I have a water brush which causes a crash when someone touches it. no compile errors

Discussion in 'Mapping Questions & Discussion' started by JMRboosties, Jul 17, 2010.

  1. JMRboosties

    JMRboosties L2: Junior Member

    Messages:
    98
    Positive Ratings:
    2
    I have an underground lake on my map, fully enclosed w/o a leak as far as I can tell. When I compile the map with vvis on fast jumping in doesn't cause a problem. However, when vvis is on full, the second you touch the water it causes a crash. I checked for a pointfile but there wasn't one to load after compile. No errors on the log either, checked on interlopers to be sure. Here is the log:


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\jmrboosties\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\jmrboosties\team fortress 2\tf" "C:\Program Files\Steam\steamapps\jmrboosties\sourcesdk_content\tf\mapsrc\arena_borderline_a5.vmf"

    Valve Software - vbsp.exe (Jul 7 2010)
    4 threads
    materialPath: c:\program files\steam\steamapps\jmrboosties\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\jmrboosties\sourcesdk_content\tf\mapsrc\arena_borderline_a5.vmf
    Patching WVT material: maps/arena_borderline_a5/nature/blendrockgroundwallforest_wvt_patch
    Patching WVT material: maps/arena_borderline_a5/nature/blendgroundtograss008_wvt_patch
    Patching WVT material: maps/arena_borderline_a5/nature/blendrockgroundwallforest002_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 502 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files\Steam\steamapps\jmrboosties\sourcesdk_content\tf\mapsrc\arena_borderline_a5.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 (2) (452007 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    .Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    .Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    10
    Compacting texture/material tables...
    Reduced 2248 texinfos to 1629
    Reduced 50 texdatas to 43 (1431 bytes to 1028)
    Writing C:\Program Files\Steam\steamapps\jmrboosties\sourcesdk_content\tf\mapsrc\arena_borderline_a5.bsp
    10 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\jmrboosties\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\jmrboosties\team fortress 2\tf" "C:\Program Files\Steam\steamapps\jmrboosties\sourcesdk_content\tf\mapsrc\arena_borderline_a5"

    Valve Software - vvis.exe (Jul 7 2010)
    4 threads
    reading c:\program files\steam\steamapps\jmrboosties\sourcesdk_content\tf\mapsrc\arena_borderline_a5.bsp
    reading c:\program files\steam\steamapps\jmrboosties\sourcesdk_content\tf\mapsrc\arena_borderline_a5.prt
    1023 portalclusters
    3101 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (534)
    Optimized: 3324 visible clusters (0.00%)
    Total clusters visible: 419643
    Average clusters visible: 410
    Building PAS...
    Average clusters audible: 888
    visdatasize:239371 compressed from 261888
    writing c:\program files\steam\steamapps\jmrboosties\sourcesdk_content\tf\mapsrc\arena_borderline_a5.bsp
    8 minutes, 54 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\jmrboosties\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -both -game "c:\program files\steam\steamapps\jmrboosties\team fortress 2\tf" "C:\Program Files\Steam\steamapps\jmrboosties\sourcesdk_content\tf\mapsrc\arena_borderline_a5"

    Valve Software - vrad.exe SSE (Jul 7 2010)

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

    Loading c:\program files\steam\steamapps\jmrboosties\sourcesdk_content\tf\mapsrc\arena_borderline_a5.bsp
    Setting up ray-trace acceleration structure... Done (7.96 seconds)
    5152 faces
    12 degenerate faces
    845510 square feet [121753504.00 square inches]
    244 Displacements
    364620 Square Feet [52505416.00 Square Inches]
    5140 patches before subdivision
    60910 patches after subdivision
    sun extent from map=0.258819
    102 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (20)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15)
    transfers 5996814, max 998
    transfer lists: 45.8 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(208987, 179629, 149787)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(56637, 41761, 31007)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(19933, 13219, 8694)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(7653, 4458, 2526)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(3055, 1578, 780)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(1233, 556, 237)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(507, 201, 74)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(209, 72, 23)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(88, 26, 7)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(37, 10, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(16, 4, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(7, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #14 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0291 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    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 (15)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 16/1024 768/49152 ( 1.6%)
    brushes 1175/8192 14100/98304 (14.3%)
    brushsides 8774/65536 70192/524288 (13.4%)
    planes 6090/65536 121800/1310720 ( 9.3%)
    vertexes 9943/65536 119316/786432 (15.2%)
    nodes 2253/65536 72096/2097152 ( 3.4%)
    texinfos 1629/12288 117288/884736 (13.3%)
    texdata 43/2048 1376/65536 ( 2.1%)
    dispinfos 244/0 42944/0 ( 0.0%)
    disp_verts 40108/0 802160/0 ( 0.0%)
    disp_tris 68960/0 137920/0 ( 0.0%)
    disp_lmsamples 509484/0 509484/0 ( 0.0%)
    faces 5152/65536 288512/3670016 ( 7.9%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 3704/65536 207424/3670016 ( 5.7%)
    leaves 2270/65536 72640/2097152 ( 3.5%)
    leaffaces 7238/65536 14476/131072 (11.0%)
    leafbrushes 3574/65536 7148/131072 ( 5.5%)
    areas 6/256 48/2048 ( 2.3%)
    surfedges 39111/512000 156444/2048000 ( 7.6%)
    edges 24366/256000 97464/1024000 ( 9.5%)
    LDR worldlights 102/8192 8976/720896 ( 1.2%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 577/32768 5770/327680 ( 1.8%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 9912/65536 19824/131072 (15.1%)
    cubemapsamples 2/1024 32/16384 ( 0.2%)
    overlays 2/512 704/180224 ( 0.4%)
    LDR lightdata [variable] 3768544/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 239371/16777216 ( 1.4%)
    entdata [variable] 90474/393216 (23.0%)
    LDR ambient table 2270/65536 9080/262144 ( 3.5%)
    HDR ambient table 2270/65536 9080/262144 ( 3.5%)
    LDR leaf ambient 11997/65536 335916/1835008 (18.3%)
    HDR leaf ambient 2270/65536 63560/1835008 ( 3.5%)
    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] 1/38244 ( 0.0%)
    pakfile [variable] 3094/0 ( 0.0%)
    physics [variable] 452007/4194304 (10.8%)
    physics terrain [variable] 142014/1048576 (13.5%)

    Level flags = 0

    Total triangle count: 13969
    Writing c:\program files\steam\steamapps\jmrboosties\sourcesdk_content\tf\mapsrc\arena_borderline_a5.bsp
    1 minute, 11 seconds elapsed
    Valve Software - vrad.exe SSE (Jul 7 2010)

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

    Loading c:\program files\steam\steamapps\jmrboosties\sourcesdk_content\tf\mapsrc\arena_borderline_a5.bsp
    Setting up ray-trace acceleration structure... Done (8.17 seconds)
    5152 faces
    12 degenerate faces
    845510 square feet [121753504.00 square inches]
    244 Displacements
    364620 Square Feet [52505416.00 Square Inches]
    5140 patches before subdivision
    60910 patches after subdivision
    sun extent from map=0.258819
    102 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (20)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15)
    transfers 5996874, max 998
    transfer lists: 45.8 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(208987, 179629, 149787)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(56637, 41761, 31007)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(19933, 13219, 8694)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(7653, 4458, 2526)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(3055, 1578, 780)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(1233, 556, 237)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(507, 201, 74)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(209, 72, 23)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(88, 26, 7)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(37, 10, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(16, 4, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(7, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #15 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0301 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    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 (15)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 16/1024 768/49152 ( 1.6%)
    brushes 1175/8192 14100/98304 (14.3%)
    brushsides 8774/65536 70192/524288 (13.4%)
    planes 6090/65536 121800/1310720 ( 9.3%)
    vertexes 9943/65536 119316/786432 (15.2%)
    nodes 2253/65536 72096/2097152 ( 3.4%)
    texinfos 1629/12288 117288/884736 (13.3%)
    texdata 43/2048 1376/65536 ( 2.1%)
    dispinfos 244/0 42944/0 ( 0.0%)
    disp_verts 40108/0 802160/0 ( 0.0%)
    disp_tris 68960/0 137920/0 ( 0.0%)
    disp_lmsamples 509484/0 509484/0 ( 0.0%)
    faces 5152/65536 288512/3670016 ( 7.9%)
    hdr faces 5152/65536 288512/3670016 ( 7.9%)
    origfaces 3704/65536 207424/3670016 ( 5.7%)
    leaves 2270/65536 72640/2097152 ( 3.5%)
    leaffaces 7238/65536 14476/131072 (11.0%)
    leafbrushes 3574/65536 7148/131072 ( 5.5%)
    areas 6/256 48/2048 ( 2.3%)
    surfedges 39111/512000 156444/2048000 ( 7.6%)
    edges 24366/256000 97464/1024000 ( 9.5%)
    LDR worldlights 102/8192 8976/720896 ( 1.2%)
    HDR worldlights 102/8192 8976/720896 ( 1.2%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 577/32768 5770/327680 ( 1.8%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 9912/65536 19824/131072 (15.1%)
    cubemapsamples 2/1024 32/16384 ( 0.2%)
    overlays 2/512 704/180224 ( 0.4%)
    LDR lightdata [variable] 3768544/0 ( 0.0%)
    HDR lightdata [variable] 3768544/0 ( 0.0%)
    visdata [variable] 239371/16777216 ( 1.4%)
    entdata [variable] 90474/393216 (23.0%)
    LDR ambient table 2270/65536 9080/262144 ( 3.5%)
    HDR ambient table 2270/65536 9080/262144 ( 3.5%)
    LDR leaf ambient 11997/65536 335916/1835008 (18.3%)
    HDR leaf ambient 11999/65536 335972/1835008 (18.3%)
    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] 1/38244 ( 0.0%)
    pakfile [variable] 3094/0 ( 0.0%)
    physics [variable] 452007/4194304 (10.8%)
    physics terrain [variable] 142014/1048576 (13.5%)

    Level flags = 0

    Total triangle count: 13969
    Writing c:\program files\steam\steamapps\jmrboosties\sourcesdk_content\tf\mapsrc\arena_borderline_a5.bsp
    1 minute, 10 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\jmrboosties\sourcesdk_content\tf\mapsrc\arena_borderline_a5.bsp" "c:\program files\steam\steamapps\jmrboosties\team fortress 2\tf\maps\arena_borderline_a5.bsp"

    So the issue is on hitting the water the game crashes, but only when vvis is on full during compile. No pointfile or errors in the log that would cause this as far as I know. Anyone got an idea of what is going on? If you need any more info let me know.
     
  2. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    I'm seeing a pattern. Another user is having problems with compiling with VVIS on fast and then on full. It is, in fact, the same problem. Compile on fast again and see if you crash.
     
  3. JMRboosties

    JMRboosties L2: Junior Member

    Messages:
    98
    Positive Ratings:
    2
    doing this now... a buddy checked it out and seemed to notice it only happens on one side of the lake, took him 3 times to do it (on third it was the right side of this water). another friend it took 2 tries, didnt ask him which side it was on. my friend who did it 3 times hypothesizes that it has something to do with the fog

    went on fast, got it to crash again. i have no idea what is causing this....
     
  4. JMRboosties

    JMRboosties L2: Junior Member

    Messages:
    98
    Positive Ratings:
    2
    so after some toying i found some interesting issues

    the water isnt the problem. the trigger_hurt above it which i set to drown is. i found by removing it, landing in water is no problem. i redid the trigger and set it to be fall damage rather than drown, same problem.

    im now toying with the trigger_hurts, i have 4, 2 for rocks that come out of the water, one for a bridge which is there for decor only, and the water itself. now that the subject on issue is trigger_hurts and not water, does anyone have insight?
     
  5. JMRboosties

    JMRboosties L2: Junior Member

    Messages:
    98
    Positive Ratings:
    2
    Think I got it, turned out it was an issue with having ^4 displacements in the arena. knocked them down to 3 and everything was fixed