Game crash after compile...

Discussion in 'Mapping Questions & Discussion' started by neon, Jun 7, 2009.

  1. neon

    neon L1: Registered

    Messages:
    6
    Positive Ratings:
    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.
     
  2. Altaco

    Altaco L7: Fancy Member

    Messages:
    485
    Positive Ratings:
    121
    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.
     
    • Thanks Thanks x 1
  3. neon

    neon L1: Registered

    Messages:
    6
    Positive Ratings:
    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? :/
     
  4. Malcolm

    Malcolm L3: Member

    Messages:
    123
    Positive Ratings:
    25
    I wonder why vvis.exe is not running? There are some major problems if vvis is not running properly.
     
  5. neon

    neon L1: Registered

    Messages:
    6
    Positive Ratings:
    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: Jun 8, 2009
  6. Malcolm

    Malcolm L3: Member

    Messages:
    123
    Positive Ratings:
    25
    To make vvis work, you just have to check one box in the compile dialog...

    [​IMG]

    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.
     
    • Thanks Thanks x 1