- Jun 8, 2009
- 3
- 0
Well, I had this problem with the Area portals not touching two areas on my map.
Every time I was going to run my map, it came up on the compile log that the Area portals was not touching two areas. I thinked "screw that". So when i tried to run
it, the game suddenly crashes or just quits it self before the load up screen even comes up.
So I just deleted the portals, and tried to run the map again.
I found no errors in the compile log.
But, the game just quits it self again.
What is this? And I have the same problem in every game I make maps for.
PS. COMPILE LOG:
** Executing...
** Command: "c:\programfiler\steam\steamapps\johann_aafloey\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\programfiler\steam\steamapps\johann_aafloey\counter-strike source\cstrike" "C:\Programfiler\Steam\steamapps\johann_aafloey\sourcesdk_content\cstrike\mapsrc\cs_war_1"
Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\programfiler\steam\steamapps\johann_aafloey\counter-strike source\cstrike\materials
Loading C:\Programfiler\Steam\steamapps\johann_aafloey\sourcesdk_content\cstrike\mapsrc\cs_war_1.vmf
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Programfiler\Steam\steamapps\johann_aafloey\sourcesdk_content\cstrike\mapsrc\cs_war_1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$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) (56445 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 372 texinfos to 235
Reduced 28 texdatas to 22 (699 bytes to 526)
Writing C:\Programfiler\Steam\steamapps\johann_aafloey\sourcesdk_content\cstrike\mapsrc\cs_war_1.bsp
0 seconds elapsed
** Executing...
** Command: "c:\programfiler\steam\steamapps\johann_aafloey\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\programfiler\steam\steamapps\johann_aafloey\counter-strike source\cstrike" -fast "C:\Programfiler\Steam\steamapps\johann_aafloey\sourcesdk_content\cstrike\mapsrc\cs_war_1"
Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
4 threads
reading c:\programfiler\steam\steamapps\johann_aafloey\sourcesdk_content\cstrike\mapsrc\cs_war_1.bsp
reading c:\programfiler\steam\steamapps\johann_aafloey\sourcesdk_content\cstrike\mapsrc\cs_war_1.prt
243 portalclusters
856 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 186 visible clusters (0.00%)
Total clusters visible: 57047
Average clusters visible: 234
Building PAS...
Average clusters audible: 243
visdatasize:17045 compressed from 15552
writing c:\programfiler\steam\steamapps\*****\sourcesdk_content\cstrike\mapsrc\cs_war_1.bsp
0 seconds elapsed
** Executing...
** Command: "c:\programfiler\steam\steamapps\*******\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\programfiler\steam\steamapps\*******\counter-strike source\cstrike" "C:\Programfiler\Steam\steamapps\******\sourcesdk_content\cstrike\mapsrc\cs_war_1"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\programfiler\steam\steamapps\********\sourcesdk_content\cstrike\mapsrc\cs_war_1.bsp
1920 faces
346696 square feet [49924344.00 square inches]
120 displacements
38871 square feet [5597535.00 square inches]
1920 patches before subdivision
129005 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (108)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (53)
transfers 23797356, max 1068
transfer lists: 181.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(139247, 126877, 106347)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(14818, 12521, 9002)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(1281, 1002, 641)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(133, 97, 55)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(13, 9, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0778 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 28/1024 1344/49152 ( 2.7%)
brushes 154/8192 1848/98304 ( 1.9%)
brushsides 1002/65536 8016/524288 ( 1.5%)
planes 842/65536 16840/1310720 ( 1.3%)
vertexes 3156/65536 37872/786432 ( 4.8%)
nodes 629/65536 20128/2097152 ( 1.0%)
texinfos 235/12288 16920/884736 ( 1.9%)
texdata 22/2048 704/65536 ( 1.1%)
dispinfos 120/0 21120/0 ( 0.0%)
disp_verts 11128/0 222560/0 ( 0.0%)
disp_tris 18432/0 36864/0 ( 0.0%)
disp_lmsamples 117805/0 117805/0 ( 0.0%)
faces 1920/65536 107520/3670016 ( 2.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 663/65536 37128/3670016 ( 1.0%)
leaves 658/65536 21056/2097152 ( 1.0%)
leaffaces 5747/65536 11494/131072 ( 8.8%)
leafbrushes 315/65536 630/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 11329/512000 45316/2048000 ( 2.2%)
edges 6344/256000 25376/1024000 ( 2.5%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 100/32768 1000/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1761/65536 3522/131072 ( 2.7%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7233896/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 17045/16777216 ( 0.1%)
entdata [variable] 17898/393216 ( 4.6%)
LDR leaf ambient 658/65536 15792/1572864 ( 1.0%)
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] 1/2554 ( 0.0%)
pakfile [variable] 21441/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 56445/4194304 ( 1.3%)
==== Total Win32 BSP file data space used: 8117878 bytes ====
Total triangle count: 4805
Writing c:\programfiler\steam\steamapps\*******\sourcesdk_content\cstrike\mapsrc\cs_war_1.bsp
2 minutes, 49 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Programfiler\Steam\steamapps\johann_aafloey\sourcesdk_content\cstrike\mapsrc\cs_war_1.bsp" "c:\programfiler\steam\steamapps\********\counter-strike source\cstrike\maps\cs_war_1.bsp"
** Executing...
** Command: "c:\programfiler\steam\steamapps\*******\counter-strike source\hl2.exe"
** Parameters: -game "c:\programfiler\steam\steamapps\*******\counter-strike source\cstrike" -toconsole -dev -console +sv_lan 1 +map "cs_war_1"
Every time I was going to run my map, it came up on the compile log that the Area portals was not touching two areas. I thinked "screw that". So when i tried to run
it, the game suddenly crashes or just quits it self before the load up screen even comes up.
So I just deleted the portals, and tried to run the map again.
I found no errors in the compile log.
But, the game just quits it self again.
What is this? And I have the same problem in every game I make maps for.
PS. COMPILE LOG:
** Executing...
** Command: "c:\programfiler\steam\steamapps\johann_aafloey\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\programfiler\steam\steamapps\johann_aafloey\counter-strike source\cstrike" "C:\Programfiler\Steam\steamapps\johann_aafloey\sourcesdk_content\cstrike\mapsrc\cs_war_1"
Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\programfiler\steam\steamapps\johann_aafloey\counter-strike source\cstrike\materials
Loading C:\Programfiler\Steam\steamapps\johann_aafloey\sourcesdk_content\cstrike\mapsrc\cs_war_1.vmf
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Programfiler\Steam\steamapps\johann_aafloey\sourcesdk_content\cstrike\mapsrc\cs_war_1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$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) (56445 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 372 texinfos to 235
Reduced 28 texdatas to 22 (699 bytes to 526)
Writing C:\Programfiler\Steam\steamapps\johann_aafloey\sourcesdk_content\cstrike\mapsrc\cs_war_1.bsp
0 seconds elapsed
** Executing...
** Command: "c:\programfiler\steam\steamapps\johann_aafloey\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\programfiler\steam\steamapps\johann_aafloey\counter-strike source\cstrike" -fast "C:\Programfiler\Steam\steamapps\johann_aafloey\sourcesdk_content\cstrike\mapsrc\cs_war_1"
Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
4 threads
reading c:\programfiler\steam\steamapps\johann_aafloey\sourcesdk_content\cstrike\mapsrc\cs_war_1.bsp
reading c:\programfiler\steam\steamapps\johann_aafloey\sourcesdk_content\cstrike\mapsrc\cs_war_1.prt
243 portalclusters
856 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 186 visible clusters (0.00%)
Total clusters visible: 57047
Average clusters visible: 234
Building PAS...
Average clusters audible: 243
visdatasize:17045 compressed from 15552
writing c:\programfiler\steam\steamapps\*****\sourcesdk_content\cstrike\mapsrc\cs_war_1.bsp
0 seconds elapsed
** Executing...
** Command: "c:\programfiler\steam\steamapps\*******\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\programfiler\steam\steamapps\*******\counter-strike source\cstrike" "C:\Programfiler\Steam\steamapps\******\sourcesdk_content\cstrike\mapsrc\cs_war_1"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\programfiler\steam\steamapps\********\sourcesdk_content\cstrike\mapsrc\cs_war_1.bsp
1920 faces
346696 square feet [49924344.00 square inches]
120 displacements
38871 square feet [5597535.00 square inches]
1920 patches before subdivision
129005 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (108)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (53)
transfers 23797356, max 1068
transfer lists: 181.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(139247, 126877, 106347)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(14818, 12521, 9002)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(1281, 1002, 641)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(133, 97, 55)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(13, 9, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0778 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 28/1024 1344/49152 ( 2.7%)
brushes 154/8192 1848/98304 ( 1.9%)
brushsides 1002/65536 8016/524288 ( 1.5%)
planes 842/65536 16840/1310720 ( 1.3%)
vertexes 3156/65536 37872/786432 ( 4.8%)
nodes 629/65536 20128/2097152 ( 1.0%)
texinfos 235/12288 16920/884736 ( 1.9%)
texdata 22/2048 704/65536 ( 1.1%)
dispinfos 120/0 21120/0 ( 0.0%)
disp_verts 11128/0 222560/0 ( 0.0%)
disp_tris 18432/0 36864/0 ( 0.0%)
disp_lmsamples 117805/0 117805/0 ( 0.0%)
faces 1920/65536 107520/3670016 ( 2.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 663/65536 37128/3670016 ( 1.0%)
leaves 658/65536 21056/2097152 ( 1.0%)
leaffaces 5747/65536 11494/131072 ( 8.8%)
leafbrushes 315/65536 630/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 11329/512000 45316/2048000 ( 2.2%)
edges 6344/256000 25376/1024000 ( 2.5%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 100/32768 1000/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1761/65536 3522/131072 ( 2.7%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7233896/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 17045/16777216 ( 0.1%)
entdata [variable] 17898/393216 ( 4.6%)
LDR leaf ambient 658/65536 15792/1572864 ( 1.0%)
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] 1/2554 ( 0.0%)
pakfile [variable] 21441/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 56445/4194304 ( 1.3%)
==== Total Win32 BSP file data space used: 8117878 bytes ====
Total triangle count: 4805
Writing c:\programfiler\steam\steamapps\*******\sourcesdk_content\cstrike\mapsrc\cs_war_1.bsp
2 minutes, 49 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Programfiler\Steam\steamapps\johann_aafloey\sourcesdk_content\cstrike\mapsrc\cs_war_1.bsp" "c:\programfiler\steam\steamapps\********\counter-strike source\cstrike\maps\cs_war_1.bsp"
** Executing...
** Command: "c:\programfiler\steam\steamapps\*******\counter-strike source\hl2.exe"
** Parameters: -game "c:\programfiler\steam\steamapps\*******\counter-strike source\cstrike" -toconsole -dev -console +sv_lan 1 +map "cs_war_1"