Hammer crashes upon "Run Map"

Discussion in 'Mapping Questions & Discussion' started by Jakkarra, May 1, 2010.

  1. Jakkarra

    Jakkarra L4: Comfortable Member

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    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.
     
  2. The Political Gamer

    aa The Political Gamer

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    Could you post the compile log?
     
  3. Jakkarra

    Jakkarra L4: Comfortable Member

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    Unfortunately not, as it crashes out of Hammer, it dosent give me the chance, unless they are saved somewhere.
     
  4. Grim Tuesday

    aa Grim Tuesday

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    Try using VBCT. IT tends to crash less than hammer.
     
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  5. Jakkarra

    Jakkarra L4: Comfortable Member

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    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)
     
  6. The Political Gamer

    aa The Political Gamer

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    Found using: http://www.interlopers.net/errors/
     
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  7. Grim Tuesday

    aa Grim Tuesday

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    Just in case you didnt know, load up the pointfile to check for where/which areaportal is causing your leak.
     
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  8. Jakkarra

    Jakkarra L4: Comfortable Member

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    Um, as mentioned: I have no areaportals.
     
  9. The Political Gamer

    aa The Political Gamer

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    Did you try looking at brush 598?
     
  10. Grim Tuesday

    aa Grim Tuesday

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    Load up your pointfile anyways, see where the line is coming from.
     
  11. Jakkarra

    Jakkarra L4: Comfortable Member

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    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.
     
  12. Jakkarra

    Jakkarra L4: Comfortable Member

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    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...
     
  13. The Political Gamer

    aa The Political Gamer

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    Hah! The compile log/interlopers never lies!

    Oh and just remove it and your map should compile fine.
     
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  14. Jakkarra

    Jakkarra L4: Comfortable Member

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    I did, and it still crashes....

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

    Jakkarra L4: Comfortable Member

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    [​IMG]

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

    aa YM LVL100 YM

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    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.
     
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  17. The Political Gamer

    aa The Political Gamer

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    This is going to sound odd but try putting a nodraw block around it. I have had a leak like that before but it was corrected to a bigger leak and I needed to seal the small one first.
     
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  18. Jakkarra

    Jakkarra L4: Comfortable Member

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    It goes unresponsive.

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

    This is quite a bother.
     
  19. YM

    aa YM LVL100 YM

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  20. Jakkarra

    Jakkarra L4: Comfortable Member

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    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!