Game crashes when trying my map

LiquidRaiden

L1: Registered
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"
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
Area portals have to be touching all solid surfaces on the edges, displacments props or details cant seal them. Area portals act like mini maps inside your map say you have 3 entrances into a room all 3 have to be sealsed for the area portal to work.
 

Geit

&#128156; I probably broke it &#128156;
aa
May 28, 2009
598
1,161
As above, An areaportal leak is an error your map cannot run with, make sure that the areaportal is actually sealing two areas, use the pointfile to find the exact place where the map is not sealed.

Pointfile can be loaded like so;
QFp.png