Hammer crashes upon "Run Map"

Jakkarra

L4: Comfortable Member
Aug 26, 2009
167
36
For some reason, Hammer keeps crashing when i try to test my map, i've done nothing much very new apart from a little brush and entity work, but it dosent seem to want to run any of my maps, and just hangs on the compile window for a moment, and states that it isnt responding, and then turns off.

I'm not particularly happy with this, as you can imagine, and i am hoping someone will be able to assist me with this.

Thanks~ Jakkarra

EDIT: it seems to be hanging on the "Portalflow" section of the compile, at the second number, if that's any help.
 

Jakkarra

L4: Comfortable Member
Aug 26, 2009
167
36
Unfortunately not, as it crashes out of Hammer, it dosent give me the chance, unless they are saved somewhere.
 

Jakkarra

L4: Comfortable Member
Aug 26, 2009
167
36
Welcome to VBCT
Session Date: 01 May 2010, 19:32:01
VBCT Version: 1.0k

Engine detected from registry: EP2/OB
Selected MOD = team fortress 2
Game name read from GameInfo.txt file: Team Fortress 2
appid read from GameInfo.txt file: 440

Available EP1 Games:
Error: GameConfig.txt was not found!
expected path: c:\program files (x86)\steam\steamapps\brother_gideon\sourcesdk\bin\ep1\bin\GameConfig.txt

Available EP2/Orangebox Games:
Half-Life 2: Episode Two
Team Fortress 2
Portal

Map File Selected: C:\Program Files (x86)\Steam\steamapps\brother_gideon\sourcesdk_content\tf\mapsrc\PL_forestry_Commission.vmf
There is no Custom Profile to load: C:\Users\Wendy\Desktop\map compile tool\PL_forestry_Commission.pro

Full Compile Selected!
Compile Start Time: 01 May 2010, 19:32:14

-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP: c:\program files (x86)\steam\steamapps\brother_gideon\sourcesdk\bin\orangebox\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\brother_gideon\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\brother_gideon\sourcesdk_content\tf\mapsrc\PL_forestry_Commission"

Valve Software - vbsp.exe (Apr 28 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\brother_gideon\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\brother_gideon\sourcesdk_content\tf\mapsrc\PL_forestry_Commission.vmf
Patching WVT material: maps/pl_forestry_commission/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/pl_forestry_commission/dev/dev_blendmeasure2_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 (1)
Processing areas...
Brush 598: areaportal brush doesn't touch two 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 (x86)\Steam\steamapps\brother_gideon\sourcesdk_content\tf\mapsrc\PL_forestry_Commission.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_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) (128663 bytes)
Error! To use model "models/props_2fort/gibs/miningcrate001_break01.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_2fort/gibs/miningcrate001_break01.mdl"!
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error loading studio model ""!
10
Compacting texture/material tables...
Reduced 1035 texinfos to 648
Reduced 33 texdatas to 27 (907 bytes to 738)
Writing C:\Program Files (x86)\Steam\steamapps\brother_gideon\sourcesdk_content\tf\mapsrc\PL_forestry_Commission.bsp
7 seconds elapsed

Compile Complete for this module.
VBSP Completed: 01 May 2010, 19:32:25
VBSP: Error loading studio model "models/props_2fort/gibs/miningcrate001_break01.mdl"!
VBSP: Error loading studio model ""!
VBSP: Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error loading studio model ""!
VBSP: Compile time: 7 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS: c:\program files (x86)\steam\steamapps\brother_gideon\sourcesdk\bin\orangebox\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\brother_gideon\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\brother_gideon\sourcesdk_content\tf\mapsrc\PL_forestry_Commission"

Valve Software - vvis.exe (Apr 28 2010)
2 threads
reading c:\program files (x86)\steam\steamapps\brother_gideon\sourcesdk_content\tf\mapsrc\PL_forestry_Commission.bsp
reading c:\program files (x86)\steam\steamapps\brother_gideon\sourcesdk_content\tf\mapsrc\PL_forestry_Commission.prt
1204 portalclusters
3859 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2



That's around the mark it crashed in the hammer compiler, VBCT seems to be much nicer.

Thanks Tuesday!

(However, it's sticking pretty badly around the Portal flow in VBCT even, i havent done any optimisation as of yet, if that's causing it, as my PC can run the map at several hundred FPS with no occluders or Areaportals, so i decided not to bother with them untill i am releasing the Alpha)
 
Apr 19, 2009
4,460
1,722
brush 598: areaportal brush doesn't touch two areas

Description:
One of your areaportals touches either too many, or to few areas. Possible causes are:
-areaportals touching/intersecting each other (this causes them to touch more than two areas)
-areaportals not sealing an area ( you can move from one side of the areaportal to the other side, without crossing world geometry or other areaportals). This is also regarded as a leak.

Solution:
The fix would be to move your areaportal(s) around so the above situations don't occur. You may need to read up on the usage of areaportals if you don't understand the problem. I suggest you find your areaportals using it's brushnumber (view->go to brush ( 598 )

Found using: http://www.interlopers.net/errors/
 
Nov 14, 2009
1,257
378
Just in case you didnt know, load up the pointfile to check for where/which areaportal is causing your leak.
 

Jakkarra

L4: Comfortable Member
Aug 26, 2009
167
36
Um, as mentioned: I have no areaportals.
 

Jakkarra

L4: Comfortable Member
Aug 26, 2009
167
36
I did, and the line points to nothing, it curves back in onto itself, i'm getting a screencap up.

Also: I'm finding Brush 598 right now.
 

Jakkarra

L4: Comfortable Member
Aug 26, 2009
167
36
Sorry, as it turned out, one of the respawnroomvisualisers i had turned into an area portal inexplicably.

I still need to figure out why that happenned...
 

Jakkarra

L4: Comfortable Member
Aug 26, 2009
167
36
I did, and it still crashes....

I'm looking into it... Bloody hell, i have all the luck.
 

Jakkarra

L4: Comfortable Member
Aug 26, 2009
167
36
6z3b4i.png


What's this little fella pointing at i wonder...
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
http://i40.tinypic.com/6z3b4i.png

What's this little fella pointing at i wonder...

most likely it's pointing at a brush entity origin, select all your brush entities and hit center origins (in tools menu I think)

Then tell me if hammer is actually crashing or just going unresponsive.
 

Jakkarra

L4: Comfortable Member
Aug 26, 2009
167
36
It goes unresponsive.

Also: I centred all the origins, not much noticeable happened, the Pointfile hasnt changed at all.

This is quite a bother.
 

Jakkarra

L4: Comfortable Member
Aug 26, 2009
167
36
it took almost no time at all to compile before this issue!

All i added were a couple of brushes, a few props and some light entities!