Map freezing

Dasparov

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Joined
Nov 20, 2004
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The problem is, when i goto play my map that i have created, HL2 deathmatch freezes at Initiating Resources with about 4 blocks to go. I gave the bsp to another guy and it froze on him aswell, here is the compiling info

** Executing...
** Command: "c:\program files\steam\steamapps\aberry\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\aberry\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\SteamApps\aberry\half-life 2 deathmatch\hl2mp\maps\dm_corregation"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\steam\steamapps\aberry\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Steam\SteamApps\aberry\half-life 2 deathmatch\hl2mp\maps\dm_corregation.vmf
fixing up env_cubemap materials on brush sides...
Multiple references for cubemap on texture maps/dm_corregation/metal/metalfloor001a_-798_976_193!!!
Multiple references for cubemap on texture maps/dm_corregation/metal/metalfloor001a_-798_976_193!!!
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (4)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
Processing 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 (2)
writing C:\Program Files\Steam\SteamApps\aberry\half-life 2 deathmatch\hl2mp\maps\dm_corregation.prt...done (1)
error: material NATURE/WATER_CANALS_WATERBENEATH2 doesn't have a $bottommaterial
Creating default cubemaps for env_cubemap using skybox sky_day01_09...
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.....1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Degenerate Triangle
(1334.00, -1215.50, 84.30), (1334.00, -1215.50, 84.30), (1334.00, -1187.25, 84.78)
~~~~ Cut to save time
done (5) (3783216 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
Degenerate Triangle
(1334.00, -1215.50, 84.30), (1334.00, -1215.50, 84.30), (1334.00, -1187.25, 84.78)
~~~~ Cut to save time
done (3) (11619714 bytes)
Error! prop_static using model "models/props_debris/concrete_chunk01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/concrete_chunk01a.mdl"!
Error! prop_static using model "models/props_debris/concrete_spawnchunk001b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/concrete_spawnchunk001b.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Writing C:\Program Files\Steam\SteamApps\aberry\half-life 2 deathmatch\hl2mp\maps\dm_corregation.bsp
31 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 14

** Executing...
** Command: "c:\program files\steam\steamapps\aberry\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\aberry\half-life 2 deathmatch\hl2mp" -fast "C:\Program Files\Steam\SteamApps\aberry\half-life 2 deathmatch\hl2mp\maps\dm_corregation"

Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
1 threads
reading c:\program files\steam\steamapps\aberry\half-life 2 deathmatch\hl2mp\maps\dm_corregation.bsp
reading c:\program files\steam\steamapps\aberry\half-life 2 deathmatch\hl2mp\maps\dm_corregation.prt
4083 portalclusters
14065 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (235)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 1442772 visible clusters (0.00%)
Total clusters visible: 13076757
Average clusters visible: 3202
Building PAS...
Average clusters audible: 4081
visdatasize:4046634 compressed from 4180992
writing c:\program files\steam\steamapps\aberry\half-life 2 deathmatch\hl2mp\maps\dm_corregation.bsp
4 minutes, 19 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\aberry\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\aberry\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\SteamApps\aberry\half-life 2 deathmatch\hl2mp\maps\dm_corregation"

Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\aberry\half-life 2 deathmatch\hl2mp\maps\dm_corregation.bsp
12381 faces
31 degenerate faces
452605 square feet [65175120.00 square inches]
150 displacements
24827 square feet [3575109.25 square inches]
12350 patches before subdivision
zero area child patch
48261 patches after subdivision
WARNING: light_spot at (-736 787 338) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-509 400 448) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-508 487 443) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-509 570 447) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-509 688 447) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-509 812 446) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-508 883 445) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-666 878 448) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-666 804 448) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-666 697 448) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-666 576 448) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-666 474 448) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-666 385 448) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-591 350 448) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-591 924 448) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-738 521 335) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-460 507 337) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-459 787 337) has outer angle larger than 90 degrees! Clamping to 90...
98 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (274)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (413)
transfers 1350269, max 230
transfer lists: 10.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(362929, 387360, 259734)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(32777, 31714, 16942)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(3846, 3442, 1508)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(484, 392, 139)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(66, 49, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(10, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0718 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 7/1024 336/49152 ( 0.7%)
brushes 1220/8192 14640/98304 (14.9%)
brushsides 9546/65536 76368/524288 (14.6%)
planes 8412/65536 168240/1310720 (12.8%)
vertexes 28060/65536 336720/786432 (42.8%)
nodes 8506/65536 272192/2097152 (13.0%)
texinfos 3390/12288 244080/884736 (27.6%)
texdata 262/2048 8384/65536 (12.8%)
dispinfos 150/0 26400/0 ( 0.0%)
disp_verts 29622/0 592440/0 ( 0.0%)
disp_tris 51456/0 102912/0 ( 0.0%)
disp_lmsamples 45779/0 45779/0 ( 0.0%)
faces 12381/65536 693336/3670016 (18.9%)
origfaces 4982/65536 278992/3670016 ( 7.6%)
leaves 8514/65536 476784/3670016 (13.0%)
leaffaces 14054/65536 28108/131072 (21.4%)
leafbrushes 8321/65536 16642/131072 (12.7%)
surfedges 82778/512000 331112/2048000 (16.2%)
edges 46455/256000 185820/1024000 (18.1%)
worldlights 96/8192 8448/720896 ( 1.2%)
waterstrips 1604/32768 16040/327680 ( 4.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 26085/65536 52170/131072 (39.8%)
cubemapsamples 52/1024 832/16384 ( 5.1%)
overlays 8/512 2816/180224 ( 1.6%)
lightdata [variable] 2019844/0 ( 0.0%)
visdata [variable] 4046634/16777216 (24.1%)
entdata [variable] 56929/393216 (14.5%)
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] 1/12732 ( 0.0%)
pakfile [variable] 555389/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 3783216/4194304 (90.2%) VERY FULL!
==== Total Win32 BSP file data space used: 14441605 bytes ====

Linux Specific Data:
physicssurface [variable] 11619714/6291456 (184.7%) VERY FULL!
==== Total Linux BSP file data space used: 22278103 bytes ====

Total triangle count: 37737
Writing c:\program files\steam\steamapps\aberry\half-life 2 deathmatch\hl2mp\maps\dm_corregation.bsp
11 minutes, 44 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\aberry\half-life 2 deathmatch\hl2mp\maps\dm_corregation.bsp" "c:\program files\steam\steamapps\aberry\half-life 2 deathmatch\hl2mp\maps\dm_corregation.bsp"


Im pretty sure i've turned RAD off and it still did it, though ill try it again.

Any help would be appreciated
 
check if there´s a prop outside of your map. as far as i Know the degenerate face is caused by a >6 sided brush that is concave (spelling...).
i´d suggest a ride with forum search. the degenerate face problem has been adressed some time ago. :D
 
fixed it, i stilll don't know why it did it, all i did was copied it into a new map and it worked...
 
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