Game crash after compile...

neon

L1: Registered
Jun 7, 2009
6
0
Hi there,
I've some problem with my map. After longer work with my map I can't run it in game. At the beginning of creating I haven't problem with run this map in game ... Compile progress was ok, but after while when the tf2 is turning on I have hl2 error:
http://img248.imageshack.us/img248/7307/error.jpg

Log from this compile:
Code:
materialPath: e:\programy\valve\steam\steamapps\Nazwakonta\team fortress 2\tf\materials
Loading E:\Programy\Valve\Steam\SteamApps\Nazwakonta\sourcesdk_content\tf\mapsrc\ctf_canals.vmf
Patching WVT material: maps/ctf_canals/nature/blendground_canyon_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 98 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Programy\Valve\Steam\SteamApps\Nazwakonta\sourcesdk_content\tf\mapsrc\ctf_canals.prt...Building visibility clusters...
done (0)
Brush 89140: WARNING, microbrush
Brush 88983: WARNING, microbrush
Brush 89023: WARNING, microbrush
Brush 82986: WARNING, microbrush
Brush 29382: WARNING, microbrush
Brush 63121: WARNING, microbrush
Brush 63119: WARNING, microbrush
Brush 62391: WARNING, microbrush
Brush 62393: WARNING, microbrush
Brush 89873: WARNING, microbrush
Brush 89692: WARNING, microbrush
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_hydro_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_hydro_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 (2) (660330 bytes)
Error! prop_static using model "models/props_gameplay/orange_cone001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_gameplay/orange_cone001.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 497 texinfos to 308
Reduced 57 texdatas to 56 (1279 bytes to 1253)
Writing E:\Programy\Valve\Steam\SteamApps\Nazwakonta\sourcesdk_content\tf\mapsrc\ctf_canals.bsp
10 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:\programy\valve\steam\steamapps\Nazwakonta\sourcesdk_content\tf\mapsrc\ctf_canals.bsp
No vis information, direct lighting only.
11802 faces
41 degenerate faces
1859915 square feet [267827872.00 square inches]
6 Displacements
6492 Square Feet [934916.00 Square Inches]
0 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0594 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  16/1024          768/49152    ( 1.6%)
brushes               1774/8192        21288/98304    (21.7%)
brushsides           18969/65536      151752/524288   (28.9%)
planes               36702/65536      734040/1310720  (56.0%)
vertexes             19407/65536      232884/786432   (29.6%)
nodes                11393/65536      364576/2097152  (17.4%)
texinfos               308/12288       22176/884736   ( 2.5%)
texdata                 56/2048         1792/65536    ( 2.7%)
dispinfos                6/0            1056/0        ( 0.0%)
disp_verts             486/0            9720/0        ( 0.0%)
disp_tris              768/0            1536/0        ( 0.0%)
disp_lmsamples       16840/0           16840/0        ( 0.0%)
faces                11802/65536      660912/3670016  (18.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             6495/65536      363720/3670016  ( 9.9%)
leaves               11410/65536      365120/2097152  (17.4%)
leaffaces            14280/65536       28560/131072   (21.8%)
leafbrushes           9094/65536       18188/131072   (13.9%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            85484/512000     341936/2048000  (16.7%)
edges                47204/256000     188816/1024000  (18.4%)
LDR worldlights          0/8192            0/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            155/32768        1550/327680   ( 0.5%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          2442/65536        4884/131072   ( 3.7%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 4/512          1408/180224   ( 0.8%)
LDR lightdata         [variable]     4470776/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]           0/16777216 ( 0.0%)
entdata               [variable]       12195/393216   ( 3.1%)
LDR ambient table    11410/65536       45640/262144   (17.4%)
HDR ambient table    11410/65536       45640/262144   (17.4%)
LDR leaf ambient      4263/65536      119364/1835008  ( 6.5%)
HDR leaf ambient     11410/65536      319480/1835008  (17.4%)
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]           1/22986    ( 0.0%)
pakfile               [variable]      106101/0        ( 0.0%)
physics               [variable]      660330/4194304  (15.7%)
physics terrain       [variable]         656/1048576  ( 0.1%)

Level flags = 0

Total triangle count: 35696
Writing e:\programy\valve\steam\steamapps\Nazwakonta\sourcesdk_content\tf\mapsrc\ctf_canals.bsp
54 seconds elapsed

I don't know how solve my problem and I don't want trash away this project. I spent a lot of time in making my map :/ ... Maybe someone'll give me a good advice.
Many thanks.
 

Altaco

L420: High Member
Jul 3, 2008
484
120
Brush 89140: WARNING, microbrush

For each of those, go to view -> goto brush number and paste each one of those in and delete the brush. It's probably from using carve tool, which you shouldn't do.




Error! prop_static using model "models/props_gameplay/orange_cone001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.

Not crashing, but those should be prop_physics_multiplayer.
 

neon

L1: Registered
Jun 7, 2009
6
0
Many thanks, but I repaired this things and after that game's still crashing :( The same hl2 error... In compile log I can't see any errors :/
Code:
** Executing...
** Command: "e:programyvalvesteamsteamappsAccountNamesourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "e:programyvalvesteamsteamappsAccountNameteam fortress 2tf" "E:ProgramyValveSteamSteamAppsAccountNamesourcesdk_contenttfmapsrcctf_canals"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: e:programyvalvesteamsteamappsAccountNameteam fortress 2tfmaterials
Loading E:ProgramyValveSteamSteamAppsAccountNamesourcesdk_contenttfmapsrcctf_canals.vmf
Patching WVT material: maps/ctf_canals/nature/blendground_canyon_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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...
Merged 98 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:ProgramyValveSteamSteamAppsAccountNamesourcesdk_contenttfmapsrcctf_canals.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_hydro_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_hydro_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 (2) (659274 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 497 texinfos to 308
Reduced 57 texdatas to 56 (1279 bytes to 1253)
Writing E:ProgramyValveSteamSteamAppsAccountNamesourcesdk_contenttfmapsrcctf_canals.bsp
11 seconds elapsed

** Executing...
** Command: "e:programyvalvesteamsteamappsAccountNamesourcesdkbinorangeboxbinvrad.exe"
** Parameters:  -game "e:programyvalvesteamsteamappsb0dzi0team fortress 2tf" "E:ProgramyValveSteamSteamAppsAccountNamesourcesdk_contenttfmapsrcctf_canals"

Valve Software - vrad.exe SSE (Mar 11 2008)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:programyvalvesteamsteamappsAccountNamesourcesdk_contenttfmapsrcctf_canals.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.87 seconds)
11839 faces
39 degenerate faces
1859089 square feet [267708832.00 square inches]
6 Displacements
6492 Square Feet [934916.00 Square Inches]
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<0.0583 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (10)
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 (39)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  16/1024          768/49152    ( 1.6%) 
brushes               1762/8192        21144/98304    (21.5%) 
brushsides           18795/65536      150360/524288   (28.7%) 
planes               37176/65536      743520/1310720  (56.7%) 
vertexes             19450/65536      233400/786432   (29.7%) 
nodes                11442/65536      366144/2097152  (17.5%) 
texinfos               308/12288       22176/884736   ( 2.5%) 
texdata                 56/2048         1792/65536    ( 2.7%) 
dispinfos                6/0            1056/0        ( 0.0%) 
disp_verts             486/0            9720/0        ( 0.0%) 
disp_tris              768/0            1536/0        ( 0.0%) 
disp_lmsamples       16840/0           16840/0        ( 0.0%) 
faces                11839/65536      662984/3670016  (18.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             6528/65536      365568/3670016  (10.0%) 
leaves               11459/65536      366688/2097152  (17.5%) 
leaffaces            14386/65536       28772/131072   (22.0%) 
leafbrushes           9134/65536       18268/131072   (13.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            85779/512000     343116/2048000  (16.8%) 
edges                47359/256000     189436/1024000  (18.5%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            154/32768        1540/327680   ( 0.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2433/65536        4866/131072   ( 3.7%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 4/512          1408/180224   ( 0.8%) 
LDR lightdata         [variable]     4456592/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       17149/393216   ( 4.4%) 
LDR ambient table    11459/65536       45836/262144   (17.5%) 
HDR ambient table    11459/65536       45836/262144   (17.5%) 
LDR leaf ambient      4277/65536      119756/1835008  ( 6.5%) 
HDR leaf ambient     11459/65536      320852/1835008  (17.5%) 
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]           1/23022    ( 0.0%) 
pakfile               [variable]      106101/0        ( 0.0%) 
physics               [variable]      659274/4194304  (15.7%) 
physics terrain       [variable]         656/1048576  ( 0.1%) 

Level flags = 0

Total triangle count: 35785
Writing e:programyvalvesteamsteamappsAccountNamesourcesdk_contenttfmapsrcctf_canals.bsp
54 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:ProgramyValveSteamSteamAppsAccountNamesourcesdk_contenttfmapsrcctf_canals.bsp" "e:programyvalvesteamsteamappsAccountNameteam fortress 2tfmapsctf_canals.bsp"


** Executing...
** Command: "e:programyvalvesteamsteamappsAccountNameteam fortress 2hl2.exe"
** Parameters: -game "e:programyvalvesteamsteamappsAccountNameteam fortress 2tf"  +map "ctf_canals"

Anyone know where is the main problem? :/
 

Malcolm

L3: Member
Jul 10, 2008
123
25
I wonder why vvis.exe is not running? There are some major problems if vvis is not running properly.
 

neon

L1: Registered
Jun 7, 2009
6
0
So I can only delete my current map and try to make another*? :(

edit:
*Or someone'll try to help me and look on this map bug if I'll upload it on some serwer?
 
Last edited:

Malcolm

L3: Member
Jul 10, 2008
123
25
To make vvis work, you just have to check one box in the compile dialog...

checkbr0g.jpg


You should also try to locate your "degenerated faces" as they can cause problems like that, too. Degenerated Faces are caused by carving or vertex manipulation.