2048          192/65536    ( 0.3%) 
dispinfos               82/0           14432/0        ( 0.0%) 
disp_verts           23698/0          473960/0        ( 0.0%) 
disp_tris            41984/0           83968/0        ( 0.0%) 
disp_lmsamples      328401/0          328401/0        ( 0.0%) 
faces                  465/65536       26040/3670016  ( 0.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               94/65536        5264/3670016  ( 0.1%) 
leaves                 155/65536        4960/2097152  ( 0.2%) 
leaffaces              383/65536         766/131072   ( 0.6%) 
leafbrushes            135/65536         270/131072   ( 0.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             2364/512000       9456/2048000  ( 0.5%) 
edges                 1247/256000       4988/1024000  ( 0.5%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips              2/32768          20/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices            24/65536          48/131072   ( 0.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      870012/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        1104/16777216 ( 0.0%) 
entdata               [variable]         716/393216   ( 0.2%) 
LDR ambient table      155/65536         620/262144   ( 0.2%) 
HDR ambient table      155/65536         620/262144   ( 0.2%) 
LDR leaf ambient       792/65536       22176/1835008  ( 1.2%) 
HDR leaf ambient       155/65536        4340/1835008  ( 0.2%) 
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]      106605/0        ( 0.0%) 
physics               [variable]        4379/4194304  ( 0.1%) 
physics terrain       [variable]       80548/1048576  ( 7.7%) 

Level flags = 0

Total triangle count: 1058
Writing c:\storage\maps\displacement tests\disp2.bsp
18 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Storage\MAPS\Displacement Tests\disp2.bsp" "c:\steam\steamapps\dj_night\half-life 2 episode two\ep2\maps\disp2.bsp"


** Executing...
** Command: c:\steam\steam.exe
** Parameters: -applaunch 420 -game "c:\steam\steamapps\dj_night\half-life 2 episode two\ep2" -toconsole -dev -console +sv_lan 1 +map "disp2"



I have tried using a different water texture, didn’t fix it.

If I stay on land it runs okay, but as soon as I go into the water it crashes in about 5 seconds.

Can anyone help me out with this?

By the way I don’t know if this matters but I wanted as much detail as I could so I’m using 81 displacement brushes.

What power are your displacements?

4

Try lowering them to 3

“Found a displacement edge abutting multiple other edges.” that might be a problem too, though I doubt it. I think you’ve just made too many diplacements in one area and it’s too much for the engine.

The vertices are probably too close together, try making the displacement larger, or reducing the power.

Thanks, lowering the power to 3 worked.

No problem, plus Iron Phoenix set me up for that one anyways.