T
Tizz
Guest
Hey ive finished my HL2DM map, screens etc once i got it workin.
Its worked when i was testing it etc, added 1 or 2 lights they worked so then i went ahead and added all the lights, decals and the objects etc. (still got cubemaps to add only got a few there)
So the lot is done, compiled it, and went to run it and it crashed during the loading stage, and went back to desktop with no error msg. Tryd another map it it was ok so its not hl2 etc, its something to do with my map.
Heres the complile spam.
** Executing...
** Command: "c:\program files\valve\steam\steamapps\email\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\email\sourcesdk\launcher" "C:\Documents and Settings\Tizz\Desktop\map2\map4"
Valve Software - vbsp.exe (Dec 15 2004)
2 threads
materialPath: c:\program files\valve\steam\steamapps\email\sourcesdk\launcher\materials
Loading C:\Documents and Settings\Tizz\Desktop\map2\map4.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity info_player_deathmatch (-1776.36 -915.70 191.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (100.0, 1024.0, -108.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (612.0, 1024.0, -108.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (100.0, 1024.0, 256.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (612.0, 1024.0, 256.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (100.0, 1024.0, 451.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (612.0, 1024.0, 451.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0, 2048.0, 87.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1536.0, 87.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 96 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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...10
Building Physics collision data...
done (1) (350537 bytes)
Building Physics collision data...
done (0) (350537 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Documents and Settings\Tizz\Desktop\map2\map4.bsp
10 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 7
** Executing...
** Command: "c:\program files\valve\steam\steamapps\email\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\email\sourcesdk\launcher" "C:\Documents and Settings\Tizz\Desktop\map2\map4"
Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading c:\documents and settings\tizz\desktop\map2\map4.bsp
reading c:\documents and settings\tizz\desktop\map2\map4.prt
LoadPortals: couldn't read c:\documents and settings\tizz\desktop\map2\map4.prt
** Executing...
** Command: "c:\program files\valve\steam\steamapps\email\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\email\sourcesdk\launcher" "C:\Documents and Settings\Tizz\Desktop\map2\map4"
Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
[Reading texlights from 'c:\program files\valve\steam\steamapps\email\sourcesdk\bin\lights.rad']
[45 texlights parsed from 'c:\program files\valve\steam\steamapps\email\sourcesdk\bin\lights.rad']
Loading c:\documents and settings\tizz\desktop\map2\map4.bsp
No vis information, direct lighting only.
7088 faces
4 degenerate faces
510935 square feet [73574752.00 square inches]
0 displacements
0 square feet [0.00 square inches]
130 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (294)
Build Patch/Sample Hash Table(s).....Done<0.0544 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 2/1024 96/49152 ( 0.2%)
brushes 900/8192 10800/98304 (11.0%)
brushsides 6807/65536 54456/524288 (10.4%)
planes 4172/65536 83440/1310720 ( 6.4%)
vertexes 10522/65536 126264/786432 (16.1%)
nodes 4310/65536 137920/2097152 ( 6.6%)
texinfos 2255/12288 162360/884736 (18.4%)
texdata 129/2048 4128/65536 ( 6.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 7088/65536 396928/3670016 (10.8%)
origfaces 3287/65536 184072/3670016 ( 5.0%)
leaves 4313/65536 241528/3670016 ( 6.6%)
leaffaces 8406/65536 16812/131072 (12.8%)
leafbrushes 2209/65536 4418/131072 ( 3.4%)
surfedges 47280/512000 189120/2048000 ( 9.2%)
edges 26530/256000 106120/1024000 (10.4%)
worldlights 130/8192 11440/720896 ( 1.6%)
waterstrips 574/32768 5740/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9105/65536 18210/131072 (13.9%)
cubemapsamples 15/1024 240/16384 ( 1.5%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 3038904/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 173369/393216 (44.1%)
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] 1/21028 ( 0.0%)
pakfile [variable] 178980/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 350537/4194304 ( 8.4%)
==== Total Win32 BSP file data space used: 5495884 bytes ====
Linux Specific Data:
physicssurface [variable] 350537/6291456 ( 5.6%)
==== Total Linux BSP file data space used: 5495884 bytes ====
Total triangle count: 19769
Writing c:\documents and settings\tizz\desktop\map2\map4.bsp
4 minutes, 58 seconds elapsed
Extra notes:
The leek i no about ill take care of that, its causing one light not to work well was when i could get the map to run
Theres alot of wired content solid parts which i think is to do with some of the geometry being a bit (bo selecta craig david face.. u know ) anyway im not noticings anything different in this compile info that wasnt there before it stoped working.
any help would be excelent. thanks for ur time. Tizz
p.s. soz for bad spelling im 19 not 9, im just s**it at spelling. cya
Its worked when i was testing it etc, added 1 or 2 lights they worked so then i went ahead and added all the lights, decals and the objects etc. (still got cubemaps to add only got a few there)
So the lot is done, compiled it, and went to run it and it crashed during the loading stage, and went back to desktop with no error msg. Tryd another map it it was ok so its not hl2 etc, its something to do with my map.
Heres the complile spam.
** Executing...
** Command: "c:\program files\valve\steam\steamapps\email\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\email\sourcesdk\launcher" "C:\Documents and Settings\Tizz\Desktop\map2\map4"
Valve Software - vbsp.exe (Dec 15 2004)
2 threads
materialPath: c:\program files\valve\steam\steamapps\email\sourcesdk\launcher\materials
Loading C:\Documents and Settings\Tizz\Desktop\map2\map4.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity info_player_deathmatch (-1776.36 -915.70 191.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (100.0, 1024.0, -108.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (612.0, 1024.0, -108.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (100.0, 1024.0, 256.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (612.0, 1024.0, 256.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (100.0, 1024.0, 451.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (612.0, 1024.0, 451.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0, 2048.0, 87.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1536.0, 87.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 96 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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...10
Building Physics collision data...
done (1) (350537 bytes)
Building Physics collision data...
done (0) (350537 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Documents and Settings\Tizz\Desktop\map2\map4.bsp
10 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 7
** Executing...
** Command: "c:\program files\valve\steam\steamapps\email\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\email\sourcesdk\launcher" "C:\Documents and Settings\Tizz\Desktop\map2\map4"
Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading c:\documents and settings\tizz\desktop\map2\map4.bsp
reading c:\documents and settings\tizz\desktop\map2\map4.prt
LoadPortals: couldn't read c:\documents and settings\tizz\desktop\map2\map4.prt
** Executing...
** Command: "c:\program files\valve\steam\steamapps\email\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\email\sourcesdk\launcher" "C:\Documents and Settings\Tizz\Desktop\map2\map4"
Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
[Reading texlights from 'c:\program files\valve\steam\steamapps\email\sourcesdk\bin\lights.rad']
[45 texlights parsed from 'c:\program files\valve\steam\steamapps\email\sourcesdk\bin\lights.rad']
Loading c:\documents and settings\tizz\desktop\map2\map4.bsp
No vis information, direct lighting only.
7088 faces
4 degenerate faces
510935 square feet [73574752.00 square inches]
0 displacements
0 square feet [0.00 square inches]
130 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (294)
Build Patch/Sample Hash Table(s).....Done<0.0544 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 2/1024 96/49152 ( 0.2%)
brushes 900/8192 10800/98304 (11.0%)
brushsides 6807/65536 54456/524288 (10.4%)
planes 4172/65536 83440/1310720 ( 6.4%)
vertexes 10522/65536 126264/786432 (16.1%)
nodes 4310/65536 137920/2097152 ( 6.6%)
texinfos 2255/12288 162360/884736 (18.4%)
texdata 129/2048 4128/65536 ( 6.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 7088/65536 396928/3670016 (10.8%)
origfaces 3287/65536 184072/3670016 ( 5.0%)
leaves 4313/65536 241528/3670016 ( 6.6%)
leaffaces 8406/65536 16812/131072 (12.8%)
leafbrushes 2209/65536 4418/131072 ( 3.4%)
surfedges 47280/512000 189120/2048000 ( 9.2%)
edges 26530/256000 106120/1024000 (10.4%)
worldlights 130/8192 11440/720896 ( 1.6%)
waterstrips 574/32768 5740/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9105/65536 18210/131072 (13.9%)
cubemapsamples 15/1024 240/16384 ( 1.5%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 3038904/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 173369/393216 (44.1%)
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] 1/21028 ( 0.0%)
pakfile [variable] 178980/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 350537/4194304 ( 8.4%)
==== Total Win32 BSP file data space used: 5495884 bytes ====
Linux Specific Data:
physicssurface [variable] 350537/6291456 ( 5.6%)
==== Total Linux BSP file data space used: 5495884 bytes ====
Total triangle count: 19769
Writing c:\documents and settings\tizz\desktop\map2\map4.bsp
4 minutes, 58 seconds elapsed
Extra notes:
The leek i no about ill take care of that, its causing one light not to work well was when i could get the map to run
Theres alot of wired content solid parts which i think is to do with some of the geometry being a bit (bo selecta craig david face.. u know ) anyway im not noticings anything different in this compile info that wasnt there before it stoped working.
any help would be excelent. thanks for ur time. Tizz
p.s. soz for bad spelling im 19 not 9, im just s**it at spelling. cya